mirror of
https://github.com/Gigaslav/HL2Overcharged.git
synced 2026-01-02 17:48:11 +03:00
183 lines
4.2 KiB
C++
183 lines
4.2 KiB
C++
// ALL SKIP STATEMENTS THAT AFFECT THIS SHADER!!!
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// defined $LIGHTING_PREVIEW && defined $FASTPATH && $LIGHTING_PREVIEW && $FASTPATH
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#ifndef EYE_REFRACT_VS20_H
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#define EYE_REFRACT_VS20_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 eye_refract_vs20_Static_Index
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{
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unsigned int m_nINTRO : 2;
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unsigned int m_nHALFLAMBERT : 2;
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unsigned int m_nFLASHLIGHT : 2;
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unsigned int m_nLIGHTWARPTEXTURE : 2;
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#ifdef _DEBUG
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bool m_bINTRO : 1;
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bool m_bHALFLAMBERT : 1;
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bool m_bFLASHLIGHT : 1;
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bool m_bLIGHTWARPTEXTURE : 1;
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#endif // _DEBUG
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public:
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void SetINTRO( int i )
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{
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Assert( i >= 0 && i <= 1 );
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m_nINTRO = i;
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#ifdef _DEBUG
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m_bINTRO = 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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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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eye_refract_vs20_Static_Index( IShaderShadow* pShaderShadow, IMaterialVar** params )
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{
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m_nINTRO = 0;
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m_nHALFLAMBERT = 0;
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m_nFLASHLIGHT = 0;
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m_nLIGHTWARPTEXTURE = 0;
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#ifdef _DEBUG
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m_bINTRO = false;
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m_bHALFLAMBERT = false;
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m_bFLASHLIGHT = false;
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m_bLIGHTWARPTEXTURE = 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_bINTRO && m_bHALFLAMBERT && m_bFLASHLIGHT && m_bLIGHTWARPTEXTURE );
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return ( 160 * m_nINTRO ) + ( 320 * m_nHALFLAMBERT ) + ( 640 * m_nFLASHLIGHT ) + ( 1280 * m_nLIGHTWARPTEXTURE ) + 0;
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}
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};
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#define shaderStaticTest_eye_refract_vs20 vsh_forgot_to_set_static_INTRO + vsh_forgot_to_set_static_HALFLAMBERT + vsh_forgot_to_set_static_FLASHLIGHT + vsh_forgot_to_set_static_LIGHTWARPTEXTURE
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class eye_refract_vs20_Dynamic_Index
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{
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unsigned int m_nCOMPRESSED_VERTS : 2;
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unsigned int m_nSKINNING : 2;
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unsigned int m_nDOWATERFOG : 2;
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unsigned int m_nDYNAMIC_LIGHT : 2;
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unsigned int m_nSTATIC_LIGHT : 2;
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unsigned int m_nNUM_LIGHTS : 3;
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#ifdef _DEBUG
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bool m_bCOMPRESSED_VERTS : 1;
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bool m_bSKINNING : 1;
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bool m_bDOWATERFOG : 1;
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bool m_bDYNAMIC_LIGHT : 1;
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bool m_bSTATIC_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 SetCOMPRESSED_VERTS( int i )
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{
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Assert( i >= 0 && i <= 1 );
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m_nCOMPRESSED_VERTS = i;
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#ifdef _DEBUG
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m_bCOMPRESSED_VERTS = true;
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#endif // _DEBUG
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}
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void SetSKINNING( int i )
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{
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Assert( i >= 0 && i <= 1 );
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m_nSKINNING = i;
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#ifdef _DEBUG
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m_bSKINNING = true;
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#endif // _DEBUG
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}
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void SetDOWATERFOG( int i )
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{
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Assert( i >= 0 && i <= 1 );
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m_nDOWATERFOG = i;
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#ifdef _DEBUG
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m_bDOWATERFOG = true;
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#endif // _DEBUG
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}
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void SetDYNAMIC_LIGHT( int i )
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{
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Assert( i >= 0 && i <= 1 );
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m_nDYNAMIC_LIGHT = i;
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#ifdef _DEBUG
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m_bDYNAMIC_LIGHT = true;
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#endif // _DEBUG
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}
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void SetSTATIC_LIGHT( int i )
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{
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Assert( i >= 0 && i <= 1 );
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m_nSTATIC_LIGHT = i;
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#ifdef _DEBUG
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m_bSTATIC_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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eye_refract_vs20_Dynamic_Index( IShaderDynamicAPI* pShaderAPI )
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{
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m_nCOMPRESSED_VERTS = 0;
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m_nSKINNING = 0;
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m_nDOWATERFOG = 0;
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m_nDYNAMIC_LIGHT = 0;
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m_nSTATIC_LIGHT = 0;
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m_nNUM_LIGHTS = 0;
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#ifdef _DEBUG
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m_bCOMPRESSED_VERTS = false;
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m_bSKINNING = false;
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m_bDOWATERFOG = false;
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m_bDYNAMIC_LIGHT = false;
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m_bSTATIC_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_bCOMPRESSED_VERTS && m_bSKINNING && m_bDOWATERFOG && m_bDYNAMIC_LIGHT && m_bSTATIC_LIGHT && m_bNUM_LIGHTS );
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return ( 1 * m_nCOMPRESSED_VERTS ) + ( 2 * m_nSKINNING ) + ( 4 * m_nDOWATERFOG ) + ( 8 * m_nDYNAMIC_LIGHT ) + ( 16 * m_nSTATIC_LIGHT ) + ( 32 * m_nNUM_LIGHTS ) + 0;
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}
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};
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#define shaderDynamicTest_eye_refract_vs20 vsh_forgot_to_set_dynamic_COMPRESSED_VERTS + vsh_forgot_to_set_dynamic_SKINNING + vsh_forgot_to_set_dynamic_DOWATERFOG + vsh_forgot_to_set_dynamic_DYNAMIC_LIGHT + vsh_forgot_to_set_dynamic_STATIC_LIGHT + vsh_forgot_to_set_dynamic_NUM_LIGHTS
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#endif // EYE_REFRACT_VS20_H
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