mirror of
https://github.com/Gigaslav/HL2Overcharged.git
synced 2026-01-04 02:10:18 +03:00
119 lines
3.2 KiB
C++
119 lines
3.2 KiB
C++
// ALL SKIP STATEMENTS THAT AFFECT THIS SHADER!!!
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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_VERTEXLIT_LIGHTING_ONLY_PS20B_H
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#define SDK_VERTEXLIT_LIGHTING_ONLY_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_vertexlit_lighting_only_ps20b_Static_Index
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{
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unsigned int m_nCONVERT_TO_SRGB : 2;
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unsigned int m_nDIFFUSELIGHTING : 2;
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unsigned int m_nHALFLAMBERT : 2;
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#ifdef _DEBUG
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bool m_bDIFFUSELIGHTING : 1;
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bool m_bHALFLAMBERT : 1;
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#endif // _DEBUG
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public:
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void SetCONVERT_TO_SRGB( int i )
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{
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Assert( i >= 0 && i <= 1 );
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m_nCONVERT_TO_SRGB = i;
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}
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void SetDIFFUSELIGHTING( int i )
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{
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Assert( i >= 0 && i <= 1 );
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m_nDIFFUSELIGHTING = i;
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#ifdef _DEBUG
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m_bDIFFUSELIGHTING = true;
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#endif // _DEBUG
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}
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void SetHALFLAMBERT( int i )
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{
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Assert( i >= 0 && i <= 1 );
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m_nHALFLAMBERT = i;
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#ifdef _DEBUG
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m_bHALFLAMBERT = true;
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#endif // _DEBUG
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}
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SDK_vertexlit_lighting_only_ps20b_Static_Index( IShaderShadow* pShaderShadow, IMaterialVar** params )
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{
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m_nCONVERT_TO_SRGB = g_pHardwareConfig->NeedsShaderSRGBConversion();
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m_nDIFFUSELIGHTING = 0;
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m_nHALFLAMBERT = 0;
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#ifdef _DEBUG
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m_bDIFFUSELIGHTING = false;
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m_bHALFLAMBERT = 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_bDIFFUSELIGHTING && m_bHALFLAMBERT );
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return ( 10 * m_nCONVERT_TO_SRGB ) + ( 20 * m_nDIFFUSELIGHTING ) + ( 40 * m_nHALFLAMBERT ) + 0;
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}
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};
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#define shaderStaticTest_SDK_vertexlit_lighting_only_ps20b psh_forgot_to_set_static_DIFFUSELIGHTING + psh_forgot_to_set_static_HALFLAMBERT
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class SDK_vertexlit_lighting_only_ps20b_Dynamic_Index
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{
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unsigned int m_nAMBIENT_LIGHT : 2;
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unsigned int m_nNUM_LIGHTS : 3;
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#ifdef _DEBUG
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bool m_bAMBIENT_LIGHT : 1;
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bool m_bNUM_LIGHTS : 1;
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#endif // _DEBUG
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public:
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void SetAMBIENT_LIGHT( int i )
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{
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Assert( i >= 0 && i <= 1 );
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m_nAMBIENT_LIGHT = i;
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#ifdef _DEBUG
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m_bAMBIENT_LIGHT = true;
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#endif // _DEBUG
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}
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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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SDK_vertexlit_lighting_only_ps20b_Dynamic_Index( IShaderDynamicAPI* pShaderAPI )
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{
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m_nAMBIENT_LIGHT = 0;
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m_nNUM_LIGHTS = 0;
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#ifdef _DEBUG
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m_bAMBIENT_LIGHT = false;
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m_bNUM_LIGHTS = 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_bAMBIENT_LIGHT && m_bNUM_LIGHTS );
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return ( 1 * m_nAMBIENT_LIGHT ) + ( 2 * m_nNUM_LIGHTS ) + 0;
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}
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};
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#define shaderDynamicTest_SDK_vertexlit_lighting_only_ps20b psh_forgot_to_set_dynamic_AMBIENT_LIGHT + psh_forgot_to_set_dynamic_NUM_LIGHTS
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#endif // SDK_VERTEXLIT_LIGHTING_ONLY_PS20B_H
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