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HL2Overcharged/materialsystem/stdshaders/include/vertexlit_lighting_only_ps20b.inc
2025-05-21 21:20:08 +03:00

119 lines
3.1 KiB
C++

// ALL SKIP STATEMENTS THAT AFFECT THIS SHADER!!!
// 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_LIGHTING_ONLY_PS20B_H
#define VERTEXLIT_LIGHTING_ONLY_PS20B_H
#include "shaderapi/ishaderapi.h"
#include "shaderapi/ishadershadow.h"
#include "materialsystem/imaterialvar.h"
class vertexlit_lighting_only_ps20b_Static_Index
{
unsigned int m_nCONVERT_TO_SRGB : 2;
unsigned int m_nDIFFUSELIGHTING : 2;
unsigned int m_nHALFLAMBERT : 2;
#ifdef _DEBUG
bool m_bDIFFUSELIGHTING : 1;
bool m_bHALFLAMBERT : 1;
#endif // _DEBUG
public:
void SetCONVERT_TO_SRGB( int i )
{
Assert( i >= 0 && i <= 1 );
m_nCONVERT_TO_SRGB = i;
}
void SetDIFFUSELIGHTING( int i )
{
Assert( i >= 0 && i <= 1 );
m_nDIFFUSELIGHTING = i;
#ifdef _DEBUG
m_bDIFFUSELIGHTING = true;
#endif // _DEBUG
}
void SetHALFLAMBERT( int i )
{
Assert( i >= 0 && i <= 1 );
m_nHALFLAMBERT = i;
#ifdef _DEBUG
m_bHALFLAMBERT = true;
#endif // _DEBUG
}
vertexlit_lighting_only_ps20b_Static_Index( IShaderShadow* pShaderShadow, IMaterialVar** params )
{
m_nCONVERT_TO_SRGB = g_pHardwareConfig->NeedsShaderSRGBConversion();
m_nDIFFUSELIGHTING = 0;
m_nHALFLAMBERT = 0;
#ifdef _DEBUG
m_bDIFFUSELIGHTING = false;
m_bHALFLAMBERT = false;
#endif // _DEBUG
}
int GetIndex() const
{
Assert( m_bDIFFUSELIGHTING && m_bHALFLAMBERT );
return ( 10 * m_nCONVERT_TO_SRGB ) + ( 20 * m_nDIFFUSELIGHTING ) + ( 40 * m_nHALFLAMBERT ) + 0;
}
};
#define shaderStaticTest_vertexlit_lighting_only_ps20b psh_forgot_to_set_static_DIFFUSELIGHTING + psh_forgot_to_set_static_HALFLAMBERT
class vertexlit_lighting_only_ps20b_Dynamic_Index
{
unsigned int m_nAMBIENT_LIGHT : 2;
unsigned int m_nNUM_LIGHTS : 3;
#ifdef _DEBUG
bool m_bAMBIENT_LIGHT : 1;
bool m_bNUM_LIGHTS : 1;
#endif // _DEBUG
public:
void SetAMBIENT_LIGHT( int i )
{
Assert( i >= 0 && i <= 1 );
m_nAMBIENT_LIGHT = i;
#ifdef _DEBUG
m_bAMBIENT_LIGHT = true;
#endif // _DEBUG
}
void SetNUM_LIGHTS( int i )
{
Assert( i >= 0 && i <= 4 );
m_nNUM_LIGHTS = i;
#ifdef _DEBUG
m_bNUM_LIGHTS = true;
#endif // _DEBUG
}
vertexlit_lighting_only_ps20b_Dynamic_Index( IShaderDynamicAPI* pShaderAPI )
{
m_nAMBIENT_LIGHT = 0;
m_nNUM_LIGHTS = 0;
#ifdef _DEBUG
m_bAMBIENT_LIGHT = false;
m_bNUM_LIGHTS = false;
#endif // _DEBUG
}
int GetIndex() const
{
Assert( m_bAMBIENT_LIGHT && m_bNUM_LIGHTS );
return ( 1 * m_nAMBIENT_LIGHT ) + ( 2 * m_nNUM_LIGHTS ) + 0;
}
};
#define shaderDynamicTest_vertexlit_lighting_only_ps20b psh_forgot_to_set_dynamic_AMBIENT_LIGHT + psh_forgot_to_set_dynamic_NUM_LIGHTS
#endif // VERTEXLIT_LIGHTING_ONLY_PS20B_H