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116
materialsystem/stdshaders/fxctmp9/customweapon_ps20.inc
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116
materialsystem/stdshaders/fxctmp9/customweapon_ps20.inc
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// ALL SKIP STATEMENTS THAT AFFECT THIS SHADER!!!
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// defined $PIXELFOGTYPE && defined $WRITEWATERFOGTODESTALPHA && ( $PIXELFOGTYPE != 1 ) && $WRITEWATERFOGTODESTALPHA
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// defined $LIGHTING_PREVIEW && defined $FASTPATHENVMAPTINT && $LIGHTING_PREVIEW && $FASTPATHENVMAPTINT
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// defined $LIGHTING_PREVIEW && defined $FASTPATHENVMAPCONTRAST && $LIGHTING_PREVIEW && $FASTPATHENVMAPCONTRAST
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// defined $LIGHTING_PREVIEW && defined $FASTPATH && $LIGHTING_PREVIEW && $FASTPATH
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// ($FLASHLIGHT || $FLASHLIGHTSHADOWS) && $LIGHTING_PREVIEW
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#include "shaderlib/cshader.h"
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class customweapon_ps20_Static_Index
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{
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private:
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int m_nPAINTSTYLE;
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#ifdef _DEBUG
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bool m_bPAINTSTYLE;
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#endif
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public:
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void SetPAINTSTYLE( int i )
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{
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Assert( i >= 0 && i <= 4 );
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m_nPAINTSTYLE = i;
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#ifdef _DEBUG
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m_bPAINTSTYLE = true;
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#endif
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}
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void SetPAINTSTYLE( bool i )
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{
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Assert( ( i ? 1 : 0 ) >= 0 && ( i ? 1 : 0 ) <= 4 );
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m_nPAINTSTYLE = i ? 1 : 0;
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#ifdef _DEBUG
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m_bPAINTSTYLE = true;
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#endif
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}
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private:
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int m_nEXPONENTMODE;
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#ifdef _DEBUG
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bool m_bEXPONENTMODE;
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#endif
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public:
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void SetEXPONENTMODE( int i )
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{
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Assert( i >= 0 && i <= 1 );
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m_nEXPONENTMODE = i;
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#ifdef _DEBUG
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m_bEXPONENTMODE = true;
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#endif
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}
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void SetEXPONENTMODE( bool i )
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{
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Assert( ( i ? 1 : 0 ) >= 0 && ( i ? 1 : 0 ) <= 1 );
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m_nEXPONENTMODE = i ? 1 : 0;
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#ifdef _DEBUG
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m_bEXPONENTMODE = true;
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#endif
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}
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public:
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// CONSTRUCTOR
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customweapon_ps20_Static_Index( IShaderShadow *pShaderShadow, IMaterialVar **params )
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{
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#ifdef _DEBUG
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m_bPAINTSTYLE = false;
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#endif // _DEBUG
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m_nPAINTSTYLE = 0;
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#ifdef _DEBUG
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m_bEXPONENTMODE = false;
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#endif // _DEBUG
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m_nEXPONENTMODE = 0;
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}
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int GetIndex()
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{
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// Asserts to make sure that we aren't using any skipped combinations.
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// Asserts to make sure that we are setting all of the combination vars.
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#ifdef _DEBUG
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bool bAllStaticVarsDefined = m_bPAINTSTYLE && m_bEXPONENTMODE;
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Assert( bAllStaticVarsDefined );
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#endif // _DEBUG
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return ( 1 * m_nPAINTSTYLE ) + ( 5 * m_nEXPONENTMODE ) + 0;
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}
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};
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#define shaderStaticTest_customweapon_ps20 psh_forgot_to_set_static_PAINTSTYLE + psh_forgot_to_set_static_EXPONENTMODE + 0
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class customweapon_ps20_Dynamic_Index
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{
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public:
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// CONSTRUCTOR
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customweapon_ps20_Dynamic_Index( IShaderDynamicAPI *pShaderAPI )
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{
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}
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int GetIndex()
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{
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// Asserts to make sure that we aren't using any skipped combinations.
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// Asserts to make sure that we are setting all of the combination vars.
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#ifdef _DEBUG
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#endif // _DEBUG
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return 0;
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}
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};
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#define shaderDynamicTest_customweapon_ps20 0
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static const ShaderComboInformation_t s_StaticComboArray_customweapon_ps20[2] =
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{
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{ "PAINTSTYLE", 0, 4 },
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{ "EXPONENTMODE", 0, 1 },
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};
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static const ShaderComboSemantics_t customweapon_ps20_combos =
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{
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"customweapon_ps20", NULL, 0, s_StaticComboArray_customweapon_ps20, 2
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};
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class ConstructMe_customweapon_ps20
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{
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public:
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ConstructMe_customweapon_ps20()
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{
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GetShaderDLL()->AddShaderComboInformation( &customweapon_ps20_combos );
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}
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};
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static ConstructMe_customweapon_ps20 s_ConstructMe_customweapon_ps20;
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