Files
HL2Overcharged/materialsystem/stdshaders/include/SDK_flashlight_ps20b.inc
2025-05-21 21:20:08 +03:00

186 lines
5.5 KiB
C++

// ALL SKIP STATEMENTS THAT AFFECT THIS SHADER!!!
// !$WORLDVERTEXTRANSITION && $NORMALMAP2
// !$NORMALMAP && $NORMALMAP2
// !$DETAILTEXTURE && ( $DETAIL_BLEND_MODE != 0 )
// 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 SDK_FLASHLIGHT_PS20B_H
#define SDK_FLASHLIGHT_PS20B_H
#include "shaderapi/ishaderapi.h"
#include "shaderapi/ishadershadow.h"
#include "materialsystem/imaterialvar.h"
class SDK_flashlight_ps20b_Static_Index
{
unsigned int m_nNORMALMAP : 2;
unsigned int m_nNORMALMAP2 : 2;
unsigned int m_nWORLDVERTEXTRANSITION : 2;
unsigned int m_nSEAMLESS : 2;
unsigned int m_nDETAILTEXTURE : 2;
unsigned int m_nDETAIL_BLEND_MODE : 2;
unsigned int m_nFLASHLIGHTDEPTHFILTERMODE : 2;
#ifdef _DEBUG
bool m_bNORMALMAP : 1;
bool m_bNORMALMAP2 : 1;
bool m_bWORLDVERTEXTRANSITION : 1;
bool m_bSEAMLESS : 1;
bool m_bDETAILTEXTURE : 1;
bool m_bDETAIL_BLEND_MODE : 1;
bool m_bFLASHLIGHTDEPTHFILTERMODE : 1;
#endif // _DEBUG
public:
void SetNORMALMAP( int i )
{
Assert( i >= 0 && i <= 2 );
m_nNORMALMAP = i;
#ifdef _DEBUG
m_bNORMALMAP = true;
#endif // _DEBUG
}
void SetNORMALMAP2( int i )
{
Assert( i >= 0 && i <= 1 );
m_nNORMALMAP2 = i;
#ifdef _DEBUG
m_bNORMALMAP2 = true;
#endif // _DEBUG
}
void SetWORLDVERTEXTRANSITION( int i )
{
Assert( i >= 0 && i <= 1 );
m_nWORLDVERTEXTRANSITION = i;
#ifdef _DEBUG
m_bWORLDVERTEXTRANSITION = true;
#endif // _DEBUG
}
void SetSEAMLESS( int i )
{
Assert( i >= 0 && i <= 1 );
m_nSEAMLESS = i;
#ifdef _DEBUG
m_bSEAMLESS = 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 <= 1 );
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
}
SDK_flashlight_ps20b_Static_Index( IShaderShadow* pShaderShadow, IMaterialVar** params )
{
m_nNORMALMAP = 0;
m_nNORMALMAP2 = 0;
m_nWORLDVERTEXTRANSITION = 0;
m_nSEAMLESS = 0;
m_nDETAILTEXTURE = 0;
m_nDETAIL_BLEND_MODE = 0;
m_nFLASHLIGHTDEPTHFILTERMODE = 0;
#ifdef _DEBUG
m_bNORMALMAP = false;
m_bNORMALMAP2 = false;
m_bWORLDVERTEXTRANSITION = false;
m_bSEAMLESS = false;
m_bDETAILTEXTURE = false;
m_bDETAIL_BLEND_MODE = false;
m_bFLASHLIGHTDEPTHFILTERMODE = false;
#endif // _DEBUG
}
int GetIndex() const
{
Assert( m_bNORMALMAP && m_bNORMALMAP2 && m_bWORLDVERTEXTRANSITION && m_bSEAMLESS && m_bDETAILTEXTURE && m_bDETAIL_BLEND_MODE && m_bFLASHLIGHTDEPTHFILTERMODE );
return ( 4 * m_nNORMALMAP ) + ( 12 * m_nNORMALMAP2 ) + ( 24 * m_nWORLDVERTEXTRANSITION ) + ( 48 * m_nSEAMLESS ) + ( 96 * m_nDETAILTEXTURE ) + ( 192 * m_nDETAIL_BLEND_MODE ) + ( 384 * m_nFLASHLIGHTDEPTHFILTERMODE ) + 0;
}
};
#define shaderStaticTest_SDK_flashlight_ps20b psh_forgot_to_set_static_NORMALMAP + psh_forgot_to_set_static_NORMALMAP2 + psh_forgot_to_set_static_WORLDVERTEXTRANSITION + psh_forgot_to_set_static_SEAMLESS + psh_forgot_to_set_static_DETAILTEXTURE + psh_forgot_to_set_static_DETAIL_BLEND_MODE + psh_forgot_to_set_static_FLASHLIGHTDEPTHFILTERMODE
class SDK_flashlight_ps20b_Dynamic_Index
{
unsigned int m_nPIXELFOGTYPE : 2;
unsigned int m_nFLASHLIGHTSHADOWS : 2;
#ifdef _DEBUG
bool m_bPIXELFOGTYPE : 1;
bool m_bFLASHLIGHTSHADOWS : 1;
#endif // _DEBUG
public:
void SetPIXELFOGTYPE( int i )
{
Assert( i >= 0 && i <= 1 );
m_nPIXELFOGTYPE = i;
#ifdef _DEBUG
m_bPIXELFOGTYPE = true;
#endif // _DEBUG
}
void SetFLASHLIGHTSHADOWS( int i )
{
Assert( i >= 0 && i <= 1 );
m_nFLASHLIGHTSHADOWS = i;
#ifdef _DEBUG
m_bFLASHLIGHTSHADOWS = true;
#endif // _DEBUG
}
SDK_flashlight_ps20b_Dynamic_Index( IShaderDynamicAPI* pShaderAPI )
{
m_nPIXELFOGTYPE = 0;
m_nFLASHLIGHTSHADOWS = 0;
#ifdef _DEBUG
m_bPIXELFOGTYPE = false;
m_bFLASHLIGHTSHADOWS = false;
#endif // _DEBUG
}
int GetIndex() const
{
Assert( m_bPIXELFOGTYPE && m_bFLASHLIGHTSHADOWS );
return ( 1 * m_nPIXELFOGTYPE ) + ( 2 * m_nFLASHLIGHTSHADOWS ) + 0;
}
};
#define shaderDynamicTest_SDK_flashlight_ps20b psh_forgot_to_set_dynamic_PIXELFOGTYPE + psh_forgot_to_set_dynamic_FLASHLIGHTSHADOWS
#endif // SDK_FLASHLIGHT_PS20B_H