mirror of
https://github.com/Gigaslav/HL2Overcharged.git
synced 2026-01-05 06:10:21 +03:00
75 lines
1.9 KiB
C++
75 lines
1.9 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 DEBUGMRTTEXTURE_PS20B_H
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#define DEBUGMRTTEXTURE_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 debugmrttexture_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_nMRTINDEX : 2;
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#ifdef _DEBUG
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bool m_bMRTINDEX : 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 SetMRTINDEX( int i )
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{
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Assert( i >= 0 && i <= 1 );
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m_nMRTINDEX = i;
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#ifdef _DEBUG
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m_bMRTINDEX = true;
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#endif // _DEBUG
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}
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debugmrttexture_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_nMRTINDEX = 0;
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#ifdef _DEBUG
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m_bMRTINDEX = 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_bMRTINDEX );
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return ( 1 * m_nCONVERT_TO_SRGB ) + ( 2 * m_nMRTINDEX ) + 0;
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}
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};
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#define shaderStaticTest_debugmrttexture_ps20b psh_forgot_to_set_static_MRTINDEX
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class debugmrttexture_ps20b_Dynamic_Index
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{
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public:
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debugmrttexture_ps20b_Dynamic_Index( IShaderDynamicAPI* pShaderAPI )
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{
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}
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int GetIndex() const
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{
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return 0;
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}
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};
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#define shaderDynamicTest_debugmrttexture_ps20b 1
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#endif // DEBUGMRTTEXTURE_PS20B_H
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