Files
HL2Overcharged/materialsystem/stdshaders/include/SDK_water_ps20b.inc
2025-05-21 21:20:08 +03:00

185 lines
4.8 KiB
C++

// ALL SKIP STATEMENTS THAT AFFECT THIS SHADER!!!
// $MULTITEXTURE && $BASETEXTURE
// 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 SDK_WATER_PS20B_H
#define SDK_WATER_PS20B_H
#include "shaderapi/ishaderapi.h"
#include "shaderapi/ishadershadow.h"
#include "materialsystem/imaterialvar.h"
class SDK_water_ps20b_Static_Index
{
unsigned int m_nCONVERT_TO_SRGB : 2;
unsigned int m_nBASETEXTURE : 2;
unsigned int m_nMULTITEXTURE : 2;
unsigned int m_nREFLECT : 2;
unsigned int m_nREFRACT : 2;
unsigned int m_nABOVEWATER : 2;
unsigned int m_nBLURRY_REFRACT : 2;
unsigned int m_nNORMAL_DECODE_MODE : 1;
#ifdef _DEBUG
bool m_bBASETEXTURE : 1;
bool m_bMULTITEXTURE : 1;
bool m_bREFLECT : 1;
bool m_bREFRACT : 1;
bool m_bABOVEWATER : 1;
bool m_bBLURRY_REFRACT : 1;
bool m_bNORMAL_DECODE_MODE : 1;
#endif // _DEBUG
public:
void SetCONVERT_TO_SRGB( int i )
{
Assert( i >= 0 && i <= 1 );
m_nCONVERT_TO_SRGB = i;
}
void SetBASETEXTURE( int i )
{
Assert( i >= 0 && i <= 1 );
m_nBASETEXTURE = i;
#ifdef _DEBUG
m_bBASETEXTURE = true;
#endif // _DEBUG
}
void SetMULTITEXTURE( int i )
{
Assert( i >= 0 && i <= 1 );
m_nMULTITEXTURE = i;
#ifdef _DEBUG
m_bMULTITEXTURE = true;
#endif // _DEBUG
}
void SetREFLECT( int i )
{
Assert( i >= 0 && i <= 1 );
m_nREFLECT = i;
#ifdef _DEBUG
m_bREFLECT = true;
#endif // _DEBUG
}
void SetREFRACT( int i )
{
Assert( i >= 0 && i <= 1 );
m_nREFRACT = i;
#ifdef _DEBUG
m_bREFRACT = true;
#endif // _DEBUG
}
void SetABOVEWATER( int i )
{
Assert( i >= 0 && i <= 1 );
m_nABOVEWATER = i;
#ifdef _DEBUG
m_bABOVEWATER = true;
#endif // _DEBUG
}
void SetBLURRY_REFRACT( int i )
{
Assert( i >= 0 && i <= 1 );
m_nBLURRY_REFRACT = i;
#ifdef _DEBUG
m_bBLURRY_REFRACT = true;
#endif // _DEBUG
}
void SetNORMAL_DECODE_MODE( int i )
{
Assert( i >= 0 && i <= 0 );
m_nNORMAL_DECODE_MODE = i;
#ifdef _DEBUG
m_bNORMAL_DECODE_MODE = true;
#endif // _DEBUG
}
SDK_water_ps20b_Static_Index( IShaderShadow* pShaderShadow, IMaterialVar** params )
{
m_nCONVERT_TO_SRGB = g_pHardwareConfig->NeedsShaderSRGBConversion();
m_nBASETEXTURE = 0;
m_nMULTITEXTURE = 0;
m_nREFLECT = 0;
m_nREFRACT = 0;
m_nABOVEWATER = 0;
m_nBLURRY_REFRACT = 0;
m_nNORMAL_DECODE_MODE = 0;
#ifdef _DEBUG
m_bBASETEXTURE = false;
m_bMULTITEXTURE = false;
m_bREFLECT = false;
m_bREFRACT = false;
m_bABOVEWATER = false;
m_bBLURRY_REFRACT = false;
m_bNORMAL_DECODE_MODE = false;
#endif // _DEBUG
}
int GetIndex() const
{
Assert( m_bBASETEXTURE && m_bMULTITEXTURE && m_bREFLECT && m_bREFRACT && m_bABOVEWATER && m_bBLURRY_REFRACT && m_bNORMAL_DECODE_MODE );
return ( 4 * m_nCONVERT_TO_SRGB ) + ( 8 * m_nBASETEXTURE ) + ( 16 * m_nMULTITEXTURE ) + ( 32 * m_nREFLECT ) + ( 64 * m_nREFRACT ) + ( 128 * m_nABOVEWATER ) + ( 256 * m_nBLURRY_REFRACT ) + ( 512 * m_nNORMAL_DECODE_MODE ) + 0;
}
};
#define shaderStaticTest_SDK_water_ps20b psh_forgot_to_set_static_BASETEXTURE + psh_forgot_to_set_static_MULTITEXTURE + psh_forgot_to_set_static_REFLECT + psh_forgot_to_set_static_REFRACT + psh_forgot_to_set_static_ABOVEWATER + psh_forgot_to_set_static_BLURRY_REFRACT + psh_forgot_to_set_static_NORMAL_DECODE_MODE
class SDK_water_ps20b_Dynamic_Index
{
unsigned int m_nPIXELFOGTYPE : 2;
unsigned int m_nWRITE_DEPTH_TO_DESTALPHA : 2;
#ifdef _DEBUG
bool m_bPIXELFOGTYPE : 1;
bool m_bWRITE_DEPTH_TO_DESTALPHA : 1;
#endif // _DEBUG
public:
void SetPIXELFOGTYPE( int i )
{
Assert( i >= 0 && i <= 1 );
m_nPIXELFOGTYPE = i;
#ifdef _DEBUG
m_bPIXELFOGTYPE = true;
#endif // _DEBUG
}
void SetWRITE_DEPTH_TO_DESTALPHA( int i )
{
Assert( i >= 0 && i <= 1 );
m_nWRITE_DEPTH_TO_DESTALPHA = i;
#ifdef _DEBUG
m_bWRITE_DEPTH_TO_DESTALPHA = true;
#endif // _DEBUG
}
SDK_water_ps20b_Dynamic_Index( IShaderDynamicAPI* pShaderAPI )
{
m_nPIXELFOGTYPE = 0;
m_nWRITE_DEPTH_TO_DESTALPHA = 0;
#ifdef _DEBUG
m_bPIXELFOGTYPE = false;
m_bWRITE_DEPTH_TO_DESTALPHA = false;
#endif // _DEBUG
}
int GetIndex() const
{
Assert( m_bPIXELFOGTYPE && m_bWRITE_DEPTH_TO_DESTALPHA );
return ( 1 * m_nPIXELFOGTYPE ) + ( 2 * m_nWRITE_DEPTH_TO_DESTALPHA ) + 0;
}
};
#define shaderDynamicTest_SDK_water_ps20b psh_forgot_to_set_dynamic_PIXELFOGTYPE + psh_forgot_to_set_dynamic_WRITE_DEPTH_TO_DESTALPHA
#endif // SDK_WATER_PS20B_H