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HL2Overcharged/materialsystem/stdshaders/include/vertexlit_and_unlit_generic_bump_vs20.inc
2025-05-21 21:20:08 +03:00

145 lines
3.5 KiB
C++

// ALL SKIP STATEMENTS THAT AFFECT THIS SHADER!!!
// $USE_STATIC_CONTROL_FLOW && ( $NUM_LIGHTS > 0 )
// defined $LIGHTING_PREVIEW && defined $FASTPATH && $LIGHTING_PREVIEW && $FASTPATH
#ifndef VERTEXLIT_AND_UNLIT_GENERIC_BUMP_VS20_H
#define VERTEXLIT_AND_UNLIT_GENERIC_BUMP_VS20_H
#include "shaderapi/ishaderapi.h"
#include "shaderapi/ishadershadow.h"
#include "materialsystem/imaterialvar.h"
class vertexlit_and_unlit_generic_bump_vs20_Static_Index
{
unsigned int m_nHALFLAMBERT : 2;
unsigned int m_nUSE_WITH_2B : 2;
unsigned int m_nUSE_STATIC_CONTROL_FLOW : 2;
#ifdef _DEBUG
bool m_bHALFLAMBERT : 1;
bool m_bUSE_WITH_2B : 1;
bool m_bUSE_STATIC_CONTROL_FLOW : 1;
#endif // _DEBUG
public:
void SetHALFLAMBERT( int i )
{
Assert( i >= 0 && i <= 1 );
m_nHALFLAMBERT = i;
#ifdef _DEBUG
m_bHALFLAMBERT = true;
#endif // _DEBUG
}
void SetUSE_WITH_2B( int i )
{
Assert( i >= 0 && i <= 1 );
m_nUSE_WITH_2B = i;
#ifdef _DEBUG
m_bUSE_WITH_2B = true;
#endif // _DEBUG
}
void SetUSE_STATIC_CONTROL_FLOW( int i )
{
Assert( i >= 0 && i <= 1 );
m_nUSE_STATIC_CONTROL_FLOW = i;
#ifdef _DEBUG
m_bUSE_STATIC_CONTROL_FLOW = true;
#endif // _DEBUG
}
vertexlit_and_unlit_generic_bump_vs20_Static_Index( IShaderShadow* pShaderShadow, IMaterialVar** params )
{
m_nHALFLAMBERT = 0;
m_nUSE_WITH_2B = 0;
m_nUSE_STATIC_CONTROL_FLOW = 0;
#ifdef _DEBUG
m_bHALFLAMBERT = false;
m_bUSE_WITH_2B = false;
m_bUSE_STATIC_CONTROL_FLOW = false;
#endif // _DEBUG
}
int GetIndex() const
{
Assert( m_bHALFLAMBERT && m_bUSE_WITH_2B && m_bUSE_STATIC_CONTROL_FLOW );
return ( 24 * m_nHALFLAMBERT ) + ( 48 * m_nUSE_WITH_2B ) + ( 96 * m_nUSE_STATIC_CONTROL_FLOW ) + 0;
}
};
#define shaderStaticTest_vertexlit_and_unlit_generic_bump_vs20 vsh_forgot_to_set_static_HALFLAMBERT + vsh_forgot_to_set_static_USE_WITH_2B + vsh_forgot_to_set_static_USE_STATIC_CONTROL_FLOW
class vertexlit_and_unlit_generic_bump_vs20_Dynamic_Index
{
unsigned int m_nCOMPRESSED_VERTS : 2;
unsigned int m_nDOWATERFOG : 2;
unsigned int m_nSKINNING : 2;
unsigned int m_nNUM_LIGHTS : 2;
#ifdef _DEBUG
bool m_bCOMPRESSED_VERTS : 1;
bool m_bDOWATERFOG : 1;
bool m_bSKINNING : 1;
bool m_bNUM_LIGHTS : 1;
#endif // _DEBUG
public:
void SetCOMPRESSED_VERTS( int i )
{
Assert( i >= 0 && i <= 1 );
m_nCOMPRESSED_VERTS = i;
#ifdef _DEBUG
m_bCOMPRESSED_VERTS = true;
#endif // _DEBUG
}
void SetDOWATERFOG( int i )
{
Assert( i >= 0 && i <= 1 );
m_nDOWATERFOG = i;
#ifdef _DEBUG
m_bDOWATERFOG = true;
#endif // _DEBUG
}
void SetSKINNING( int i )
{
Assert( i >= 0 && i <= 1 );
m_nSKINNING = i;
#ifdef _DEBUG
m_bSKINNING = true;
#endif // _DEBUG
}
void SetNUM_LIGHTS( int i )
{
Assert( i >= 0 && i <= 2 );
m_nNUM_LIGHTS = i;
#ifdef _DEBUG
m_bNUM_LIGHTS = true;
#endif // _DEBUG
}
vertexlit_and_unlit_generic_bump_vs20_Dynamic_Index( IShaderDynamicAPI* pShaderAPI )
{
m_nCOMPRESSED_VERTS = 0;
m_nDOWATERFOG = 0;
m_nSKINNING = 0;
m_nNUM_LIGHTS = 0;
#ifdef _DEBUG
m_bCOMPRESSED_VERTS = false;
m_bDOWATERFOG = false;
m_bSKINNING = false;
m_bNUM_LIGHTS = false;
#endif // _DEBUG
}
int GetIndex() const
{
Assert( m_bCOMPRESSED_VERTS && m_bDOWATERFOG && m_bSKINNING && m_bNUM_LIGHTS );
return ( 1 * m_nCOMPRESSED_VERTS ) + ( 2 * m_nDOWATERFOG ) + ( 4 * m_nSKINNING ) + ( 8 * m_nNUM_LIGHTS ) + 0;
}
};
#define shaderDynamicTest_vertexlit_and_unlit_generic_bump_vs20 vsh_forgot_to_set_dynamic_COMPRESSED_VERTS + vsh_forgot_to_set_dynamic_DOWATERFOG + vsh_forgot_to_set_dynamic_SKINNING + vsh_forgot_to_set_dynamic_NUM_LIGHTS
#endif // VERTEXLIT_AND_UNLIT_GENERIC_BUMP_VS20_H