mirror of
https://github.com/Gigaslav/HL2Overcharged.git
synced 2026-01-04 02:10:18 +03:00
160 lines
4.9 KiB
C++
160 lines
4.9 KiB
C++
// ALL SKIP STATEMENTS THAT AFFECT THIS SHADER!!!
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// ( $FLASHLIGHT != 0 ) && ( $NUM_LIGHTS > 0 )
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// ( $FLASHLIGHT == 0 ) && ( $FLASHLIGHTSHADOWS == 1 )
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// ( $RAYTRACESPHERE == 0 ) && ( $SPHERETEXKILLCOMBO == 1 )
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// defined $HDRTYPE && defined $HDRENABLED && !$HDRTYPE && $HDRENABLED
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// defined $PIXELFOGTYPE && defined $WRITEWATERFOGTODESTALPHA && ( $PIXELFOGTYPE != 1 ) && $WRITEWATERFOGTODESTALPHA
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// defined $LIGHTING_PREVIEW && defined $HDRTYPE && $LIGHTING_PREVIEW && $HDRTYPE != 0
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// defined $LIGHTING_PREVIEW && defined $FASTPATHENVMAPTINT && $LIGHTING_PREVIEW && $FASTPATHENVMAPTINT
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// defined $LIGHTING_PREVIEW && defined $FASTPATHENVMAPCONTRAST && $LIGHTING_PREVIEW && $FASTPATHENVMAPCONTRAST
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// defined $LIGHTING_PREVIEW && defined $FASTPATH && $LIGHTING_PREVIEW && $FASTPATH
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// ($FLASHLIGHT || $FLASHLIGHTSHADOWS) && $LIGHTING_PREVIEW
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// defined $HDRTYPE && defined $HDRENABLED && !$HDRTYPE && $HDRENABLED
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// defined $PIXELFOGTYPE && defined $WRITEWATERFOGTODESTALPHA && ( $PIXELFOGTYPE != 1 ) && $WRITEWATERFOGTODESTALPHA
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// defined $LIGHTING_PREVIEW && defined $HDRTYPE && $LIGHTING_PREVIEW && $HDRTYPE != 0
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// defined $LIGHTING_PREVIEW && defined $FASTPATHENVMAPTINT && $LIGHTING_PREVIEW && $FASTPATHENVMAPTINT
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// defined $LIGHTING_PREVIEW && defined $FASTPATHENVMAPCONTRAST && $LIGHTING_PREVIEW && $FASTPATHENVMAPCONTRAST
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// defined $LIGHTING_PREVIEW && defined $FASTPATH && $LIGHTING_PREVIEW && $FASTPATH
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// ($FLASHLIGHT || $FLASHLIGHTSHADOWS) && $LIGHTING_PREVIEW
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#ifndef SDK_EYE_REFRACT_PS20B_H
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#define SDK_EYE_REFRACT_PS20B_H
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#include "shaderapi/ishaderapi.h"
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#include "shaderapi/ishadershadow.h"
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#include "materialsystem/imaterialvar.h"
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class SDK_eye_refract_ps20b_Static_Index
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{
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unsigned int m_nFLASHLIGHT : 2;
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unsigned int m_nLIGHTWARPTEXTURE : 2;
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unsigned int m_nSPHERETEXKILLCOMBO : 2;
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unsigned int m_nRAYTRACESPHERE : 2;
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unsigned int m_nFLASHLIGHTDEPTHFILTERMODE : 2;
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#ifdef _DEBUG
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bool m_bFLASHLIGHT : 1;
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bool m_bLIGHTWARPTEXTURE : 1;
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bool m_bSPHERETEXKILLCOMBO : 1;
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bool m_bRAYTRACESPHERE : 1;
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bool m_bFLASHLIGHTDEPTHFILTERMODE : 1;
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#endif // _DEBUG
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public:
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void SetFLASHLIGHT( int i )
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{
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Assert( i >= 0 && i <= 1 );
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m_nFLASHLIGHT = i;
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#ifdef _DEBUG
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m_bFLASHLIGHT = true;
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#endif // _DEBUG
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}
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void SetLIGHTWARPTEXTURE( int i )
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{
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Assert( i >= 0 && i <= 1 );
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m_nLIGHTWARPTEXTURE = i;
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#ifdef _DEBUG
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m_bLIGHTWARPTEXTURE = true;
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#endif // _DEBUG
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}
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void SetSPHERETEXKILLCOMBO( int i )
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{
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Assert( i >= 0 && i <= 1 );
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m_nSPHERETEXKILLCOMBO = i;
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#ifdef _DEBUG
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m_bSPHERETEXKILLCOMBO = true;
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#endif // _DEBUG
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}
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void SetRAYTRACESPHERE( int i )
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{
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Assert( i >= 0 && i <= 1 );
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m_nRAYTRACESPHERE = i;
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#ifdef _DEBUG
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m_bRAYTRACESPHERE = true;
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#endif // _DEBUG
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}
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void SetFLASHLIGHTDEPTHFILTERMODE( int i )
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{
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Assert( i >= 0 && i <= 2 );
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m_nFLASHLIGHTDEPTHFILTERMODE = i;
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#ifdef _DEBUG
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m_bFLASHLIGHTDEPTHFILTERMODE = true;
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#endif // _DEBUG
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}
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SDK_eye_refract_ps20b_Static_Index( IShaderShadow* pShaderShadow, IMaterialVar** params )
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{
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m_nFLASHLIGHT = 0;
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m_nLIGHTWARPTEXTURE = 0;
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m_nSPHERETEXKILLCOMBO = 0;
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m_nRAYTRACESPHERE = 0;
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m_nFLASHLIGHTDEPTHFILTERMODE = 0;
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#ifdef _DEBUG
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m_bFLASHLIGHT = false;
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m_bLIGHTWARPTEXTURE = false;
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m_bSPHERETEXKILLCOMBO = false;
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m_bRAYTRACESPHERE = false;
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m_bFLASHLIGHTDEPTHFILTERMODE = false;
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#endif // _DEBUG
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}
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int GetIndex() const
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{
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Assert( m_bFLASHLIGHT && m_bLIGHTWARPTEXTURE && m_bSPHERETEXKILLCOMBO && m_bRAYTRACESPHERE && m_bFLASHLIGHTDEPTHFILTERMODE );
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return ( 10 * m_nFLASHLIGHT ) + ( 20 * m_nLIGHTWARPTEXTURE ) + ( 40 * m_nSPHERETEXKILLCOMBO ) + ( 80 * m_nRAYTRACESPHERE ) + ( 160 * m_nFLASHLIGHTDEPTHFILTERMODE ) + 0;
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}
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};
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#define shaderStaticTest_SDK_eye_refract_ps20b psh_forgot_to_set_static_FLASHLIGHT + psh_forgot_to_set_static_LIGHTWARPTEXTURE + psh_forgot_to_set_static_SPHERETEXKILLCOMBO + psh_forgot_to_set_static_RAYTRACESPHERE + psh_forgot_to_set_static_FLASHLIGHTDEPTHFILTERMODE
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class SDK_eye_refract_ps20b_Dynamic_Index
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{
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unsigned int m_nNUM_LIGHTS : 3;
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unsigned int m_nFLASHLIGHTSHADOWS : 2;
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#ifdef _DEBUG
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bool m_bNUM_LIGHTS : 1;
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bool m_bFLASHLIGHTSHADOWS : 1;
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#endif // _DEBUG
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public:
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void SetNUM_LIGHTS( int i )
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{
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Assert( i >= 0 && i <= 4 );
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m_nNUM_LIGHTS = i;
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#ifdef _DEBUG
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m_bNUM_LIGHTS = true;
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#endif // _DEBUG
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}
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void SetFLASHLIGHTSHADOWS( int i )
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{
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Assert( i >= 0 && i <= 1 );
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m_nFLASHLIGHTSHADOWS = i;
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#ifdef _DEBUG
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m_bFLASHLIGHTSHADOWS = true;
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#endif // _DEBUG
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}
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SDK_eye_refract_ps20b_Dynamic_Index( IShaderDynamicAPI* pShaderAPI )
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{
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m_nNUM_LIGHTS = 0;
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m_nFLASHLIGHTSHADOWS = 0;
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#ifdef _DEBUG
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m_bNUM_LIGHTS = false;
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m_bFLASHLIGHTSHADOWS = false;
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#endif // _DEBUG
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}
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int GetIndex() const
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{
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Assert( m_bNUM_LIGHTS && m_bFLASHLIGHTSHADOWS );
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return ( 1 * m_nNUM_LIGHTS ) + ( 5 * m_nFLASHLIGHTSHADOWS ) + 0;
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}
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};
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#define shaderDynamicTest_SDK_eye_refract_ps20b psh_forgot_to_set_dynamic_NUM_LIGHTS + psh_forgot_to_set_dynamic_FLASHLIGHTSHADOWS
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#endif // SDK_EYE_REFRACT_PS20B_H
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