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HL2Overcharged/materialsystem/stdshaders/include/vertexlit_and_unlit_generic_bump_ps20b.inc
2025-05-21 21:20:08 +03:00

276 lines
8.5 KiB
C++

// ALL SKIP STATEMENTS THAT AFFECT THIS SHADER!!!
// ( $FLASHLIGHT != 0 ) && ( $NUM_LIGHTS > 0 )
// ( $FLASHLIGHT == 0 ) && ( $FLASHLIGHTSHADOWS == 1 )
// ( $FLASHLIGHT == 0 ) && ( $FLASHLIGHTDEPTHFILTERMODE != 0 )
// (! $DETAILTEXTURE) && ( $DETAIL_BLEND_MODE != 0 )
// ( $FLASHLIGHT == 1 ) && ( $LIGHTWARPTEXTURE == 1 )
// ( $DIFFUSELIGHTING == 0 ) && ( $LIGHTWARPTEXTURE == 1 )
// ( $SELFILLUMFRESNEL == 1 ) && ( $LIGHTWARPTEXTURE == 1 )
// ( $SELFILLUM == 0 ) && ( $SELFILLUMFRESNEL == 1 )
// ( $FLASHLIGHT == 1 ) && ( $SELFILLUMFRESNEL == 1 )
// ( $FLASHLIGHT == 1 ) && ( $SELFILLUM == 1 )
// ( $SELFILLUMFRESNEL == 1 ) && ( $DETAILTEXTURE == 1 )
// ( $SELFILLUMFRESNEL == 1 ) && ( $NORMALMAPALPHAENVMAPMASK == 1 )
// ($BLENDTINTBYBASEALPHA) && ($SELFILLUM)
// $FLASHLIGHT && $CUBEMAP
// $NORMALMAPALPHAENVMAPMASK && !$CUBEMAP
// defined $HDRTYPE && defined $HDRENABLED && !$HDRTYPE && $HDRENABLED
// defined $PIXELFOGTYPE && defined $WRITEWATERFOGTODESTALPHA && ( $PIXELFOGTYPE != 1 ) && $WRITEWATERFOGTODESTALPHA
// defined $LIGHTING_PREVIEW && defined $HDRTYPE && $LIGHTING_PREVIEW && $HDRTYPE != 0
// defined $LIGHTING_PREVIEW && defined $FASTPATHENVMAPTINT && $LIGHTING_PREVIEW && $FASTPATHENVMAPTINT
// defined $LIGHTING_PREVIEW && defined $FASTPATHENVMAPCONTRAST && $LIGHTING_PREVIEW && $FASTPATHENVMAPCONTRAST
// defined $LIGHTING_PREVIEW && defined $FASTPATH && $LIGHTING_PREVIEW && $FASTPATH
// ($FLASHLIGHT || $FLASHLIGHTSHADOWS) && $LIGHTING_PREVIEW
// defined $HDRTYPE && defined $HDRENABLED && !$HDRTYPE && $HDRENABLED
// defined $PIXELFOGTYPE && defined $WRITEWATERFOGTODESTALPHA && ( $PIXELFOGTYPE != 1 ) && $WRITEWATERFOGTODESTALPHA
// defined $LIGHTING_PREVIEW && defined $HDRTYPE && $LIGHTING_PREVIEW && $HDRTYPE != 0
// defined $LIGHTING_PREVIEW && defined $FASTPATHENVMAPTINT && $LIGHTING_PREVIEW && $FASTPATHENVMAPTINT
// defined $LIGHTING_PREVIEW && defined $FASTPATHENVMAPCONTRAST && $LIGHTING_PREVIEW && $FASTPATHENVMAPCONTRAST
// defined $LIGHTING_PREVIEW && defined $FASTPATH && $LIGHTING_PREVIEW && $FASTPATH
// ($FLASHLIGHT || $FLASHLIGHTSHADOWS) && $LIGHTING_PREVIEW
#ifndef VERTEXLIT_AND_UNLIT_GENERIC_BUMP_PS20B_H
#define VERTEXLIT_AND_UNLIT_GENERIC_BUMP_PS20B_H
#include "shaderapi/ishaderapi.h"
#include "shaderapi/ishadershadow.h"
#include "materialsystem/imaterialvar.h"
class vertexlit_and_unlit_generic_bump_ps20b_Static_Index
{
unsigned int m_nCUBEMAP : 2;
unsigned int m_nDIFFUSELIGHTING : 2;
unsigned int m_nLIGHTWARPTEXTURE : 2;
unsigned int m_nSELFILLUM : 2;
unsigned int m_nSELFILLUMFRESNEL : 2;
unsigned int m_nNORMALMAPALPHAENVMAPMASK : 2;
unsigned int m_nHALFLAMBERT : 2;
unsigned int m_nFLASHLIGHT : 2;
unsigned int m_nDETAILTEXTURE : 2;
unsigned int m_nDETAIL_BLEND_MODE : 3;
unsigned int m_nFLASHLIGHTDEPTHFILTERMODE : 2;
unsigned int m_nBLENDTINTBYBASEALPHA : 2;
#ifdef _DEBUG
bool m_bCUBEMAP : 1;
bool m_bDIFFUSELIGHTING : 1;
bool m_bLIGHTWARPTEXTURE : 1;
bool m_bSELFILLUM : 1;
bool m_bSELFILLUMFRESNEL : 1;
bool m_bNORMALMAPALPHAENVMAPMASK : 1;
bool m_bHALFLAMBERT : 1;
bool m_bFLASHLIGHT : 1;
bool m_bDETAILTEXTURE : 1;
bool m_bDETAIL_BLEND_MODE : 1;
bool m_bFLASHLIGHTDEPTHFILTERMODE : 1;
bool m_bBLENDTINTBYBASEALPHA : 1;
#endif // _DEBUG
public:
void SetCUBEMAP( int i )
{
Assert( i >= 0 && i <= 1 );
m_nCUBEMAP = i;
#ifdef _DEBUG
m_bCUBEMAP = true;
#endif // _DEBUG
}
void SetDIFFUSELIGHTING( int i )
{
Assert( i >= 0 && i <= 1 );
m_nDIFFUSELIGHTING = i;
#ifdef _DEBUG
m_bDIFFUSELIGHTING = true;
#endif // _DEBUG
}
void SetLIGHTWARPTEXTURE( int i )
{
Assert( i >= 0 && i <= 1 );
m_nLIGHTWARPTEXTURE = i;
#ifdef _DEBUG
m_bLIGHTWARPTEXTURE = true;
#endif // _DEBUG
}
void SetSELFILLUM( int i )
{
Assert( i >= 0 && i <= 1 );
m_nSELFILLUM = i;
#ifdef _DEBUG
m_bSELFILLUM = true;
#endif // _DEBUG
}
void SetSELFILLUMFRESNEL( int i )
{
Assert( i >= 0 && i <= 1 );
m_nSELFILLUMFRESNEL = i;
#ifdef _DEBUG
m_bSELFILLUMFRESNEL = true;
#endif // _DEBUG
}
void SetNORMALMAPALPHAENVMAPMASK( int i )
{
Assert( i >= 0 && i <= 1 );
m_nNORMALMAPALPHAENVMAPMASK = i;
#ifdef _DEBUG
m_bNORMALMAPALPHAENVMAPMASK = true;
#endif // _DEBUG
}
void SetHALFLAMBERT( int i )
{
Assert( i >= 0 && i <= 1 );
m_nHALFLAMBERT = i;
#ifdef _DEBUG
m_bHALFLAMBERT = true;
#endif // _DEBUG
}
void SetFLASHLIGHT( int i )
{
Assert( i >= 0 && i <= 1 );
m_nFLASHLIGHT = i;
#ifdef _DEBUG
m_bFLASHLIGHT = true;
#endif // _DEBUG
}
void SetDETAILTEXTURE( int i )
{
Assert( i >= 0 && i <= 1 );
m_nDETAILTEXTURE = i;
#ifdef _DEBUG
m_bDETAILTEXTURE = true;
#endif // _DEBUG
}
void SetDETAIL_BLEND_MODE( int i )
{
Assert( i >= 0 && i <= 6 );
m_nDETAIL_BLEND_MODE = i;
#ifdef _DEBUG
m_bDETAIL_BLEND_MODE = true;
#endif // _DEBUG
}
void SetFLASHLIGHTDEPTHFILTERMODE( int i )
{
Assert( i >= 0 && i <= 2 );
m_nFLASHLIGHTDEPTHFILTERMODE = i;
#ifdef _DEBUG
m_bFLASHLIGHTDEPTHFILTERMODE = true;
#endif // _DEBUG
}
void SetBLENDTINTBYBASEALPHA( int i )
{
Assert( i >= 0 && i <= 1 );
m_nBLENDTINTBYBASEALPHA = i;
#ifdef _DEBUG
m_bBLENDTINTBYBASEALPHA = true;
#endif // _DEBUG
}
vertexlit_and_unlit_generic_bump_ps20b_Static_Index( IShaderShadow* pShaderShadow, IMaterialVar** params )
{
m_nCUBEMAP = 0;
m_nDIFFUSELIGHTING = 0;
m_nLIGHTWARPTEXTURE = 0;
m_nSELFILLUM = 0;
m_nSELFILLUMFRESNEL = 0;
m_nNORMALMAPALPHAENVMAPMASK = 0;
m_nHALFLAMBERT = 0;
m_nFLASHLIGHT = 0;
m_nDETAILTEXTURE = 0;
m_nDETAIL_BLEND_MODE = 0;
m_nFLASHLIGHTDEPTHFILTERMODE = 0;
m_nBLENDTINTBYBASEALPHA = 0;
#ifdef _DEBUG
m_bCUBEMAP = false;
m_bDIFFUSELIGHTING = false;
m_bLIGHTWARPTEXTURE = false;
m_bSELFILLUM = false;
m_bSELFILLUMFRESNEL = false;
m_bNORMALMAPALPHAENVMAPMASK = false;
m_bHALFLAMBERT = false;
m_bFLASHLIGHT = false;
m_bDETAILTEXTURE = false;
m_bDETAIL_BLEND_MODE = false;
m_bFLASHLIGHTDEPTHFILTERMODE = false;
m_bBLENDTINTBYBASEALPHA = false;
#endif // _DEBUG
}
int GetIndex() const
{
Assert( m_bCUBEMAP && m_bDIFFUSELIGHTING && m_bLIGHTWARPTEXTURE && m_bSELFILLUM && m_bSELFILLUMFRESNEL && m_bNORMALMAPALPHAENVMAPMASK && m_bHALFLAMBERT && m_bFLASHLIGHT && m_bDETAILTEXTURE && m_bDETAIL_BLEND_MODE && m_bFLASHLIGHTDEPTHFILTERMODE && m_bBLENDTINTBYBASEALPHA );
return ( 20 * m_nCUBEMAP ) + ( 40 * m_nDIFFUSELIGHTING ) + ( 80 * m_nLIGHTWARPTEXTURE ) + ( 160 * m_nSELFILLUM ) + ( 320 * m_nSELFILLUMFRESNEL ) + ( 640 * m_nNORMALMAPALPHAENVMAPMASK ) + ( 1280 * m_nHALFLAMBERT ) + ( 2560 * m_nFLASHLIGHT ) + ( 5120 * m_nDETAILTEXTURE ) + ( 10240 * m_nDETAIL_BLEND_MODE ) + ( 71680 * m_nFLASHLIGHTDEPTHFILTERMODE ) + ( 215040 * m_nBLENDTINTBYBASEALPHA ) + 0;
}
};
#define shaderStaticTest_vertexlit_and_unlit_generic_bump_ps20b psh_forgot_to_set_static_CUBEMAP + psh_forgot_to_set_static_DIFFUSELIGHTING + psh_forgot_to_set_static_LIGHTWARPTEXTURE + psh_forgot_to_set_static_SELFILLUM + psh_forgot_to_set_static_SELFILLUMFRESNEL + psh_forgot_to_set_static_NORMALMAPALPHAENVMAPMASK + psh_forgot_to_set_static_HALFLAMBERT + psh_forgot_to_set_static_FLASHLIGHT + psh_forgot_to_set_static_DETAILTEXTURE + psh_forgot_to_set_static_DETAIL_BLEND_MODE + psh_forgot_to_set_static_FLASHLIGHTDEPTHFILTERMODE + psh_forgot_to_set_static_BLENDTINTBYBASEALPHA
class vertexlit_and_unlit_generic_bump_ps20b_Dynamic_Index
{
unsigned int m_nNUM_LIGHTS : 3;
unsigned int m_nAMBIENT_LIGHT : 2;
unsigned int m_nFLASHLIGHTSHADOWS : 2;
#ifdef _DEBUG
bool m_bNUM_LIGHTS : 1;
bool m_bAMBIENT_LIGHT : 1;
bool m_bFLASHLIGHTSHADOWS : 1;
#endif // _DEBUG
public:
void SetNUM_LIGHTS( int i )
{
Assert( i >= 0 && i <= 4 );
m_nNUM_LIGHTS = i;
#ifdef _DEBUG
m_bNUM_LIGHTS = true;
#endif // _DEBUG
}
void SetAMBIENT_LIGHT( int i )
{
Assert( i >= 0 && i <= 1 );
m_nAMBIENT_LIGHT = i;
#ifdef _DEBUG
m_bAMBIENT_LIGHT = true;
#endif // _DEBUG
}
void SetFLASHLIGHTSHADOWS( int i )
{
Assert( i >= 0 && i <= 1 );
m_nFLASHLIGHTSHADOWS = i;
#ifdef _DEBUG
m_bFLASHLIGHTSHADOWS = true;
#endif // _DEBUG
}
vertexlit_and_unlit_generic_bump_ps20b_Dynamic_Index( IShaderDynamicAPI* pShaderAPI )
{
m_nNUM_LIGHTS = 0;
m_nAMBIENT_LIGHT = 0;
m_nFLASHLIGHTSHADOWS = 0;
#ifdef _DEBUG
m_bNUM_LIGHTS = false;
m_bAMBIENT_LIGHT = false;
m_bFLASHLIGHTSHADOWS = false;
#endif // _DEBUG
}
int GetIndex() const
{
Assert( m_bNUM_LIGHTS && m_bAMBIENT_LIGHT && m_bFLASHLIGHTSHADOWS );
return ( 1 * m_nNUM_LIGHTS ) + ( 5 * m_nAMBIENT_LIGHT ) + ( 10 * m_nFLASHLIGHTSHADOWS ) + 0;
}
};
#define shaderDynamicTest_vertexlit_and_unlit_generic_bump_ps20b psh_forgot_to_set_dynamic_NUM_LIGHTS + psh_forgot_to_set_dynamic_AMBIENT_LIGHT + psh_forgot_to_set_dynamic_FLASHLIGHTSHADOWS
#endif // VERTEXLIT_AND_UNLIT_GENERIC_BUMP_PS20B_H