mirror of
https://github.com/Gigaslav/HL2Overcharged.git
synced 2026-01-04 02:10:18 +03:00
145 lines
3.5 KiB
C++
145 lines
3.5 KiB
C++
// ALL SKIP STATEMENTS THAT AFFECT THIS SHADER!!!
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// $USE_STATIC_CONTROL_FLOW && ( $NUM_LIGHTS > 0 )
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// defined $LIGHTING_PREVIEW && defined $FASTPATH && $LIGHTING_PREVIEW && $FASTPATH
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#ifndef VERTEXLIT_AND_UNLIT_GENERIC_BUMP_VS20_H
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#define VERTEXLIT_AND_UNLIT_GENERIC_BUMP_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 vertexlit_and_unlit_generic_bump_vs20_Static_Index
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{
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unsigned int m_nHALFLAMBERT : 2;
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unsigned int m_nUSE_WITH_2B : 2;
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unsigned int m_nUSE_STATIC_CONTROL_FLOW : 2;
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#ifdef _DEBUG
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bool m_bHALFLAMBERT : 1;
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bool m_bUSE_WITH_2B : 1;
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bool m_bUSE_STATIC_CONTROL_FLOW : 1;
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#endif // _DEBUG
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public:
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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 SetUSE_WITH_2B( int i )
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{
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Assert( i >= 0 && i <= 1 );
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m_nUSE_WITH_2B = i;
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#ifdef _DEBUG
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m_bUSE_WITH_2B = true;
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#endif // _DEBUG
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}
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void SetUSE_STATIC_CONTROL_FLOW( int i )
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{
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Assert( i >= 0 && i <= 1 );
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m_nUSE_STATIC_CONTROL_FLOW = i;
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#ifdef _DEBUG
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m_bUSE_STATIC_CONTROL_FLOW = true;
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#endif // _DEBUG
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}
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vertexlit_and_unlit_generic_bump_vs20_Static_Index( IShaderShadow* pShaderShadow, IMaterialVar** params )
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{
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m_nHALFLAMBERT = 0;
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m_nUSE_WITH_2B = 0;
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m_nUSE_STATIC_CONTROL_FLOW = 0;
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#ifdef _DEBUG
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m_bHALFLAMBERT = false;
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m_bUSE_WITH_2B = false;
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m_bUSE_STATIC_CONTROL_FLOW = 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_bHALFLAMBERT && m_bUSE_WITH_2B && m_bUSE_STATIC_CONTROL_FLOW );
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return ( 24 * m_nHALFLAMBERT ) + ( 48 * m_nUSE_WITH_2B ) + ( 96 * m_nUSE_STATIC_CONTROL_FLOW ) + 0;
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}
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};
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#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
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class vertexlit_and_unlit_generic_bump_vs20_Dynamic_Index
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{
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unsigned int m_nCOMPRESSED_VERTS : 2;
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unsigned int m_nDOWATERFOG : 2;
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unsigned int m_nSKINNING : 2;
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unsigned int m_nNUM_LIGHTS : 2;
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#ifdef _DEBUG
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bool m_bCOMPRESSED_VERTS : 1;
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bool m_bDOWATERFOG : 1;
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bool m_bSKINNING : 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 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 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 SetNUM_LIGHTS( int i )
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{
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Assert( i >= 0 && i <= 2 );
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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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vertexlit_and_unlit_generic_bump_vs20_Dynamic_Index( IShaderDynamicAPI* pShaderAPI )
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{
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m_nCOMPRESSED_VERTS = 0;
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m_nDOWATERFOG = 0;
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m_nSKINNING = 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_bDOWATERFOG = false;
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m_bSKINNING = 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_bDOWATERFOG && m_bSKINNING && m_bNUM_LIGHTS );
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return ( 1 * m_nCOMPRESSED_VERTS ) + ( 2 * m_nDOWATERFOG ) + ( 4 * m_nSKINNING ) + ( 8 * m_nNUM_LIGHTS ) + 0;
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}
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};
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#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
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#endif // VERTEXLIT_AND_UNLIT_GENERIC_BUMP_VS20_H
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