initial
This commit is contained in:
122
materialsystem/stdshaders/fxctmp9_ps3/DebugTextureView_ps20.inc
Normal file
122
materialsystem/stdshaders/fxctmp9_ps3/DebugTextureView_ps20.inc
Normal file
@@ -0,0 +1,122 @@
|
||||
// ALL SKIP STATEMENTS THAT AFFECT THIS SHADER!!!
|
||||
// defined $PIXELFOGTYPE && defined $WRITEWATERFOGTODESTALPHA && ( $PIXELFOGTYPE != 1 ) && $WRITEWATERFOGTODESTALPHA
|
||||
// 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
|
||||
#include "shaderlib/cshader.h"
|
||||
class debugtextureview_ps20_Static_Index
|
||||
{
|
||||
private:
|
||||
int m_nSHOWALPHA;
|
||||
#ifdef _DEBUG
|
||||
bool m_bSHOWALPHA;
|
||||
#endif
|
||||
public:
|
||||
void SetSHOWALPHA( int i )
|
||||
{
|
||||
Assert( i >= 0 && i <= 1 );
|
||||
m_nSHOWALPHA = i;
|
||||
#ifdef _DEBUG
|
||||
m_bSHOWALPHA = true;
|
||||
#endif
|
||||
}
|
||||
void SetSHOWALPHA( bool i )
|
||||
{
|
||||
Assert( ( i ? 1 : 0 ) >= 0 && ( i ? 1 : 0 ) <= 1 );
|
||||
m_nSHOWALPHA = i ? 1 : 0;
|
||||
#ifdef _DEBUG
|
||||
m_bSHOWALPHA = true;
|
||||
#endif
|
||||
}
|
||||
public:
|
||||
// CONSTRUCTOR
|
||||
debugtextureview_ps20_Static_Index( IShaderShadow *pShaderShadow, IMaterialVar **params )
|
||||
{
|
||||
#ifdef _DEBUG
|
||||
m_bSHOWALPHA = false;
|
||||
#endif // _DEBUG
|
||||
m_nSHOWALPHA = 0;
|
||||
}
|
||||
int GetIndex()
|
||||
{
|
||||
// Asserts to make sure that we aren't using any skipped combinations.
|
||||
// Asserts to make sure that we are setting all of the combination vars.
|
||||
#ifdef _DEBUG
|
||||
bool bAllStaticVarsDefined = m_bSHOWALPHA;
|
||||
Assert( bAllStaticVarsDefined );
|
||||
#endif // _DEBUG
|
||||
return ( 2 * m_nSHOWALPHA ) + 0;
|
||||
}
|
||||
};
|
||||
#define shaderStaticTest_debugtextureview_ps20 psh_forgot_to_set_static_SHOWALPHA + 0
|
||||
class debugtextureview_ps20_Dynamic_Index
|
||||
{
|
||||
private:
|
||||
int m_nISCUBEMAP;
|
||||
#ifdef _DEBUG
|
||||
bool m_bISCUBEMAP;
|
||||
#endif
|
||||
public:
|
||||
void SetISCUBEMAP( int i )
|
||||
{
|
||||
Assert( i >= 0 && i <= 1 );
|
||||
m_nISCUBEMAP = i;
|
||||
#ifdef _DEBUG
|
||||
m_bISCUBEMAP = true;
|
||||
#endif
|
||||
}
|
||||
void SetISCUBEMAP( bool i )
|
||||
{
|
||||
Assert( ( i ? 1 : 0 ) >= 0 && ( i ? 1 : 0 ) <= 1 );
|
||||
m_nISCUBEMAP = i ? 1 : 0;
|
||||
#ifdef _DEBUG
|
||||
m_bISCUBEMAP = true;
|
||||
#endif
|
||||
}
|
||||
public:
|
||||
// CONSTRUCTOR
|
||||
debugtextureview_ps20_Dynamic_Index( IShaderDynamicAPI *pShaderAPI )
|
||||
{
|
||||
#ifdef _DEBUG
|
||||
m_bISCUBEMAP = false;
|
||||
#endif // _DEBUG
|
||||
m_nISCUBEMAP = 0;
|
||||
}
|
||||
int GetIndex()
|
||||
{
|
||||
// Asserts to make sure that we aren't using any skipped combinations.
|
||||
// Asserts to make sure that we are setting all of the combination vars.
|
||||
#ifdef _DEBUG
|
||||
bool bAllDynamicVarsDefined = m_bISCUBEMAP;
|
||||
Assert( bAllDynamicVarsDefined );
|
||||
#endif // _DEBUG
|
||||
return ( 1 * m_nISCUBEMAP ) + 0;
|
||||
}
|
||||
};
|
||||
#define shaderDynamicTest_debugtextureview_ps20 psh_forgot_to_set_dynamic_ISCUBEMAP + 0
|
||||
|
||||
static const ShaderComboInformation_t s_DynamicComboArray_debugtextureview_ps20[1] =
|
||||
{
|
||||
{ "ISCUBEMAP", 0, 1 },
|
||||
};
|
||||
|
||||
static const ShaderComboInformation_t s_StaticComboArray_debugtextureview_ps20[1] =
|
||||
{
|
||||
{ "SHOWALPHA", 0, 1 },
|
||||
};
|
||||
static const ShaderComboSemantics_t debugtextureview_ps20_combos =
|
||||
{
|
||||
"debugtextureview_ps20", s_DynamicComboArray_debugtextureview_ps20, 1, s_StaticComboArray_debugtextureview_ps20, 1
|
||||
};
|
||||
|
||||
class ConstructMe_debugtextureview_ps20
|
||||
{
|
||||
public:
|
||||
ConstructMe_debugtextureview_ps20()
|
||||
{
|
||||
GetShaderDLL()->AddShaderComboInformation( &debugtextureview_ps20_combos );
|
||||
}
|
||||
};
|
||||
|
||||
static ConstructMe_debugtextureview_ps20 s_ConstructMe_debugtextureview_ps20;
|
||||
122
materialsystem/stdshaders/fxctmp9_ps3/DebugTextureView_ps20b.inc
Normal file
122
materialsystem/stdshaders/fxctmp9_ps3/DebugTextureView_ps20b.inc
Normal file
@@ -0,0 +1,122 @@
|
||||
// ALL SKIP STATEMENTS THAT AFFECT THIS SHADER!!!
|
||||
// defined $PIXELFOGTYPE && defined $WRITEWATERFOGTODESTALPHA && ( $PIXELFOGTYPE != 1 ) && $WRITEWATERFOGTODESTALPHA
|
||||
// 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
|
||||
#include "shaderlib/cshader.h"
|
||||
class debugtextureview_ps20b_Static_Index
|
||||
{
|
||||
private:
|
||||
int m_nSHOWALPHA;
|
||||
#ifdef _DEBUG
|
||||
bool m_bSHOWALPHA;
|
||||
#endif
|
||||
public:
|
||||
void SetSHOWALPHA( int i )
|
||||
{
|
||||
Assert( i >= 0 && i <= 1 );
|
||||
m_nSHOWALPHA = i;
|
||||
#ifdef _DEBUG
|
||||
m_bSHOWALPHA = true;
|
||||
#endif
|
||||
}
|
||||
void SetSHOWALPHA( bool i )
|
||||
{
|
||||
Assert( ( i ? 1 : 0 ) >= 0 && ( i ? 1 : 0 ) <= 1 );
|
||||
m_nSHOWALPHA = i ? 1 : 0;
|
||||
#ifdef _DEBUG
|
||||
m_bSHOWALPHA = true;
|
||||
#endif
|
||||
}
|
||||
public:
|
||||
// CONSTRUCTOR
|
||||
debugtextureview_ps20b_Static_Index( IShaderShadow *pShaderShadow, IMaterialVar **params )
|
||||
{
|
||||
#ifdef _DEBUG
|
||||
m_bSHOWALPHA = false;
|
||||
#endif // _DEBUG
|
||||
m_nSHOWALPHA = 0;
|
||||
}
|
||||
int GetIndex()
|
||||
{
|
||||
// Asserts to make sure that we aren't using any skipped combinations.
|
||||
// Asserts to make sure that we are setting all of the combination vars.
|
||||
#ifdef _DEBUG
|
||||
bool bAllStaticVarsDefined = m_bSHOWALPHA;
|
||||
Assert( bAllStaticVarsDefined );
|
||||
#endif // _DEBUG
|
||||
return ( 2 * m_nSHOWALPHA ) + 0;
|
||||
}
|
||||
};
|
||||
#define shaderStaticTest_debugtextureview_ps20b psh_forgot_to_set_static_SHOWALPHA + 0
|
||||
class debugtextureview_ps20b_Dynamic_Index
|
||||
{
|
||||
private:
|
||||
int m_nISCUBEMAP;
|
||||
#ifdef _DEBUG
|
||||
bool m_bISCUBEMAP;
|
||||
#endif
|
||||
public:
|
||||
void SetISCUBEMAP( int i )
|
||||
{
|
||||
Assert( i >= 0 && i <= 1 );
|
||||
m_nISCUBEMAP = i;
|
||||
#ifdef _DEBUG
|
||||
m_bISCUBEMAP = true;
|
||||
#endif
|
||||
}
|
||||
void SetISCUBEMAP( bool i )
|
||||
{
|
||||
Assert( ( i ? 1 : 0 ) >= 0 && ( i ? 1 : 0 ) <= 1 );
|
||||
m_nISCUBEMAP = i ? 1 : 0;
|
||||
#ifdef _DEBUG
|
||||
m_bISCUBEMAP = true;
|
||||
#endif
|
||||
}
|
||||
public:
|
||||
// CONSTRUCTOR
|
||||
debugtextureview_ps20b_Dynamic_Index( IShaderDynamicAPI *pShaderAPI )
|
||||
{
|
||||
#ifdef _DEBUG
|
||||
m_bISCUBEMAP = false;
|
||||
#endif // _DEBUG
|
||||
m_nISCUBEMAP = 0;
|
||||
}
|
||||
int GetIndex()
|
||||
{
|
||||
// Asserts to make sure that we aren't using any skipped combinations.
|
||||
// Asserts to make sure that we are setting all of the combination vars.
|
||||
#ifdef _DEBUG
|
||||
bool bAllDynamicVarsDefined = m_bISCUBEMAP;
|
||||
Assert( bAllDynamicVarsDefined );
|
||||
#endif // _DEBUG
|
||||
return ( 1 * m_nISCUBEMAP ) + 0;
|
||||
}
|
||||
};
|
||||
#define shaderDynamicTest_debugtextureview_ps20b psh_forgot_to_set_dynamic_ISCUBEMAP + 0
|
||||
|
||||
static const ShaderComboInformation_t s_DynamicComboArray_debugtextureview_ps20b[1] =
|
||||
{
|
||||
{ "ISCUBEMAP", 0, 1 },
|
||||
};
|
||||
|
||||
static const ShaderComboInformation_t s_StaticComboArray_debugtextureview_ps20b[1] =
|
||||
{
|
||||
{ "SHOWALPHA", 0, 1 },
|
||||
};
|
||||
static const ShaderComboSemantics_t debugtextureview_ps20b_combos =
|
||||
{
|
||||
"debugtextureview_ps20b", s_DynamicComboArray_debugtextureview_ps20b, 1, s_StaticComboArray_debugtextureview_ps20b, 1
|
||||
};
|
||||
|
||||
class ConstructMe_debugtextureview_ps20b
|
||||
{
|
||||
public:
|
||||
ConstructMe_debugtextureview_ps20b()
|
||||
{
|
||||
GetShaderDLL()->AddShaderComboInformation( &debugtextureview_ps20b_combos );
|
||||
}
|
||||
};
|
||||
|
||||
static ConstructMe_debugtextureview_ps20b s_ConstructMe_debugtextureview_ps20b;
|
||||
@@ -0,0 +1,85 @@
|
||||
// ALL SKIP STATEMENTS THAT AFFECT THIS SHADER!!!
|
||||
// defined $LIGHTING_PREVIEW && defined $FASTPATH && $LIGHTING_PREVIEW && $FASTPATH
|
||||
#include "shaderlib/cshader.h"
|
||||
class debugtextureview_vs20_Static_Index
|
||||
{
|
||||
public:
|
||||
// CONSTRUCTOR
|
||||
debugtextureview_vs20_Static_Index( IShaderShadow *pShaderShadow, IMaterialVar **params )
|
||||
{
|
||||
}
|
||||
int GetIndex()
|
||||
{
|
||||
// Asserts to make sure that we aren't using any skipped combinations.
|
||||
// Asserts to make sure that we are setting all of the combination vars.
|
||||
#ifdef _DEBUG
|
||||
#endif // _DEBUG
|
||||
return 0;
|
||||
}
|
||||
};
|
||||
#define shaderStaticTest_debugtextureview_vs20 0
|
||||
class debugtextureview_vs20_Dynamic_Index
|
||||
{
|
||||
private:
|
||||
int m_nCOMPRESSED_VERTS;
|
||||
#ifdef _DEBUG
|
||||
bool m_bCOMPRESSED_VERTS;
|
||||
#endif
|
||||
public:
|
||||
void SetCOMPRESSED_VERTS( int i )
|
||||
{
|
||||
Assert( i >= 0 && i <= 1 );
|
||||
m_nCOMPRESSED_VERTS = i;
|
||||
#ifdef _DEBUG
|
||||
m_bCOMPRESSED_VERTS = true;
|
||||
#endif
|
||||
}
|
||||
void SetCOMPRESSED_VERTS( bool i )
|
||||
{
|
||||
Assert( ( i ? 1 : 0 ) >= 0 && ( i ? 1 : 0 ) <= 1 );
|
||||
m_nCOMPRESSED_VERTS = i ? 1 : 0;
|
||||
#ifdef _DEBUG
|
||||
m_bCOMPRESSED_VERTS = true;
|
||||
#endif
|
||||
}
|
||||
public:
|
||||
// CONSTRUCTOR
|
||||
debugtextureview_vs20_Dynamic_Index( IShaderDynamicAPI *pShaderAPI )
|
||||
{
|
||||
#ifdef _DEBUG
|
||||
m_bCOMPRESSED_VERTS = false;
|
||||
#endif // _DEBUG
|
||||
m_nCOMPRESSED_VERTS = 0;
|
||||
}
|
||||
int GetIndex()
|
||||
{
|
||||
// Asserts to make sure that we aren't using any skipped combinations.
|
||||
// Asserts to make sure that we are setting all of the combination vars.
|
||||
#ifdef _DEBUG
|
||||
bool bAllDynamicVarsDefined = m_bCOMPRESSED_VERTS;
|
||||
Assert( bAllDynamicVarsDefined );
|
||||
#endif // _DEBUG
|
||||
return ( 1 * m_nCOMPRESSED_VERTS ) + 0;
|
||||
}
|
||||
};
|
||||
#define shaderDynamicTest_debugtextureview_vs20 vsh_forgot_to_set_dynamic_COMPRESSED_VERTS + 0
|
||||
|
||||
static const ShaderComboInformation_t s_DynamicComboArray_debugtextureview_vs20[1] =
|
||||
{
|
||||
{ "COMPRESSED_VERTS", 0, 1 },
|
||||
};
|
||||
static const ShaderComboSemantics_t debugtextureview_vs20_combos =
|
||||
{
|
||||
"debugtextureview_vs20", s_DynamicComboArray_debugtextureview_vs20, 1, NULL, 0
|
||||
};
|
||||
|
||||
class ConstructMe_debugtextureview_vs20
|
||||
{
|
||||
public:
|
||||
ConstructMe_debugtextureview_vs20()
|
||||
{
|
||||
GetShaderDLL()->AddShaderComboInformation( &debugtextureview_vs20_combos );
|
||||
}
|
||||
};
|
||||
|
||||
static ConstructMe_debugtextureview_vs20 s_ConstructMe_debugtextureview_vs20;
|
||||
127
materialsystem/stdshaders/fxctmp9_ps3/bik_ps20.inc
Normal file
127
materialsystem/stdshaders/fxctmp9_ps3/bik_ps20.inc
Normal file
@@ -0,0 +1,127 @@
|
||||
// ALL SKIP STATEMENTS THAT AFFECT THIS SHADER!!!
|
||||
// defined $PIXELFOGTYPE && defined $WRITEWATERFOGTODESTALPHA && ( $PIXELFOGTYPE != 1 ) && $WRITEWATERFOGTODESTALPHA
|
||||
// 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 $PIXELFOGTYPE && defined $WRITEWATERFOGTODESTALPHA && ( $PIXELFOGTYPE != 1 ) && $WRITEWATERFOGTODESTALPHA
|
||||
// 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
|
||||
#include "shaderlib/cshader.h"
|
||||
class bik_ps20_Static_Index
|
||||
{
|
||||
private:
|
||||
int m_nVERTEXALPHA;
|
||||
#ifdef _DEBUG
|
||||
bool m_bVERTEXALPHA;
|
||||
#endif
|
||||
public:
|
||||
void SetVERTEXALPHA( int i )
|
||||
{
|
||||
Assert( i >= 0 && i <= 1 );
|
||||
m_nVERTEXALPHA = i;
|
||||
#ifdef _DEBUG
|
||||
m_bVERTEXALPHA = true;
|
||||
#endif
|
||||
}
|
||||
void SetVERTEXALPHA( bool i )
|
||||
{
|
||||
Assert( ( i ? 1 : 0 ) >= 0 && ( i ? 1 : 0 ) <= 1 );
|
||||
m_nVERTEXALPHA = i ? 1 : 0;
|
||||
#ifdef _DEBUG
|
||||
m_bVERTEXALPHA = true;
|
||||
#endif
|
||||
}
|
||||
public:
|
||||
// CONSTRUCTOR
|
||||
bik_ps20_Static_Index( IShaderShadow *pShaderShadow, IMaterialVar **params )
|
||||
{
|
||||
#ifdef _DEBUG
|
||||
m_bVERTEXALPHA = false;
|
||||
#endif // _DEBUG
|
||||
m_nVERTEXALPHA = 0;
|
||||
}
|
||||
int GetIndex()
|
||||
{
|
||||
// Asserts to make sure that we aren't using any skipped combinations.
|
||||
// Asserts to make sure that we are setting all of the combination vars.
|
||||
#ifdef _DEBUG
|
||||
bool bAllStaticVarsDefined = m_bVERTEXALPHA;
|
||||
Assert( bAllStaticVarsDefined );
|
||||
#endif // _DEBUG
|
||||
return ( 2 * m_nVERTEXALPHA ) + 0;
|
||||
}
|
||||
};
|
||||
#define shaderStaticTest_bik_ps20 psh_forgot_to_set_static_VERTEXALPHA + 0
|
||||
class bik_ps20_Dynamic_Index
|
||||
{
|
||||
private:
|
||||
int m_nPIXELFOGTYPE;
|
||||
#ifdef _DEBUG
|
||||
bool m_bPIXELFOGTYPE;
|
||||
#endif
|
||||
public:
|
||||
void SetPIXELFOGTYPE( int i )
|
||||
{
|
||||
Assert( i >= 0 && i <= 1 );
|
||||
m_nPIXELFOGTYPE = i;
|
||||
#ifdef _DEBUG
|
||||
m_bPIXELFOGTYPE = true;
|
||||
#endif
|
||||
}
|
||||
void SetPIXELFOGTYPE( bool i )
|
||||
{
|
||||
Assert( ( i ? 1 : 0 ) >= 0 && ( i ? 1 : 0 ) <= 1 );
|
||||
m_nPIXELFOGTYPE = i ? 1 : 0;
|
||||
#ifdef _DEBUG
|
||||
m_bPIXELFOGTYPE = true;
|
||||
#endif
|
||||
}
|
||||
public:
|
||||
// CONSTRUCTOR
|
||||
bik_ps20_Dynamic_Index( IShaderDynamicAPI *pShaderAPI )
|
||||
{
|
||||
#ifdef _DEBUG
|
||||
m_bPIXELFOGTYPE = true;
|
||||
#endif // _DEBUG
|
||||
m_nPIXELFOGTYPE = ( pShaderAPI->GetSceneFogMode() == MATERIAL_FOG_LINEAR_BELOW_FOG_Z ) ;
|
||||
}
|
||||
int GetIndex()
|
||||
{
|
||||
// Asserts to make sure that we aren't using any skipped combinations.
|
||||
// Asserts to make sure that we are setting all of the combination vars.
|
||||
#ifdef _DEBUG
|
||||
bool bAllDynamicVarsDefined = m_bPIXELFOGTYPE;
|
||||
Assert( bAllDynamicVarsDefined );
|
||||
#endif // _DEBUG
|
||||
return ( 1 * m_nPIXELFOGTYPE ) + 0;
|
||||
}
|
||||
};
|
||||
#define shaderDynamicTest_bik_ps20 0
|
||||
|
||||
static const ShaderComboInformation_t s_DynamicComboArray_bik_ps20[1] =
|
||||
{
|
||||
{ "PIXELFOGTYPE", 0, 1 },
|
||||
};
|
||||
|
||||
static const ShaderComboInformation_t s_StaticComboArray_bik_ps20[1] =
|
||||
{
|
||||
{ "VERTEXALPHA", 0, 1 },
|
||||
};
|
||||
static const ShaderComboSemantics_t bik_ps20_combos =
|
||||
{
|
||||
"bik_ps20", s_DynamicComboArray_bik_ps20, 1, s_StaticComboArray_bik_ps20, 1
|
||||
};
|
||||
|
||||
class ConstructMe_bik_ps20
|
||||
{
|
||||
public:
|
||||
ConstructMe_bik_ps20()
|
||||
{
|
||||
GetShaderDLL()->AddShaderComboInformation( &bik_ps20_combos );
|
||||
}
|
||||
};
|
||||
|
||||
static ConstructMe_bik_ps20 s_ConstructMe_bik_ps20;
|
||||
127
materialsystem/stdshaders/fxctmp9_ps3/bik_ps20b.inc
Normal file
127
materialsystem/stdshaders/fxctmp9_ps3/bik_ps20b.inc
Normal file
@@ -0,0 +1,127 @@
|
||||
// ALL SKIP STATEMENTS THAT AFFECT THIS SHADER!!!
|
||||
// defined $PIXELFOGTYPE && defined $WRITEWATERFOGTODESTALPHA && ( $PIXELFOGTYPE != 1 ) && $WRITEWATERFOGTODESTALPHA
|
||||
// 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 $PIXELFOGTYPE && defined $WRITEWATERFOGTODESTALPHA && ( $PIXELFOGTYPE != 1 ) && $WRITEWATERFOGTODESTALPHA
|
||||
// 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
|
||||
#include "shaderlib/cshader.h"
|
||||
class bik_ps20b_Static_Index
|
||||
{
|
||||
private:
|
||||
int m_nVERTEXALPHA;
|
||||
#ifdef _DEBUG
|
||||
bool m_bVERTEXALPHA;
|
||||
#endif
|
||||
public:
|
||||
void SetVERTEXALPHA( int i )
|
||||
{
|
||||
Assert( i >= 0 && i <= 1 );
|
||||
m_nVERTEXALPHA = i;
|
||||
#ifdef _DEBUG
|
||||
m_bVERTEXALPHA = true;
|
||||
#endif
|
||||
}
|
||||
void SetVERTEXALPHA( bool i )
|
||||
{
|
||||
Assert( ( i ? 1 : 0 ) >= 0 && ( i ? 1 : 0 ) <= 1 );
|
||||
m_nVERTEXALPHA = i ? 1 : 0;
|
||||
#ifdef _DEBUG
|
||||
m_bVERTEXALPHA = true;
|
||||
#endif
|
||||
}
|
||||
public:
|
||||
// CONSTRUCTOR
|
||||
bik_ps20b_Static_Index( IShaderShadow *pShaderShadow, IMaterialVar **params )
|
||||
{
|
||||
#ifdef _DEBUG
|
||||
m_bVERTEXALPHA = false;
|
||||
#endif // _DEBUG
|
||||
m_nVERTEXALPHA = 0;
|
||||
}
|
||||
int GetIndex()
|
||||
{
|
||||
// Asserts to make sure that we aren't using any skipped combinations.
|
||||
// Asserts to make sure that we are setting all of the combination vars.
|
||||
#ifdef _DEBUG
|
||||
bool bAllStaticVarsDefined = m_bVERTEXALPHA;
|
||||
Assert( bAllStaticVarsDefined );
|
||||
#endif // _DEBUG
|
||||
return ( 2 * m_nVERTEXALPHA ) + 0;
|
||||
}
|
||||
};
|
||||
#define shaderStaticTest_bik_ps20b psh_forgot_to_set_static_VERTEXALPHA + 0
|
||||
class bik_ps20b_Dynamic_Index
|
||||
{
|
||||
private:
|
||||
int m_nPIXELFOGTYPE;
|
||||
#ifdef _DEBUG
|
||||
bool m_bPIXELFOGTYPE;
|
||||
#endif
|
||||
public:
|
||||
void SetPIXELFOGTYPE( int i )
|
||||
{
|
||||
Assert( i >= 0 && i <= 1 );
|
||||
m_nPIXELFOGTYPE = i;
|
||||
#ifdef _DEBUG
|
||||
m_bPIXELFOGTYPE = true;
|
||||
#endif
|
||||
}
|
||||
void SetPIXELFOGTYPE( bool i )
|
||||
{
|
||||
Assert( ( i ? 1 : 0 ) >= 0 && ( i ? 1 : 0 ) <= 1 );
|
||||
m_nPIXELFOGTYPE = i ? 1 : 0;
|
||||
#ifdef _DEBUG
|
||||
m_bPIXELFOGTYPE = true;
|
||||
#endif
|
||||
}
|
||||
public:
|
||||
// CONSTRUCTOR
|
||||
bik_ps20b_Dynamic_Index( IShaderDynamicAPI *pShaderAPI )
|
||||
{
|
||||
#ifdef _DEBUG
|
||||
m_bPIXELFOGTYPE = true;
|
||||
#endif // _DEBUG
|
||||
m_nPIXELFOGTYPE = ( pShaderAPI->GetSceneFogMode() == MATERIAL_FOG_LINEAR_BELOW_FOG_Z ) ;
|
||||
}
|
||||
int GetIndex()
|
||||
{
|
||||
// Asserts to make sure that we aren't using any skipped combinations.
|
||||
// Asserts to make sure that we are setting all of the combination vars.
|
||||
#ifdef _DEBUG
|
||||
bool bAllDynamicVarsDefined = m_bPIXELFOGTYPE;
|
||||
Assert( bAllDynamicVarsDefined );
|
||||
#endif // _DEBUG
|
||||
return ( 1 * m_nPIXELFOGTYPE ) + 0;
|
||||
}
|
||||
};
|
||||
#define shaderDynamicTest_bik_ps20b 0
|
||||
|
||||
static const ShaderComboInformation_t s_DynamicComboArray_bik_ps20b[1] =
|
||||
{
|
||||
{ "PIXELFOGTYPE", 0, 1 },
|
||||
};
|
||||
|
||||
static const ShaderComboInformation_t s_StaticComboArray_bik_ps20b[1] =
|
||||
{
|
||||
{ "VERTEXALPHA", 0, 1 },
|
||||
};
|
||||
static const ShaderComboSemantics_t bik_ps20b_combos =
|
||||
{
|
||||
"bik_ps20b", s_DynamicComboArray_bik_ps20b, 1, s_StaticComboArray_bik_ps20b, 1
|
||||
};
|
||||
|
||||
class ConstructMe_bik_ps20b
|
||||
{
|
||||
public:
|
||||
ConstructMe_bik_ps20b()
|
||||
{
|
||||
GetShaderDLL()->AddShaderComboInformation( &bik_ps20b_combos );
|
||||
}
|
||||
};
|
||||
|
||||
static ConstructMe_bik_ps20b s_ConstructMe_bik_ps20b;
|
||||
120
materialsystem/stdshaders/fxctmp9_ps3/bik_vs20.inc
Normal file
120
materialsystem/stdshaders/fxctmp9_ps3/bik_vs20.inc
Normal file
@@ -0,0 +1,120 @@
|
||||
// ALL SKIP STATEMENTS THAT AFFECT THIS SHADER!!!
|
||||
// ( $DOWATERFOG == 0 ) && ( $DOPIXELFOG && $HARDWAREFOGBLEND )
|
||||
// ( $DOWATERFOG == 0 ) && ( $HARDWAREFOGBLEND == 0 ) && ( $DOPIXELFOG == 0 )
|
||||
// defined $LIGHTING_PREVIEW && defined $FASTPATH && $LIGHTING_PREVIEW && $FASTPATH
|
||||
#include "shaderlib/cshader.h"
|
||||
class bik_vs20_Static_Index
|
||||
{
|
||||
private:
|
||||
int m_nDOPIXELFOG;
|
||||
#ifdef _DEBUG
|
||||
bool m_bDOPIXELFOG;
|
||||
#endif
|
||||
public:
|
||||
void SetDOPIXELFOG( int i )
|
||||
{
|
||||
Assert( i >= 0 && i <= 1 );
|
||||
m_nDOPIXELFOG = i;
|
||||
#ifdef _DEBUG
|
||||
m_bDOPIXELFOG = true;
|
||||
#endif
|
||||
}
|
||||
void SetDOPIXELFOG( bool i )
|
||||
{
|
||||
Assert( ( i ? 1 : 0 ) >= 0 && ( i ? 1 : 0 ) <= 1 );
|
||||
m_nDOPIXELFOG = i ? 1 : 0;
|
||||
#ifdef _DEBUG
|
||||
m_bDOPIXELFOG = true;
|
||||
#endif
|
||||
}
|
||||
public:
|
||||
// CONSTRUCTOR
|
||||
bik_vs20_Static_Index( IShaderShadow *pShaderShadow, IMaterialVar **params )
|
||||
{
|
||||
#ifdef _DEBUG
|
||||
m_bDOPIXELFOG = true;
|
||||
#endif // _DEBUG
|
||||
m_nDOPIXELFOG = g_pHardwareConfig->SupportsPixelShaders_2_b() ;
|
||||
}
|
||||
int GetIndex()
|
||||
{
|
||||
// Asserts to make sure that we aren't using any skipped combinations.
|
||||
// Asserts to make sure that we are setting all of the combination vars.
|
||||
#ifdef _DEBUG
|
||||
bool bAllStaticVarsDefined = m_bDOPIXELFOG;
|
||||
Assert( bAllStaticVarsDefined );
|
||||
#endif // _DEBUG
|
||||
return ( 2 * m_nDOPIXELFOG ) + 0;
|
||||
}
|
||||
};
|
||||
#define shaderStaticTest_bik_vs20 0
|
||||
class bik_vs20_Dynamic_Index
|
||||
{
|
||||
private:
|
||||
int m_nDOWATERFOG;
|
||||
#ifdef _DEBUG
|
||||
bool m_bDOWATERFOG;
|
||||
#endif
|
||||
public:
|
||||
void SetDOWATERFOG( int i )
|
||||
{
|
||||
Assert( i >= 0 && i <= 1 );
|
||||
m_nDOWATERFOG = i;
|
||||
#ifdef _DEBUG
|
||||
m_bDOWATERFOG = true;
|
||||
#endif
|
||||
}
|
||||
void SetDOWATERFOG( bool i )
|
||||
{
|
||||
Assert( ( i ? 1 : 0 ) >= 0 && ( i ? 1 : 0 ) <= 1 );
|
||||
m_nDOWATERFOG = i ? 1 : 0;
|
||||
#ifdef _DEBUG
|
||||
m_bDOWATERFOG = true;
|
||||
#endif
|
||||
}
|
||||
public:
|
||||
// CONSTRUCTOR
|
||||
bik_vs20_Dynamic_Index( IShaderDynamicAPI *pShaderAPI )
|
||||
{
|
||||
#ifdef _DEBUG
|
||||
m_bDOWATERFOG = true;
|
||||
#endif // _DEBUG
|
||||
m_nDOWATERFOG = ( pShaderAPI->GetSceneFogMode() == MATERIAL_FOG_LINEAR_BELOW_FOG_Z ) ;
|
||||
}
|
||||
int GetIndex()
|
||||
{
|
||||
// Asserts to make sure that we aren't using any skipped combinations.
|
||||
// Asserts to make sure that we are setting all of the combination vars.
|
||||
#ifdef _DEBUG
|
||||
bool bAllDynamicVarsDefined = m_bDOWATERFOG;
|
||||
Assert( bAllDynamicVarsDefined );
|
||||
#endif // _DEBUG
|
||||
return ( 1 * m_nDOWATERFOG ) + 0;
|
||||
}
|
||||
};
|
||||
#define shaderDynamicTest_bik_vs20 0
|
||||
|
||||
static const ShaderComboInformation_t s_DynamicComboArray_bik_vs20[1] =
|
||||
{
|
||||
{ "DOWATERFOG", 0, 1 },
|
||||
};
|
||||
|
||||
static const ShaderComboInformation_t s_StaticComboArray_bik_vs20[1] =
|
||||
{
|
||||
{ "DOPIXELFOG", 0, 1 },
|
||||
};
|
||||
static const ShaderComboSemantics_t bik_vs20_combos =
|
||||
{
|
||||
"bik_vs20", s_DynamicComboArray_bik_vs20, 1, s_StaticComboArray_bik_vs20, 1
|
||||
};
|
||||
|
||||
class ConstructMe_bik_vs20
|
||||
{
|
||||
public:
|
||||
ConstructMe_bik_vs20()
|
||||
{
|
||||
GetShaderDLL()->AddShaderComboInformation( &bik_vs20_combos );
|
||||
}
|
||||
};
|
||||
|
||||
static ConstructMe_bik_vs20 s_ConstructMe_bik_vs20;
|
||||
122
materialsystem/stdshaders/fxctmp9_ps3/black_ps20.inc
Normal file
122
materialsystem/stdshaders/fxctmp9_ps3/black_ps20.inc
Normal file
@@ -0,0 +1,122 @@
|
||||
// ALL SKIP STATEMENTS THAT AFFECT THIS SHADER!!!
|
||||
// defined $PIXELFOGTYPE && defined $WRITEWATERFOGTODESTALPHA && ( $PIXELFOGTYPE != 1 ) && $WRITEWATERFOGTODESTALPHA
|
||||
// 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
|
||||
#include "shaderlib/cshader.h"
|
||||
class black_ps20_Static_Index
|
||||
{
|
||||
private:
|
||||
int m_nDOPIXELFOG;
|
||||
#ifdef _DEBUG
|
||||
bool m_bDOPIXELFOG;
|
||||
#endif
|
||||
public:
|
||||
void SetDOPIXELFOG( int i )
|
||||
{
|
||||
Assert( i >= 0 && i <= 0 );
|
||||
m_nDOPIXELFOG = i;
|
||||
#ifdef _DEBUG
|
||||
m_bDOPIXELFOG = true;
|
||||
#endif
|
||||
}
|
||||
void SetDOPIXELFOG( bool i )
|
||||
{
|
||||
Assert( ( i ? 1 : 0 ) >= 0 && ( i ? 1 : 0 ) <= 0 );
|
||||
m_nDOPIXELFOG = i ? 1 : 0;
|
||||
#ifdef _DEBUG
|
||||
m_bDOPIXELFOG = true;
|
||||
#endif
|
||||
}
|
||||
public:
|
||||
// CONSTRUCTOR
|
||||
black_ps20_Static_Index( IShaderShadow *pShaderShadow, IMaterialVar **params )
|
||||
{
|
||||
#ifdef _DEBUG
|
||||
m_bDOPIXELFOG = true;
|
||||
#endif // _DEBUG
|
||||
m_nDOPIXELFOG = 0 ;
|
||||
}
|
||||
int GetIndex()
|
||||
{
|
||||
// Asserts to make sure that we aren't using any skipped combinations.
|
||||
// Asserts to make sure that we are setting all of the combination vars.
|
||||
#ifdef _DEBUG
|
||||
bool bAllStaticVarsDefined = m_bDOPIXELFOG;
|
||||
Assert( bAllStaticVarsDefined );
|
||||
#endif // _DEBUG
|
||||
return ( 1 * m_nDOPIXELFOG ) + 0;
|
||||
}
|
||||
};
|
||||
#define shaderStaticTest_black_ps20 0
|
||||
class black_ps20_Dynamic_Index
|
||||
{
|
||||
private:
|
||||
int m_nPIXELFOGTYPE;
|
||||
#ifdef _DEBUG
|
||||
bool m_bPIXELFOGTYPE;
|
||||
#endif
|
||||
public:
|
||||
void SetPIXELFOGTYPE( int i )
|
||||
{
|
||||
Assert( i >= 0 && i <= 0 );
|
||||
m_nPIXELFOGTYPE = i;
|
||||
#ifdef _DEBUG
|
||||
m_bPIXELFOGTYPE = true;
|
||||
#endif
|
||||
}
|
||||
void SetPIXELFOGTYPE( bool i )
|
||||
{
|
||||
Assert( ( i ? 1 : 0 ) >= 0 && ( i ? 1 : 0 ) <= 0 );
|
||||
m_nPIXELFOGTYPE = i ? 1 : 0;
|
||||
#ifdef _DEBUG
|
||||
m_bPIXELFOGTYPE = true;
|
||||
#endif
|
||||
}
|
||||
public:
|
||||
// CONSTRUCTOR
|
||||
black_ps20_Dynamic_Index( IShaderDynamicAPI *pShaderAPI )
|
||||
{
|
||||
#ifdef _DEBUG
|
||||
m_bPIXELFOGTYPE = true;
|
||||
#endif // _DEBUG
|
||||
m_nPIXELFOGTYPE = 0; ;
|
||||
}
|
||||
int GetIndex()
|
||||
{
|
||||
// Asserts to make sure that we aren't using any skipped combinations.
|
||||
// Asserts to make sure that we are setting all of the combination vars.
|
||||
#ifdef _DEBUG
|
||||
bool bAllDynamicVarsDefined = m_bPIXELFOGTYPE;
|
||||
Assert( bAllDynamicVarsDefined );
|
||||
#endif // _DEBUG
|
||||
return ( 1 * m_nPIXELFOGTYPE ) + 0;
|
||||
}
|
||||
};
|
||||
#define shaderDynamicTest_black_ps20 0
|
||||
|
||||
static const ShaderComboInformation_t s_DynamicComboArray_black_ps20[1] =
|
||||
{
|
||||
{ "PIXELFOGTYPE", 0, 0 },
|
||||
};
|
||||
|
||||
static const ShaderComboInformation_t s_StaticComboArray_black_ps20[1] =
|
||||
{
|
||||
{ "DOPIXELFOG", 0, 0 },
|
||||
};
|
||||
static const ShaderComboSemantics_t black_ps20_combos =
|
||||
{
|
||||
"black_ps20", s_DynamicComboArray_black_ps20, 1, s_StaticComboArray_black_ps20, 1
|
||||
};
|
||||
|
||||
class ConstructMe_black_ps20
|
||||
{
|
||||
public:
|
||||
ConstructMe_black_ps20()
|
||||
{
|
||||
GetShaderDLL()->AddShaderComboInformation( &black_ps20_combos );
|
||||
}
|
||||
};
|
||||
|
||||
static ConstructMe_black_ps20 s_ConstructMe_black_ps20;
|
||||
122
materialsystem/stdshaders/fxctmp9_ps3/black_ps20b.inc
Normal file
122
materialsystem/stdshaders/fxctmp9_ps3/black_ps20b.inc
Normal file
@@ -0,0 +1,122 @@
|
||||
// ALL SKIP STATEMENTS THAT AFFECT THIS SHADER!!!
|
||||
// defined $PIXELFOGTYPE && defined $WRITEWATERFOGTODESTALPHA && ( $PIXELFOGTYPE != 1 ) && $WRITEWATERFOGTODESTALPHA
|
||||
// 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
|
||||
#include "shaderlib/cshader.h"
|
||||
class black_ps20b_Static_Index
|
||||
{
|
||||
private:
|
||||
int m_nDOPIXELFOG;
|
||||
#ifdef _DEBUG
|
||||
bool m_bDOPIXELFOG;
|
||||
#endif
|
||||
public:
|
||||
void SetDOPIXELFOG( int i )
|
||||
{
|
||||
Assert( i >= 0 && i <= 0 );
|
||||
m_nDOPIXELFOG = i;
|
||||
#ifdef _DEBUG
|
||||
m_bDOPIXELFOG = true;
|
||||
#endif
|
||||
}
|
||||
void SetDOPIXELFOG( bool i )
|
||||
{
|
||||
Assert( ( i ? 1 : 0 ) >= 0 && ( i ? 1 : 0 ) <= 0 );
|
||||
m_nDOPIXELFOG = i ? 1 : 0;
|
||||
#ifdef _DEBUG
|
||||
m_bDOPIXELFOG = true;
|
||||
#endif
|
||||
}
|
||||
public:
|
||||
// CONSTRUCTOR
|
||||
black_ps20b_Static_Index( IShaderShadow *pShaderShadow, IMaterialVar **params )
|
||||
{
|
||||
#ifdef _DEBUG
|
||||
m_bDOPIXELFOG = true;
|
||||
#endif // _DEBUG
|
||||
m_nDOPIXELFOG = 0 ;
|
||||
}
|
||||
int GetIndex()
|
||||
{
|
||||
// Asserts to make sure that we aren't using any skipped combinations.
|
||||
// Asserts to make sure that we are setting all of the combination vars.
|
||||
#ifdef _DEBUG
|
||||
bool bAllStaticVarsDefined = m_bDOPIXELFOG;
|
||||
Assert( bAllStaticVarsDefined );
|
||||
#endif // _DEBUG
|
||||
return ( 1 * m_nDOPIXELFOG ) + 0;
|
||||
}
|
||||
};
|
||||
#define shaderStaticTest_black_ps20b 0
|
||||
class black_ps20b_Dynamic_Index
|
||||
{
|
||||
private:
|
||||
int m_nPIXELFOGTYPE;
|
||||
#ifdef _DEBUG
|
||||
bool m_bPIXELFOGTYPE;
|
||||
#endif
|
||||
public:
|
||||
void SetPIXELFOGTYPE( int i )
|
||||
{
|
||||
Assert( i >= 0 && i <= 0 );
|
||||
m_nPIXELFOGTYPE = i;
|
||||
#ifdef _DEBUG
|
||||
m_bPIXELFOGTYPE = true;
|
||||
#endif
|
||||
}
|
||||
void SetPIXELFOGTYPE( bool i )
|
||||
{
|
||||
Assert( ( i ? 1 : 0 ) >= 0 && ( i ? 1 : 0 ) <= 0 );
|
||||
m_nPIXELFOGTYPE = i ? 1 : 0;
|
||||
#ifdef _DEBUG
|
||||
m_bPIXELFOGTYPE = true;
|
||||
#endif
|
||||
}
|
||||
public:
|
||||
// CONSTRUCTOR
|
||||
black_ps20b_Dynamic_Index( IShaderDynamicAPI *pShaderAPI )
|
||||
{
|
||||
#ifdef _DEBUG
|
||||
m_bPIXELFOGTYPE = true;
|
||||
#endif // _DEBUG
|
||||
m_nPIXELFOGTYPE = 0; ;
|
||||
}
|
||||
int GetIndex()
|
||||
{
|
||||
// Asserts to make sure that we aren't using any skipped combinations.
|
||||
// Asserts to make sure that we are setting all of the combination vars.
|
||||
#ifdef _DEBUG
|
||||
bool bAllDynamicVarsDefined = m_bPIXELFOGTYPE;
|
||||
Assert( bAllDynamicVarsDefined );
|
||||
#endif // _DEBUG
|
||||
return ( 1 * m_nPIXELFOGTYPE ) + 0;
|
||||
}
|
||||
};
|
||||
#define shaderDynamicTest_black_ps20b 0
|
||||
|
||||
static const ShaderComboInformation_t s_DynamicComboArray_black_ps20b[1] =
|
||||
{
|
||||
{ "PIXELFOGTYPE", 0, 0 },
|
||||
};
|
||||
|
||||
static const ShaderComboInformation_t s_StaticComboArray_black_ps20b[1] =
|
||||
{
|
||||
{ "DOPIXELFOG", 0, 0 },
|
||||
};
|
||||
static const ShaderComboSemantics_t black_ps20b_combos =
|
||||
{
|
||||
"black_ps20b", s_DynamicComboArray_black_ps20b, 1, s_StaticComboArray_black_ps20b, 1
|
||||
};
|
||||
|
||||
class ConstructMe_black_ps20b
|
||||
{
|
||||
public:
|
||||
ConstructMe_black_ps20b()
|
||||
{
|
||||
GetShaderDLL()->AddShaderComboInformation( &black_ps20b_combos );
|
||||
}
|
||||
};
|
||||
|
||||
static ConstructMe_black_ps20b s_ConstructMe_black_ps20b;
|
||||
146
materialsystem/stdshaders/fxctmp9_ps3/black_vs20.inc
Normal file
146
materialsystem/stdshaders/fxctmp9_ps3/black_vs20.inc
Normal file
@@ -0,0 +1,146 @@
|
||||
// ALL SKIP STATEMENTS THAT AFFECT THIS SHADER!!!
|
||||
// ( $DOWATERFOG == 0 ) && ( $DOPIXELFOG && $HARDWAREFOGBLEND )
|
||||
// defined $LIGHTING_PREVIEW && defined $FASTPATH && $LIGHTING_PREVIEW && $FASTPATH
|
||||
#include "shaderlib/cshader.h"
|
||||
class black_vs20_Static_Index
|
||||
{
|
||||
private:
|
||||
int m_nDOPIXELFOG;
|
||||
#ifdef _DEBUG
|
||||
bool m_bDOPIXELFOG;
|
||||
#endif
|
||||
public:
|
||||
void SetDOPIXELFOG( int i )
|
||||
{
|
||||
Assert( i >= 0 && i <= 0 );
|
||||
m_nDOPIXELFOG = i;
|
||||
#ifdef _DEBUG
|
||||
m_bDOPIXELFOG = true;
|
||||
#endif
|
||||
}
|
||||
void SetDOPIXELFOG( bool i )
|
||||
{
|
||||
Assert( ( i ? 1 : 0 ) >= 0 && ( i ? 1 : 0 ) <= 0 );
|
||||
m_nDOPIXELFOG = i ? 1 : 0;
|
||||
#ifdef _DEBUG
|
||||
m_bDOPIXELFOG = true;
|
||||
#endif
|
||||
}
|
||||
public:
|
||||
// CONSTRUCTOR
|
||||
black_vs20_Static_Index( IShaderShadow *pShaderShadow, IMaterialVar **params )
|
||||
{
|
||||
#ifdef _DEBUG
|
||||
m_bDOPIXELFOG = true;
|
||||
#endif // _DEBUG
|
||||
m_nDOPIXELFOG = 0; ;
|
||||
}
|
||||
int GetIndex()
|
||||
{
|
||||
// Asserts to make sure that we aren't using any skipped combinations.
|
||||
// Asserts to make sure that we are setting all of the combination vars.
|
||||
#ifdef _DEBUG
|
||||
bool bAllStaticVarsDefined = m_bDOPIXELFOG;
|
||||
Assert( bAllStaticVarsDefined );
|
||||
#endif // _DEBUG
|
||||
return ( 2 * m_nDOPIXELFOG ) + 0;
|
||||
}
|
||||
};
|
||||
#define shaderStaticTest_black_vs20 0
|
||||
class black_vs20_Dynamic_Index
|
||||
{
|
||||
private:
|
||||
int m_nDOWATERFOG;
|
||||
#ifdef _DEBUG
|
||||
bool m_bDOWATERFOG;
|
||||
#endif
|
||||
public:
|
||||
void SetDOWATERFOG( int i )
|
||||
{
|
||||
Assert( i >= 0 && i <= 0 );
|
||||
m_nDOWATERFOG = i;
|
||||
#ifdef _DEBUG
|
||||
m_bDOWATERFOG = true;
|
||||
#endif
|
||||
}
|
||||
void SetDOWATERFOG( bool i )
|
||||
{
|
||||
Assert( ( i ? 1 : 0 ) >= 0 && ( i ? 1 : 0 ) <= 0 );
|
||||
m_nDOWATERFOG = i ? 1 : 0;
|
||||
#ifdef _DEBUG
|
||||
m_bDOWATERFOG = true;
|
||||
#endif
|
||||
}
|
||||
private:
|
||||
int m_nSKINNING;
|
||||
#ifdef _DEBUG
|
||||
bool m_bSKINNING;
|
||||
#endif
|
||||
public:
|
||||
void SetSKINNING( int i )
|
||||
{
|
||||
Assert( i >= 0 && i <= 1 );
|
||||
m_nSKINNING = i;
|
||||
#ifdef _DEBUG
|
||||
m_bSKINNING = true;
|
||||
#endif
|
||||
}
|
||||
void SetSKINNING( bool i )
|
||||
{
|
||||
Assert( ( i ? 1 : 0 ) >= 0 && ( i ? 1 : 0 ) <= 1 );
|
||||
m_nSKINNING = i ? 1 : 0;
|
||||
#ifdef _DEBUG
|
||||
m_bSKINNING = true;
|
||||
#endif
|
||||
}
|
||||
public:
|
||||
// CONSTRUCTOR
|
||||
black_vs20_Dynamic_Index( IShaderDynamicAPI *pShaderAPI )
|
||||
{
|
||||
#ifdef _DEBUG
|
||||
m_bDOWATERFOG = true;
|
||||
#endif // _DEBUG
|
||||
m_nDOWATERFOG = 0; ;
|
||||
#ifdef _DEBUG
|
||||
m_bSKINNING = false;
|
||||
#endif // _DEBUG
|
||||
m_nSKINNING = 0;
|
||||
}
|
||||
int GetIndex()
|
||||
{
|
||||
// Asserts to make sure that we aren't using any skipped combinations.
|
||||
// Asserts to make sure that we are setting all of the combination vars.
|
||||
#ifdef _DEBUG
|
||||
bool bAllDynamicVarsDefined = m_bDOWATERFOG && m_bSKINNING;
|
||||
Assert( bAllDynamicVarsDefined );
|
||||
#endif // _DEBUG
|
||||
return ( 1 * m_nDOWATERFOG ) + ( 1 * m_nSKINNING ) + 0;
|
||||
}
|
||||
};
|
||||
#define shaderDynamicTest_black_vs20 vsh_forgot_to_set_dynamic_SKINNING + 0
|
||||
|
||||
static const ShaderComboInformation_t s_DynamicComboArray_black_vs20[2] =
|
||||
{
|
||||
{ "DOWATERFOG", 0, 0 },
|
||||
{ "SKINNING", 0, 1 },
|
||||
};
|
||||
|
||||
static const ShaderComboInformation_t s_StaticComboArray_black_vs20[1] =
|
||||
{
|
||||
{ "DOPIXELFOG", 0, 0 },
|
||||
};
|
||||
static const ShaderComboSemantics_t black_vs20_combos =
|
||||
{
|
||||
"black_vs20", s_DynamicComboArray_black_vs20, 2, s_StaticComboArray_black_vs20, 1
|
||||
};
|
||||
|
||||
class ConstructMe_black_vs20
|
||||
{
|
||||
public:
|
||||
ConstructMe_black_vs20()
|
||||
{
|
||||
GetShaderDLL()->AddShaderComboInformation( &black_vs20_combos );
|
||||
}
|
||||
};
|
||||
|
||||
static ConstructMe_black_vs20 s_ConstructMe_black_vs20;
|
||||
56
materialsystem/stdshaders/fxctmp9_ps3/bloomadd_ps20.inc
Normal file
56
materialsystem/stdshaders/fxctmp9_ps3/bloomadd_ps20.inc
Normal file
@@ -0,0 +1,56 @@
|
||||
// ALL SKIP STATEMENTS THAT AFFECT THIS SHADER!!!
|
||||
// defined $PIXELFOGTYPE && defined $WRITEWATERFOGTODESTALPHA && ( $PIXELFOGTYPE != 1 ) && $WRITEWATERFOGTODESTALPHA
|
||||
// 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
|
||||
#include "shaderlib/cshader.h"
|
||||
class bloomadd_ps20_Static_Index
|
||||
{
|
||||
public:
|
||||
// CONSTRUCTOR
|
||||
bloomadd_ps20_Static_Index( IShaderShadow *pShaderShadow, IMaterialVar **params )
|
||||
{
|
||||
}
|
||||
int GetIndex()
|
||||
{
|
||||
// Asserts to make sure that we aren't using any skipped combinations.
|
||||
// Asserts to make sure that we are setting all of the combination vars.
|
||||
#ifdef _DEBUG
|
||||
#endif // _DEBUG
|
||||
return 0;
|
||||
}
|
||||
};
|
||||
#define shaderStaticTest_bloomadd_ps20 0
|
||||
class bloomadd_ps20_Dynamic_Index
|
||||
{
|
||||
public:
|
||||
// CONSTRUCTOR
|
||||
bloomadd_ps20_Dynamic_Index( IShaderDynamicAPI *pShaderAPI )
|
||||
{
|
||||
}
|
||||
int GetIndex()
|
||||
{
|
||||
// Asserts to make sure that we aren't using any skipped combinations.
|
||||
// Asserts to make sure that we are setting all of the combination vars.
|
||||
#ifdef _DEBUG
|
||||
#endif // _DEBUG
|
||||
return 0;
|
||||
}
|
||||
};
|
||||
#define shaderDynamicTest_bloomadd_ps20 0
|
||||
static const ShaderComboSemantics_t bloomadd_ps20_combos =
|
||||
{
|
||||
"bloomadd_ps20", NULL, 0, NULL, 0
|
||||
};
|
||||
|
||||
class ConstructMe_bloomadd_ps20
|
||||
{
|
||||
public:
|
||||
ConstructMe_bloomadd_ps20()
|
||||
{
|
||||
GetShaderDLL()->AddShaderComboInformation( &bloomadd_ps20_combos );
|
||||
}
|
||||
};
|
||||
|
||||
static ConstructMe_bloomadd_ps20 s_ConstructMe_bloomadd_ps20;
|
||||
56
materialsystem/stdshaders/fxctmp9_ps3/bloomadd_ps20b.inc
Normal file
56
materialsystem/stdshaders/fxctmp9_ps3/bloomadd_ps20b.inc
Normal file
@@ -0,0 +1,56 @@
|
||||
// ALL SKIP STATEMENTS THAT AFFECT THIS SHADER!!!
|
||||
// defined $PIXELFOGTYPE && defined $WRITEWATERFOGTODESTALPHA && ( $PIXELFOGTYPE != 1 ) && $WRITEWATERFOGTODESTALPHA
|
||||
// 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
|
||||
#include "shaderlib/cshader.h"
|
||||
class bloomadd_ps20b_Static_Index
|
||||
{
|
||||
public:
|
||||
// CONSTRUCTOR
|
||||
bloomadd_ps20b_Static_Index( IShaderShadow *pShaderShadow, IMaterialVar **params )
|
||||
{
|
||||
}
|
||||
int GetIndex()
|
||||
{
|
||||
// Asserts to make sure that we aren't using any skipped combinations.
|
||||
// Asserts to make sure that we are setting all of the combination vars.
|
||||
#ifdef _DEBUG
|
||||
#endif // _DEBUG
|
||||
return 0;
|
||||
}
|
||||
};
|
||||
#define shaderStaticTest_bloomadd_ps20b 0
|
||||
class bloomadd_ps20b_Dynamic_Index
|
||||
{
|
||||
public:
|
||||
// CONSTRUCTOR
|
||||
bloomadd_ps20b_Dynamic_Index( IShaderDynamicAPI *pShaderAPI )
|
||||
{
|
||||
}
|
||||
int GetIndex()
|
||||
{
|
||||
// Asserts to make sure that we aren't using any skipped combinations.
|
||||
// Asserts to make sure that we are setting all of the combination vars.
|
||||
#ifdef _DEBUG
|
||||
#endif // _DEBUG
|
||||
return 0;
|
||||
}
|
||||
};
|
||||
#define shaderDynamicTest_bloomadd_ps20b 0
|
||||
static const ShaderComboSemantics_t bloomadd_ps20b_combos =
|
||||
{
|
||||
"bloomadd_ps20b", NULL, 0, NULL, 0
|
||||
};
|
||||
|
||||
class ConstructMe_bloomadd_ps20b
|
||||
{
|
||||
public:
|
||||
ConstructMe_bloomadd_ps20b()
|
||||
{
|
||||
GetShaderDLL()->AddShaderComboInformation( &bloomadd_ps20b_combos );
|
||||
}
|
||||
};
|
||||
|
||||
static ConstructMe_bloomadd_ps20b s_ConstructMe_bloomadd_ps20b;
|
||||
116
materialsystem/stdshaders/fxctmp9_ps3/blurfilter_ps20.inc
Normal file
116
materialsystem/stdshaders/fxctmp9_ps3/blurfilter_ps20.inc
Normal file
@@ -0,0 +1,116 @@
|
||||
// ALL SKIP STATEMENTS THAT AFFECT THIS SHADER!!!
|
||||
// defined $PIXELFOGTYPE && defined $WRITEWATERFOGTODESTALPHA && ( $PIXELFOGTYPE != 1 ) && $WRITEWATERFOGTODESTALPHA
|
||||
// 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
|
||||
#include "shaderlib/cshader.h"
|
||||
class blurfilter_ps20_Static_Index
|
||||
{
|
||||
private:
|
||||
int m_nKERNEL;
|
||||
#ifdef _DEBUG
|
||||
bool m_bKERNEL;
|
||||
#endif
|
||||
public:
|
||||
void SetKERNEL( int i )
|
||||
{
|
||||
Assert( i >= 0 && i <= 4 );
|
||||
m_nKERNEL = i;
|
||||
#ifdef _DEBUG
|
||||
m_bKERNEL = true;
|
||||
#endif
|
||||
}
|
||||
void SetKERNEL( bool i )
|
||||
{
|
||||
Assert( ( i ? 1 : 0 ) >= 0 && ( i ? 1 : 0 ) <= 4 );
|
||||
m_nKERNEL = i ? 1 : 0;
|
||||
#ifdef _DEBUG
|
||||
m_bKERNEL = true;
|
||||
#endif
|
||||
}
|
||||
private:
|
||||
int m_nCLEAR_COLOR;
|
||||
#ifdef _DEBUG
|
||||
bool m_bCLEAR_COLOR;
|
||||
#endif
|
||||
public:
|
||||
void SetCLEAR_COLOR( int i )
|
||||
{
|
||||
Assert( i >= 0 && i <= 1 );
|
||||
m_nCLEAR_COLOR = i;
|
||||
#ifdef _DEBUG
|
||||
m_bCLEAR_COLOR = true;
|
||||
#endif
|
||||
}
|
||||
void SetCLEAR_COLOR( bool i )
|
||||
{
|
||||
Assert( ( i ? 1 : 0 ) >= 0 && ( i ? 1 : 0 ) <= 1 );
|
||||
m_nCLEAR_COLOR = i ? 1 : 0;
|
||||
#ifdef _DEBUG
|
||||
m_bCLEAR_COLOR = true;
|
||||
#endif
|
||||
}
|
||||
public:
|
||||
// CONSTRUCTOR
|
||||
blurfilter_ps20_Static_Index( IShaderShadow *pShaderShadow, IMaterialVar **params )
|
||||
{
|
||||
#ifdef _DEBUG
|
||||
m_bKERNEL = false;
|
||||
#endif // _DEBUG
|
||||
m_nKERNEL = 0;
|
||||
#ifdef _DEBUG
|
||||
m_bCLEAR_COLOR = false;
|
||||
#endif // _DEBUG
|
||||
m_nCLEAR_COLOR = 0;
|
||||
}
|
||||
int GetIndex()
|
||||
{
|
||||
// Asserts to make sure that we aren't using any skipped combinations.
|
||||
// Asserts to make sure that we are setting all of the combination vars.
|
||||
#ifdef _DEBUG
|
||||
bool bAllStaticVarsDefined = m_bKERNEL && m_bCLEAR_COLOR;
|
||||
Assert( bAllStaticVarsDefined );
|
||||
#endif // _DEBUG
|
||||
return ( 1 * m_nKERNEL ) + ( 5 * m_nCLEAR_COLOR ) + 0;
|
||||
}
|
||||
};
|
||||
#define shaderStaticTest_blurfilter_ps20 psh_forgot_to_set_static_KERNEL + psh_forgot_to_set_static_CLEAR_COLOR + 0
|
||||
class blurfilter_ps20_Dynamic_Index
|
||||
{
|
||||
public:
|
||||
// CONSTRUCTOR
|
||||
blurfilter_ps20_Dynamic_Index( IShaderDynamicAPI *pShaderAPI )
|
||||
{
|
||||
}
|
||||
int GetIndex()
|
||||
{
|
||||
// Asserts to make sure that we aren't using any skipped combinations.
|
||||
// Asserts to make sure that we are setting all of the combination vars.
|
||||
#ifdef _DEBUG
|
||||
#endif // _DEBUG
|
||||
return 0;
|
||||
}
|
||||
};
|
||||
#define shaderDynamicTest_blurfilter_ps20 0
|
||||
|
||||
static const ShaderComboInformation_t s_StaticComboArray_blurfilter_ps20[2] =
|
||||
{
|
||||
{ "KERNEL", 0, 4 },
|
||||
{ "CLEAR_COLOR", 0, 1 },
|
||||
};
|
||||
static const ShaderComboSemantics_t blurfilter_ps20_combos =
|
||||
{
|
||||
"blurfilter_ps20", NULL, 0, s_StaticComboArray_blurfilter_ps20, 2
|
||||
};
|
||||
|
||||
class ConstructMe_blurfilter_ps20
|
||||
{
|
||||
public:
|
||||
ConstructMe_blurfilter_ps20()
|
||||
{
|
||||
GetShaderDLL()->AddShaderComboInformation( &blurfilter_ps20_combos );
|
||||
}
|
||||
};
|
||||
|
||||
static ConstructMe_blurfilter_ps20 s_ConstructMe_blurfilter_ps20;
|
||||
143
materialsystem/stdshaders/fxctmp9_ps3/blurfilter_ps20b.inc
Normal file
143
materialsystem/stdshaders/fxctmp9_ps3/blurfilter_ps20b.inc
Normal file
@@ -0,0 +1,143 @@
|
||||
// ALL SKIP STATEMENTS THAT AFFECT THIS SHADER!!!
|
||||
// defined $PIXELFOGTYPE && defined $WRITEWATERFOGTODESTALPHA && ( $PIXELFOGTYPE != 1 ) && $WRITEWATERFOGTODESTALPHA
|
||||
// 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
|
||||
#include "shaderlib/cshader.h"
|
||||
class blurfilter_ps20b_Static_Index
|
||||
{
|
||||
private:
|
||||
int m_nKERNEL;
|
||||
#ifdef _DEBUG
|
||||
bool m_bKERNEL;
|
||||
#endif
|
||||
public:
|
||||
void SetKERNEL( int i )
|
||||
{
|
||||
Assert( i >= 0 && i <= 4 );
|
||||
m_nKERNEL = i;
|
||||
#ifdef _DEBUG
|
||||
m_bKERNEL = true;
|
||||
#endif
|
||||
}
|
||||
void SetKERNEL( bool i )
|
||||
{
|
||||
Assert( ( i ? 1 : 0 ) >= 0 && ( i ? 1 : 0 ) <= 4 );
|
||||
m_nKERNEL = i ? 1 : 0;
|
||||
#ifdef _DEBUG
|
||||
m_bKERNEL = true;
|
||||
#endif
|
||||
}
|
||||
private:
|
||||
int m_nCLEAR_COLOR;
|
||||
#ifdef _DEBUG
|
||||
bool m_bCLEAR_COLOR;
|
||||
#endif
|
||||
public:
|
||||
void SetCLEAR_COLOR( int i )
|
||||
{
|
||||
Assert( i >= 0 && i <= 1 );
|
||||
m_nCLEAR_COLOR = i;
|
||||
#ifdef _DEBUG
|
||||
m_bCLEAR_COLOR = true;
|
||||
#endif
|
||||
}
|
||||
void SetCLEAR_COLOR( bool i )
|
||||
{
|
||||
Assert( ( i ? 1 : 0 ) >= 0 && ( i ? 1 : 0 ) <= 1 );
|
||||
m_nCLEAR_COLOR = i ? 1 : 0;
|
||||
#ifdef _DEBUG
|
||||
m_bCLEAR_COLOR = true;
|
||||
#endif
|
||||
}
|
||||
private:
|
||||
int m_nAPPROX_SRGB_ADAPTER;
|
||||
#ifdef _DEBUG
|
||||
bool m_bAPPROX_SRGB_ADAPTER;
|
||||
#endif
|
||||
public:
|
||||
void SetAPPROX_SRGB_ADAPTER( int i )
|
||||
{
|
||||
Assert( i >= 0 && i <= 0 );
|
||||
m_nAPPROX_SRGB_ADAPTER = i;
|
||||
#ifdef _DEBUG
|
||||
m_bAPPROX_SRGB_ADAPTER = true;
|
||||
#endif
|
||||
}
|
||||
void SetAPPROX_SRGB_ADAPTER( bool i )
|
||||
{
|
||||
Assert( ( i ? 1 : 0 ) >= 0 && ( i ? 1 : 0 ) <= 0 );
|
||||
m_nAPPROX_SRGB_ADAPTER = i ? 1 : 0;
|
||||
#ifdef _DEBUG
|
||||
m_bAPPROX_SRGB_ADAPTER = true;
|
||||
#endif
|
||||
}
|
||||
public:
|
||||
// CONSTRUCTOR
|
||||
blurfilter_ps20b_Static_Index( IShaderShadow *pShaderShadow, IMaterialVar **params )
|
||||
{
|
||||
#ifdef _DEBUG
|
||||
m_bKERNEL = false;
|
||||
#endif // _DEBUG
|
||||
m_nKERNEL = 0;
|
||||
#ifdef _DEBUG
|
||||
m_bCLEAR_COLOR = false;
|
||||
#endif // _DEBUG
|
||||
m_nCLEAR_COLOR = 0;
|
||||
#ifdef _DEBUG
|
||||
m_bAPPROX_SRGB_ADAPTER = false;
|
||||
#endif // _DEBUG
|
||||
m_nAPPROX_SRGB_ADAPTER = 0;
|
||||
}
|
||||
int GetIndex()
|
||||
{
|
||||
// Asserts to make sure that we aren't using any skipped combinations.
|
||||
// Asserts to make sure that we are setting all of the combination vars.
|
||||
#ifdef _DEBUG
|
||||
bool bAllStaticVarsDefined = m_bKERNEL && m_bCLEAR_COLOR && m_bAPPROX_SRGB_ADAPTER;
|
||||
Assert( bAllStaticVarsDefined );
|
||||
#endif // _DEBUG
|
||||
return ( 1 * m_nKERNEL ) + ( 5 * m_nCLEAR_COLOR ) + ( 10 * m_nAPPROX_SRGB_ADAPTER ) + 0;
|
||||
}
|
||||
};
|
||||
#define shaderStaticTest_blurfilter_ps20b psh_forgot_to_set_static_KERNEL + psh_forgot_to_set_static_CLEAR_COLOR + psh_forgot_to_set_static_APPROX_SRGB_ADAPTER + 0
|
||||
class blurfilter_ps20b_Dynamic_Index
|
||||
{
|
||||
public:
|
||||
// CONSTRUCTOR
|
||||
blurfilter_ps20b_Dynamic_Index( IShaderDynamicAPI *pShaderAPI )
|
||||
{
|
||||
}
|
||||
int GetIndex()
|
||||
{
|
||||
// Asserts to make sure that we aren't using any skipped combinations.
|
||||
// Asserts to make sure that we are setting all of the combination vars.
|
||||
#ifdef _DEBUG
|
||||
#endif // _DEBUG
|
||||
return 0;
|
||||
}
|
||||
};
|
||||
#define shaderDynamicTest_blurfilter_ps20b 0
|
||||
|
||||
static const ShaderComboInformation_t s_StaticComboArray_blurfilter_ps20b[3] =
|
||||
{
|
||||
{ "KERNEL", 0, 4 },
|
||||
{ "CLEAR_COLOR", 0, 1 },
|
||||
{ "APPROX_SRGB_ADAPTER", 0, 0 },
|
||||
};
|
||||
static const ShaderComboSemantics_t blurfilter_ps20b_combos =
|
||||
{
|
||||
"blurfilter_ps20b", NULL, 0, s_StaticComboArray_blurfilter_ps20b, 3
|
||||
};
|
||||
|
||||
class ConstructMe_blurfilter_ps20b
|
||||
{
|
||||
public:
|
||||
ConstructMe_blurfilter_ps20b()
|
||||
{
|
||||
GetShaderDLL()->AddShaderComboInformation( &blurfilter_ps20b_combos );
|
||||
}
|
||||
};
|
||||
|
||||
static ConstructMe_blurfilter_ps20b s_ConstructMe_blurfilter_ps20b;
|
||||
85
materialsystem/stdshaders/fxctmp9_ps3/blurfilter_vs20.inc
Normal file
85
materialsystem/stdshaders/fxctmp9_ps3/blurfilter_vs20.inc
Normal file
@@ -0,0 +1,85 @@
|
||||
// ALL SKIP STATEMENTS THAT AFFECT THIS SHADER!!!
|
||||
// defined $LIGHTING_PREVIEW && defined $FASTPATH && $LIGHTING_PREVIEW && $FASTPATH
|
||||
#include "shaderlib/cshader.h"
|
||||
class blurfilter_vs20_Static_Index
|
||||
{
|
||||
private:
|
||||
int m_nKERNEL;
|
||||
#ifdef _DEBUG
|
||||
bool m_bKERNEL;
|
||||
#endif
|
||||
public:
|
||||
void SetKERNEL( int i )
|
||||
{
|
||||
Assert( i >= 0 && i <= 1 );
|
||||
m_nKERNEL = i;
|
||||
#ifdef _DEBUG
|
||||
m_bKERNEL = true;
|
||||
#endif
|
||||
}
|
||||
void SetKERNEL( bool i )
|
||||
{
|
||||
Assert( ( i ? 1 : 0 ) >= 0 && ( i ? 1 : 0 ) <= 1 );
|
||||
m_nKERNEL = i ? 1 : 0;
|
||||
#ifdef _DEBUG
|
||||
m_bKERNEL = true;
|
||||
#endif
|
||||
}
|
||||
public:
|
||||
// CONSTRUCTOR
|
||||
blurfilter_vs20_Static_Index( IShaderShadow *pShaderShadow, IMaterialVar **params )
|
||||
{
|
||||
#ifdef _DEBUG
|
||||
m_bKERNEL = false;
|
||||
#endif // _DEBUG
|
||||
m_nKERNEL = 0;
|
||||
}
|
||||
int GetIndex()
|
||||
{
|
||||
// Asserts to make sure that we aren't using any skipped combinations.
|
||||
// Asserts to make sure that we are setting all of the combination vars.
|
||||
#ifdef _DEBUG
|
||||
bool bAllStaticVarsDefined = m_bKERNEL;
|
||||
Assert( bAllStaticVarsDefined );
|
||||
#endif // _DEBUG
|
||||
return ( 1 * m_nKERNEL ) + 0;
|
||||
}
|
||||
};
|
||||
#define shaderStaticTest_blurfilter_vs20 vsh_forgot_to_set_static_KERNEL + 0
|
||||
class blurfilter_vs20_Dynamic_Index
|
||||
{
|
||||
public:
|
||||
// CONSTRUCTOR
|
||||
blurfilter_vs20_Dynamic_Index( IShaderDynamicAPI *pShaderAPI )
|
||||
{
|
||||
}
|
||||
int GetIndex()
|
||||
{
|
||||
// Asserts to make sure that we aren't using any skipped combinations.
|
||||
// Asserts to make sure that we are setting all of the combination vars.
|
||||
#ifdef _DEBUG
|
||||
#endif // _DEBUG
|
||||
return 0;
|
||||
}
|
||||
};
|
||||
#define shaderDynamicTest_blurfilter_vs20 0
|
||||
|
||||
static const ShaderComboInformation_t s_StaticComboArray_blurfilter_vs20[1] =
|
||||
{
|
||||
{ "KERNEL", 0, 1 },
|
||||
};
|
||||
static const ShaderComboSemantics_t blurfilter_vs20_combos =
|
||||
{
|
||||
"blurfilter_vs20", NULL, 0, s_StaticComboArray_blurfilter_vs20, 1
|
||||
};
|
||||
|
||||
class ConstructMe_blurfilter_vs20
|
||||
{
|
||||
public:
|
||||
ConstructMe_blurfilter_vs20()
|
||||
{
|
||||
GetShaderDLL()->AddShaderComboInformation( &blurfilter_vs20_combos );
|
||||
}
|
||||
};
|
||||
|
||||
static ConstructMe_blurfilter_vs20 s_ConstructMe_blurfilter_vs20;
|
||||
@@ -0,0 +1,51 @@
|
||||
// ALL SKIP STATEMENTS THAT AFFECT THIS SHADER!!!
|
||||
#include "shaderlib/cshader.h"
|
||||
class blurgaussian_3x3_ps20_Static_Index
|
||||
{
|
||||
public:
|
||||
// CONSTRUCTOR
|
||||
blurgaussian_3x3_ps20_Static_Index( IShaderShadow *pShaderShadow, IMaterialVar **params )
|
||||
{
|
||||
}
|
||||
int GetIndex()
|
||||
{
|
||||
// Asserts to make sure that we aren't using any skipped combinations.
|
||||
// Asserts to make sure that we are setting all of the combination vars.
|
||||
#ifdef _DEBUG
|
||||
#endif // _DEBUG
|
||||
return 0;
|
||||
}
|
||||
};
|
||||
#define shaderStaticTest_blurgaussian_3x3_ps20 0
|
||||
class blurgaussian_3x3_ps20_Dynamic_Index
|
||||
{
|
||||
public:
|
||||
// CONSTRUCTOR
|
||||
blurgaussian_3x3_ps20_Dynamic_Index( IShaderDynamicAPI *pShaderAPI )
|
||||
{
|
||||
}
|
||||
int GetIndex()
|
||||
{
|
||||
// Asserts to make sure that we aren't using any skipped combinations.
|
||||
// Asserts to make sure that we are setting all of the combination vars.
|
||||
#ifdef _DEBUG
|
||||
#endif // _DEBUG
|
||||
return 0;
|
||||
}
|
||||
};
|
||||
#define shaderDynamicTest_blurgaussian_3x3_ps20 0
|
||||
static const ShaderComboSemantics_t blurgaussian_3x3_ps20_combos =
|
||||
{
|
||||
"blurgaussian_3x3_ps20", NULL, 0, NULL, 0
|
||||
};
|
||||
|
||||
class ConstructMe_blurgaussian_3x3_ps20
|
||||
{
|
||||
public:
|
||||
ConstructMe_blurgaussian_3x3_ps20()
|
||||
{
|
||||
GetShaderDLL()->AddShaderComboInformation( &blurgaussian_3x3_ps20_combos );
|
||||
}
|
||||
};
|
||||
|
||||
static ConstructMe_blurgaussian_3x3_ps20 s_ConstructMe_blurgaussian_3x3_ps20;
|
||||
@@ -0,0 +1,51 @@
|
||||
// ALL SKIP STATEMENTS THAT AFFECT THIS SHADER!!!
|
||||
#include "shaderlib/cshader.h"
|
||||
class blurgaussian_3x3_ps20b_Static_Index
|
||||
{
|
||||
public:
|
||||
// CONSTRUCTOR
|
||||
blurgaussian_3x3_ps20b_Static_Index( IShaderShadow *pShaderShadow, IMaterialVar **params )
|
||||
{
|
||||
}
|
||||
int GetIndex()
|
||||
{
|
||||
// Asserts to make sure that we aren't using any skipped combinations.
|
||||
// Asserts to make sure that we are setting all of the combination vars.
|
||||
#ifdef _DEBUG
|
||||
#endif // _DEBUG
|
||||
return 0;
|
||||
}
|
||||
};
|
||||
#define shaderStaticTest_blurgaussian_3x3_ps20b 0
|
||||
class blurgaussian_3x3_ps20b_Dynamic_Index
|
||||
{
|
||||
public:
|
||||
// CONSTRUCTOR
|
||||
blurgaussian_3x3_ps20b_Dynamic_Index( IShaderDynamicAPI *pShaderAPI )
|
||||
{
|
||||
}
|
||||
int GetIndex()
|
||||
{
|
||||
// Asserts to make sure that we aren't using any skipped combinations.
|
||||
// Asserts to make sure that we are setting all of the combination vars.
|
||||
#ifdef _DEBUG
|
||||
#endif // _DEBUG
|
||||
return 0;
|
||||
}
|
||||
};
|
||||
#define shaderDynamicTest_blurgaussian_3x3_ps20b 0
|
||||
static const ShaderComboSemantics_t blurgaussian_3x3_ps20b_combos =
|
||||
{
|
||||
"blurgaussian_3x3_ps20b", NULL, 0, NULL, 0
|
||||
};
|
||||
|
||||
class ConstructMe_blurgaussian_3x3_ps20b
|
||||
{
|
||||
public:
|
||||
ConstructMe_blurgaussian_3x3_ps20b()
|
||||
{
|
||||
GetShaderDLL()->AddShaderComboInformation( &blurgaussian_3x3_ps20b_combos );
|
||||
}
|
||||
};
|
||||
|
||||
static ConstructMe_blurgaussian_3x3_ps20b s_ConstructMe_blurgaussian_3x3_ps20b;
|
||||
@@ -0,0 +1,89 @@
|
||||
// ALL SKIP STATEMENTS THAT AFFECT THIS SHADER!!!
|
||||
// defined $PIXELFOGTYPE && defined $WRITEWATERFOGTODESTALPHA && ( $PIXELFOGTYPE != 1 ) && $WRITEWATERFOGTODESTALPHA
|
||||
// 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
|
||||
#include "shaderlib/cshader.h"
|
||||
class bufferclearobeystencil_ps20_Static_Index
|
||||
{
|
||||
private:
|
||||
int m_nRELOADZCULL;
|
||||
#ifdef _DEBUG
|
||||
bool m_bRELOADZCULL;
|
||||
#endif
|
||||
public:
|
||||
void SetRELOADZCULL( int i )
|
||||
{
|
||||
Assert( i >= 0 && i <= 1 );
|
||||
m_nRELOADZCULL = i;
|
||||
#ifdef _DEBUG
|
||||
m_bRELOADZCULL = true;
|
||||
#endif
|
||||
}
|
||||
void SetRELOADZCULL( bool i )
|
||||
{
|
||||
Assert( ( i ? 1 : 0 ) >= 0 && ( i ? 1 : 0 ) <= 1 );
|
||||
m_nRELOADZCULL = i ? 1 : 0;
|
||||
#ifdef _DEBUG
|
||||
m_bRELOADZCULL = true;
|
||||
#endif
|
||||
}
|
||||
public:
|
||||
// CONSTRUCTOR
|
||||
bufferclearobeystencil_ps20_Static_Index( IShaderShadow *pShaderShadow, IMaterialVar **params )
|
||||
{
|
||||
#ifdef _DEBUG
|
||||
m_bRELOADZCULL = false;
|
||||
#endif // _DEBUG
|
||||
m_nRELOADZCULL = 0;
|
||||
}
|
||||
int GetIndex()
|
||||
{
|
||||
// Asserts to make sure that we aren't using any skipped combinations.
|
||||
// Asserts to make sure that we are setting all of the combination vars.
|
||||
#ifdef _DEBUG
|
||||
bool bAllStaticVarsDefined = m_bRELOADZCULL;
|
||||
Assert( bAllStaticVarsDefined );
|
||||
#endif // _DEBUG
|
||||
return ( 1 * m_nRELOADZCULL ) + 0;
|
||||
}
|
||||
};
|
||||
#define shaderStaticTest_bufferclearobeystencil_ps20 psh_forgot_to_set_static_RELOADZCULL + 0
|
||||
class bufferclearobeystencil_ps20_Dynamic_Index
|
||||
{
|
||||
public:
|
||||
// CONSTRUCTOR
|
||||
bufferclearobeystencil_ps20_Dynamic_Index( IShaderDynamicAPI *pShaderAPI )
|
||||
{
|
||||
}
|
||||
int GetIndex()
|
||||
{
|
||||
// Asserts to make sure that we aren't using any skipped combinations.
|
||||
// Asserts to make sure that we are setting all of the combination vars.
|
||||
#ifdef _DEBUG
|
||||
#endif // _DEBUG
|
||||
return 0;
|
||||
}
|
||||
};
|
||||
#define shaderDynamicTest_bufferclearobeystencil_ps20 0
|
||||
|
||||
static const ShaderComboInformation_t s_StaticComboArray_bufferclearobeystencil_ps20[1] =
|
||||
{
|
||||
{ "RELOADZCULL", 0, 1 },
|
||||
};
|
||||
static const ShaderComboSemantics_t bufferclearobeystencil_ps20_combos =
|
||||
{
|
||||
"bufferclearobeystencil_ps20", NULL, 0, s_StaticComboArray_bufferclearobeystencil_ps20, 1
|
||||
};
|
||||
|
||||
class ConstructMe_bufferclearobeystencil_ps20
|
||||
{
|
||||
public:
|
||||
ConstructMe_bufferclearobeystencil_ps20()
|
||||
{
|
||||
GetShaderDLL()->AddShaderComboInformation( &bufferclearobeystencil_ps20_combos );
|
||||
}
|
||||
};
|
||||
|
||||
static ConstructMe_bufferclearobeystencil_ps20 s_ConstructMe_bufferclearobeystencil_ps20;
|
||||
@@ -0,0 +1,89 @@
|
||||
// ALL SKIP STATEMENTS THAT AFFECT THIS SHADER!!!
|
||||
// defined $PIXELFOGTYPE && defined $WRITEWATERFOGTODESTALPHA && ( $PIXELFOGTYPE != 1 ) && $WRITEWATERFOGTODESTALPHA
|
||||
// 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
|
||||
#include "shaderlib/cshader.h"
|
||||
class bufferclearobeystencil_ps20b_Static_Index
|
||||
{
|
||||
private:
|
||||
int m_nRELOADZCULL;
|
||||
#ifdef _DEBUG
|
||||
bool m_bRELOADZCULL;
|
||||
#endif
|
||||
public:
|
||||
void SetRELOADZCULL( int i )
|
||||
{
|
||||
Assert( i >= 0 && i <= 1 );
|
||||
m_nRELOADZCULL = i;
|
||||
#ifdef _DEBUG
|
||||
m_bRELOADZCULL = true;
|
||||
#endif
|
||||
}
|
||||
void SetRELOADZCULL( bool i )
|
||||
{
|
||||
Assert( ( i ? 1 : 0 ) >= 0 && ( i ? 1 : 0 ) <= 1 );
|
||||
m_nRELOADZCULL = i ? 1 : 0;
|
||||
#ifdef _DEBUG
|
||||
m_bRELOADZCULL = true;
|
||||
#endif
|
||||
}
|
||||
public:
|
||||
// CONSTRUCTOR
|
||||
bufferclearobeystencil_ps20b_Static_Index( IShaderShadow *pShaderShadow, IMaterialVar **params )
|
||||
{
|
||||
#ifdef _DEBUG
|
||||
m_bRELOADZCULL = false;
|
||||
#endif // _DEBUG
|
||||
m_nRELOADZCULL = 0;
|
||||
}
|
||||
int GetIndex()
|
||||
{
|
||||
// Asserts to make sure that we aren't using any skipped combinations.
|
||||
// Asserts to make sure that we are setting all of the combination vars.
|
||||
#ifdef _DEBUG
|
||||
bool bAllStaticVarsDefined = m_bRELOADZCULL;
|
||||
Assert( bAllStaticVarsDefined );
|
||||
#endif // _DEBUG
|
||||
return ( 1 * m_nRELOADZCULL ) + 0;
|
||||
}
|
||||
};
|
||||
#define shaderStaticTest_bufferclearobeystencil_ps20b psh_forgot_to_set_static_RELOADZCULL + 0
|
||||
class bufferclearobeystencil_ps20b_Dynamic_Index
|
||||
{
|
||||
public:
|
||||
// CONSTRUCTOR
|
||||
bufferclearobeystencil_ps20b_Dynamic_Index( IShaderDynamicAPI *pShaderAPI )
|
||||
{
|
||||
}
|
||||
int GetIndex()
|
||||
{
|
||||
// Asserts to make sure that we aren't using any skipped combinations.
|
||||
// Asserts to make sure that we are setting all of the combination vars.
|
||||
#ifdef _DEBUG
|
||||
#endif // _DEBUG
|
||||
return 0;
|
||||
}
|
||||
};
|
||||
#define shaderDynamicTest_bufferclearobeystencil_ps20b 0
|
||||
|
||||
static const ShaderComboInformation_t s_StaticComboArray_bufferclearobeystencil_ps20b[1] =
|
||||
{
|
||||
{ "RELOADZCULL", 0, 1 },
|
||||
};
|
||||
static const ShaderComboSemantics_t bufferclearobeystencil_ps20b_combos =
|
||||
{
|
||||
"bufferclearobeystencil_ps20b", NULL, 0, s_StaticComboArray_bufferclearobeystencil_ps20b, 1
|
||||
};
|
||||
|
||||
class ConstructMe_bufferclearobeystencil_ps20b
|
||||
{
|
||||
public:
|
||||
ConstructMe_bufferclearobeystencil_ps20b()
|
||||
{
|
||||
GetShaderDLL()->AddShaderComboInformation( &bufferclearobeystencil_ps20b_combos );
|
||||
}
|
||||
};
|
||||
|
||||
static ConstructMe_bufferclearobeystencil_ps20b s_ConstructMe_bufferclearobeystencil_ps20b;
|
||||
@@ -0,0 +1,85 @@
|
||||
// ALL SKIP STATEMENTS THAT AFFECT THIS SHADER!!!
|
||||
// defined $LIGHTING_PREVIEW && defined $FASTPATH && $LIGHTING_PREVIEW && $FASTPATH
|
||||
#include "shaderlib/cshader.h"
|
||||
class bufferclearobeystencil_vs20_Static_Index
|
||||
{
|
||||
private:
|
||||
int m_nUSESCOLOR;
|
||||
#ifdef _DEBUG
|
||||
bool m_bUSESCOLOR;
|
||||
#endif
|
||||
public:
|
||||
void SetUSESCOLOR( int i )
|
||||
{
|
||||
Assert( i >= 0 && i <= 1 );
|
||||
m_nUSESCOLOR = i;
|
||||
#ifdef _DEBUG
|
||||
m_bUSESCOLOR = true;
|
||||
#endif
|
||||
}
|
||||
void SetUSESCOLOR( bool i )
|
||||
{
|
||||
Assert( ( i ? 1 : 0 ) >= 0 && ( i ? 1 : 0 ) <= 1 );
|
||||
m_nUSESCOLOR = i ? 1 : 0;
|
||||
#ifdef _DEBUG
|
||||
m_bUSESCOLOR = true;
|
||||
#endif
|
||||
}
|
||||
public:
|
||||
// CONSTRUCTOR
|
||||
bufferclearobeystencil_vs20_Static_Index( IShaderShadow *pShaderShadow, IMaterialVar **params )
|
||||
{
|
||||
#ifdef _DEBUG
|
||||
m_bUSESCOLOR = false;
|
||||
#endif // _DEBUG
|
||||
m_nUSESCOLOR = 0;
|
||||
}
|
||||
int GetIndex()
|
||||
{
|
||||
// Asserts to make sure that we aren't using any skipped combinations.
|
||||
// Asserts to make sure that we are setting all of the combination vars.
|
||||
#ifdef _DEBUG
|
||||
bool bAllStaticVarsDefined = m_bUSESCOLOR;
|
||||
Assert( bAllStaticVarsDefined );
|
||||
#endif // _DEBUG
|
||||
return ( 1 * m_nUSESCOLOR ) + 0;
|
||||
}
|
||||
};
|
||||
#define shaderStaticTest_bufferclearobeystencil_vs20 vsh_forgot_to_set_static_USESCOLOR + 0
|
||||
class bufferclearobeystencil_vs20_Dynamic_Index
|
||||
{
|
||||
public:
|
||||
// CONSTRUCTOR
|
||||
bufferclearobeystencil_vs20_Dynamic_Index( IShaderDynamicAPI *pShaderAPI )
|
||||
{
|
||||
}
|
||||
int GetIndex()
|
||||
{
|
||||
// Asserts to make sure that we aren't using any skipped combinations.
|
||||
// Asserts to make sure that we are setting all of the combination vars.
|
||||
#ifdef _DEBUG
|
||||
#endif // _DEBUG
|
||||
return 0;
|
||||
}
|
||||
};
|
||||
#define shaderDynamicTest_bufferclearobeystencil_vs20 0
|
||||
|
||||
static const ShaderComboInformation_t s_StaticComboArray_bufferclearobeystencil_vs20[1] =
|
||||
{
|
||||
{ "USESCOLOR", 0, 1 },
|
||||
};
|
||||
static const ShaderComboSemantics_t bufferclearobeystencil_vs20_combos =
|
||||
{
|
||||
"bufferclearobeystencil_vs20", NULL, 0, s_StaticComboArray_bufferclearobeystencil_vs20, 1
|
||||
};
|
||||
|
||||
class ConstructMe_bufferclearobeystencil_vs20
|
||||
{
|
||||
public:
|
||||
ConstructMe_bufferclearobeystencil_vs20()
|
||||
{
|
||||
GetShaderDLL()->AddShaderComboInformation( &bufferclearobeystencil_vs20_combos );
|
||||
}
|
||||
};
|
||||
|
||||
static ConstructMe_bufferclearobeystencil_vs20 s_ConstructMe_bufferclearobeystencil_vs20;
|
||||
@@ -0,0 +1,89 @@
|
||||
// ALL SKIP STATEMENTS THAT AFFECT THIS SHADER!!!
|
||||
// defined $PIXELFOGTYPE && defined $WRITEWATERFOGTODESTALPHA && ( $PIXELFOGTYPE != 1 ) && $WRITEWATERFOGTODESTALPHA
|
||||
// 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
|
||||
#include "shaderlib/cshader.h"
|
||||
class cloak_blended_pass_ps20_Static_Index
|
||||
{
|
||||
private:
|
||||
int m_nBUMPMAP;
|
||||
#ifdef _DEBUG
|
||||
bool m_bBUMPMAP;
|
||||
#endif
|
||||
public:
|
||||
void SetBUMPMAP( int i )
|
||||
{
|
||||
Assert( i >= 0 && i <= 1 );
|
||||
m_nBUMPMAP = i;
|
||||
#ifdef _DEBUG
|
||||
m_bBUMPMAP = true;
|
||||
#endif
|
||||
}
|
||||
void SetBUMPMAP( bool i )
|
||||
{
|
||||
Assert( ( i ? 1 : 0 ) >= 0 && ( i ? 1 : 0 ) <= 1 );
|
||||
m_nBUMPMAP = i ? 1 : 0;
|
||||
#ifdef _DEBUG
|
||||
m_bBUMPMAP = true;
|
||||
#endif
|
||||
}
|
||||
public:
|
||||
// CONSTRUCTOR
|
||||
cloak_blended_pass_ps20_Static_Index( IShaderShadow *pShaderShadow, IMaterialVar **params )
|
||||
{
|
||||
#ifdef _DEBUG
|
||||
m_bBUMPMAP = false;
|
||||
#endif // _DEBUG
|
||||
m_nBUMPMAP = 0;
|
||||
}
|
||||
int GetIndex()
|
||||
{
|
||||
// Asserts to make sure that we aren't using any skipped combinations.
|
||||
// Asserts to make sure that we are setting all of the combination vars.
|
||||
#ifdef _DEBUG
|
||||
bool bAllStaticVarsDefined = m_bBUMPMAP;
|
||||
Assert( bAllStaticVarsDefined );
|
||||
#endif // _DEBUG
|
||||
return ( 1 * m_nBUMPMAP ) + 0;
|
||||
}
|
||||
};
|
||||
#define shaderStaticTest_cloak_blended_pass_ps20 psh_forgot_to_set_static_BUMPMAP + 0
|
||||
class cloak_blended_pass_ps20_Dynamic_Index
|
||||
{
|
||||
public:
|
||||
// CONSTRUCTOR
|
||||
cloak_blended_pass_ps20_Dynamic_Index( IShaderDynamicAPI *pShaderAPI )
|
||||
{
|
||||
}
|
||||
int GetIndex()
|
||||
{
|
||||
// Asserts to make sure that we aren't using any skipped combinations.
|
||||
// Asserts to make sure that we are setting all of the combination vars.
|
||||
#ifdef _DEBUG
|
||||
#endif // _DEBUG
|
||||
return 0;
|
||||
}
|
||||
};
|
||||
#define shaderDynamicTest_cloak_blended_pass_ps20 0
|
||||
|
||||
static const ShaderComboInformation_t s_StaticComboArray_cloak_blended_pass_ps20[1] =
|
||||
{
|
||||
{ "BUMPMAP", 0, 1 },
|
||||
};
|
||||
static const ShaderComboSemantics_t cloak_blended_pass_ps20_combos =
|
||||
{
|
||||
"cloak_blended_pass_ps20", NULL, 0, s_StaticComboArray_cloak_blended_pass_ps20, 1
|
||||
};
|
||||
|
||||
class ConstructMe_cloak_blended_pass_ps20
|
||||
{
|
||||
public:
|
||||
ConstructMe_cloak_blended_pass_ps20()
|
||||
{
|
||||
GetShaderDLL()->AddShaderComboInformation( &cloak_blended_pass_ps20_combos );
|
||||
}
|
||||
};
|
||||
|
||||
static ConstructMe_cloak_blended_pass_ps20 s_ConstructMe_cloak_blended_pass_ps20;
|
||||
@@ -0,0 +1,89 @@
|
||||
// ALL SKIP STATEMENTS THAT AFFECT THIS SHADER!!!
|
||||
// defined $PIXELFOGTYPE && defined $WRITEWATERFOGTODESTALPHA && ( $PIXELFOGTYPE != 1 ) && $WRITEWATERFOGTODESTALPHA
|
||||
// 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
|
||||
#include "shaderlib/cshader.h"
|
||||
class cloak_blended_pass_ps20b_Static_Index
|
||||
{
|
||||
private:
|
||||
int m_nBUMPMAP;
|
||||
#ifdef _DEBUG
|
||||
bool m_bBUMPMAP;
|
||||
#endif
|
||||
public:
|
||||
void SetBUMPMAP( int i )
|
||||
{
|
||||
Assert( i >= 0 && i <= 1 );
|
||||
m_nBUMPMAP = i;
|
||||
#ifdef _DEBUG
|
||||
m_bBUMPMAP = true;
|
||||
#endif
|
||||
}
|
||||
void SetBUMPMAP( bool i )
|
||||
{
|
||||
Assert( ( i ? 1 : 0 ) >= 0 && ( i ? 1 : 0 ) <= 1 );
|
||||
m_nBUMPMAP = i ? 1 : 0;
|
||||
#ifdef _DEBUG
|
||||
m_bBUMPMAP = true;
|
||||
#endif
|
||||
}
|
||||
public:
|
||||
// CONSTRUCTOR
|
||||
cloak_blended_pass_ps20b_Static_Index( IShaderShadow *pShaderShadow, IMaterialVar **params )
|
||||
{
|
||||
#ifdef _DEBUG
|
||||
m_bBUMPMAP = false;
|
||||
#endif // _DEBUG
|
||||
m_nBUMPMAP = 0;
|
||||
}
|
||||
int GetIndex()
|
||||
{
|
||||
// Asserts to make sure that we aren't using any skipped combinations.
|
||||
// Asserts to make sure that we are setting all of the combination vars.
|
||||
#ifdef _DEBUG
|
||||
bool bAllStaticVarsDefined = m_bBUMPMAP;
|
||||
Assert( bAllStaticVarsDefined );
|
||||
#endif // _DEBUG
|
||||
return ( 1 * m_nBUMPMAP ) + 0;
|
||||
}
|
||||
};
|
||||
#define shaderStaticTest_cloak_blended_pass_ps20b psh_forgot_to_set_static_BUMPMAP + 0
|
||||
class cloak_blended_pass_ps20b_Dynamic_Index
|
||||
{
|
||||
public:
|
||||
// CONSTRUCTOR
|
||||
cloak_blended_pass_ps20b_Dynamic_Index( IShaderDynamicAPI *pShaderAPI )
|
||||
{
|
||||
}
|
||||
int GetIndex()
|
||||
{
|
||||
// Asserts to make sure that we aren't using any skipped combinations.
|
||||
// Asserts to make sure that we are setting all of the combination vars.
|
||||
#ifdef _DEBUG
|
||||
#endif // _DEBUG
|
||||
return 0;
|
||||
}
|
||||
};
|
||||
#define shaderDynamicTest_cloak_blended_pass_ps20b 0
|
||||
|
||||
static const ShaderComboInformation_t s_StaticComboArray_cloak_blended_pass_ps20b[1] =
|
||||
{
|
||||
{ "BUMPMAP", 0, 1 },
|
||||
};
|
||||
static const ShaderComboSemantics_t cloak_blended_pass_ps20b_combos =
|
||||
{
|
||||
"cloak_blended_pass_ps20b", NULL, 0, s_StaticComboArray_cloak_blended_pass_ps20b, 1
|
||||
};
|
||||
|
||||
class ConstructMe_cloak_blended_pass_ps20b
|
||||
{
|
||||
public:
|
||||
ConstructMe_cloak_blended_pass_ps20b()
|
||||
{
|
||||
GetShaderDLL()->AddShaderComboInformation( &cloak_blended_pass_ps20b_combos );
|
||||
}
|
||||
};
|
||||
|
||||
static ConstructMe_cloak_blended_pass_ps20b s_ConstructMe_cloak_blended_pass_ps20b;
|
||||
@@ -0,0 +1,172 @@
|
||||
// ALL SKIP STATEMENTS THAT AFFECT THIS SHADER!!!
|
||||
// defined $LIGHTING_PREVIEW && defined $FASTPATH && $LIGHTING_PREVIEW && $FASTPATH
|
||||
#include "shaderlib/cshader.h"
|
||||
class cloak_blended_pass_vs20_Static_Index
|
||||
{
|
||||
private:
|
||||
int m_nBUMPMAP;
|
||||
#ifdef _DEBUG
|
||||
bool m_bBUMPMAP;
|
||||
#endif
|
||||
public:
|
||||
void SetBUMPMAP( int i )
|
||||
{
|
||||
Assert( i >= 0 && i <= 1 );
|
||||
m_nBUMPMAP = i;
|
||||
#ifdef _DEBUG
|
||||
m_bBUMPMAP = true;
|
||||
#endif
|
||||
}
|
||||
void SetBUMPMAP( bool i )
|
||||
{
|
||||
Assert( ( i ? 1 : 0 ) >= 0 && ( i ? 1 : 0 ) <= 1 );
|
||||
m_nBUMPMAP = i ? 1 : 0;
|
||||
#ifdef _DEBUG
|
||||
m_bBUMPMAP = true;
|
||||
#endif
|
||||
}
|
||||
public:
|
||||
// CONSTRUCTOR
|
||||
cloak_blended_pass_vs20_Static_Index( IShaderShadow *pShaderShadow, IMaterialVar **params )
|
||||
{
|
||||
#ifdef _DEBUG
|
||||
m_bBUMPMAP = false;
|
||||
#endif // _DEBUG
|
||||
m_nBUMPMAP = 0;
|
||||
}
|
||||
int GetIndex()
|
||||
{
|
||||
// Asserts to make sure that we aren't using any skipped combinations.
|
||||
// Asserts to make sure that we are setting all of the combination vars.
|
||||
#ifdef _DEBUG
|
||||
bool bAllStaticVarsDefined = m_bBUMPMAP;
|
||||
Assert( bAllStaticVarsDefined );
|
||||
#endif // _DEBUG
|
||||
return ( 4 * m_nBUMPMAP ) + 0;
|
||||
}
|
||||
};
|
||||
#define shaderStaticTest_cloak_blended_pass_vs20 vsh_forgot_to_set_static_BUMPMAP + 0
|
||||
class cloak_blended_pass_vs20_Dynamic_Index
|
||||
{
|
||||
private:
|
||||
int m_nCOMPRESSED_VERTS;
|
||||
#ifdef _DEBUG
|
||||
bool m_bCOMPRESSED_VERTS;
|
||||
#endif
|
||||
public:
|
||||
void SetCOMPRESSED_VERTS( int i )
|
||||
{
|
||||
Assert( i >= 0 && i <= 1 );
|
||||
m_nCOMPRESSED_VERTS = i;
|
||||
#ifdef _DEBUG
|
||||
m_bCOMPRESSED_VERTS = true;
|
||||
#endif
|
||||
}
|
||||
void SetCOMPRESSED_VERTS( bool i )
|
||||
{
|
||||
Assert( ( i ? 1 : 0 ) >= 0 && ( i ? 1 : 0 ) <= 1 );
|
||||
m_nCOMPRESSED_VERTS = i ? 1 : 0;
|
||||
#ifdef _DEBUG
|
||||
m_bCOMPRESSED_VERTS = true;
|
||||
#endif
|
||||
}
|
||||
private:
|
||||
int m_nSKINNING;
|
||||
#ifdef _DEBUG
|
||||
bool m_bSKINNING;
|
||||
#endif
|
||||
public:
|
||||
void SetSKINNING( int i )
|
||||
{
|
||||
Assert( i >= 0 && i <= 1 );
|
||||
m_nSKINNING = i;
|
||||
#ifdef _DEBUG
|
||||
m_bSKINNING = true;
|
||||
#endif
|
||||
}
|
||||
void SetSKINNING( bool i )
|
||||
{
|
||||
Assert( ( i ? 1 : 0 ) >= 0 && ( i ? 1 : 0 ) <= 1 );
|
||||
m_nSKINNING = i ? 1 : 0;
|
||||
#ifdef _DEBUG
|
||||
m_bSKINNING = true;
|
||||
#endif
|
||||
}
|
||||
private:
|
||||
int m_nMORPHING;
|
||||
#ifdef _DEBUG
|
||||
bool m_bMORPHING;
|
||||
#endif
|
||||
public:
|
||||
void SetMORPHING( int i )
|
||||
{
|
||||
Assert( i >= 0 && i <= 0 );
|
||||
m_nMORPHING = i;
|
||||
#ifdef _DEBUG
|
||||
m_bMORPHING = true;
|
||||
#endif
|
||||
}
|
||||
void SetMORPHING( bool i )
|
||||
{
|
||||
Assert( ( i ? 1 : 0 ) >= 0 && ( i ? 1 : 0 ) <= 0 );
|
||||
m_nMORPHING = i ? 1 : 0;
|
||||
#ifdef _DEBUG
|
||||
m_bMORPHING = true;
|
||||
#endif
|
||||
}
|
||||
public:
|
||||
// CONSTRUCTOR
|
||||
cloak_blended_pass_vs20_Dynamic_Index( IShaderDynamicAPI *pShaderAPI )
|
||||
{
|
||||
#ifdef _DEBUG
|
||||
m_bCOMPRESSED_VERTS = false;
|
||||
#endif // _DEBUG
|
||||
m_nCOMPRESSED_VERTS = 0;
|
||||
#ifdef _DEBUG
|
||||
m_bSKINNING = false;
|
||||
#endif // _DEBUG
|
||||
m_nSKINNING = 0;
|
||||
#ifdef _DEBUG
|
||||
m_bMORPHING = true;
|
||||
#endif // _DEBUG
|
||||
m_nMORPHING = false ;
|
||||
}
|
||||
int GetIndex()
|
||||
{
|
||||
// Asserts to make sure that we aren't using any skipped combinations.
|
||||
// Asserts to make sure that we are setting all of the combination vars.
|
||||
#ifdef _DEBUG
|
||||
bool bAllDynamicVarsDefined = m_bCOMPRESSED_VERTS && m_bSKINNING && m_bMORPHING;
|
||||
Assert( bAllDynamicVarsDefined );
|
||||
#endif // _DEBUG
|
||||
return ( 1 * m_nCOMPRESSED_VERTS ) + ( 2 * m_nSKINNING ) + ( 4 * m_nMORPHING ) + 0;
|
||||
}
|
||||
};
|
||||
#define shaderDynamicTest_cloak_blended_pass_vs20 vsh_forgot_to_set_dynamic_COMPRESSED_VERTS + vsh_forgot_to_set_dynamic_SKINNING + 0
|
||||
|
||||
static const ShaderComboInformation_t s_DynamicComboArray_cloak_blended_pass_vs20[3] =
|
||||
{
|
||||
{ "COMPRESSED_VERTS", 0, 1 },
|
||||
{ "SKINNING", 0, 1 },
|
||||
{ "MORPHING", 0, 0 },
|
||||
};
|
||||
|
||||
static const ShaderComboInformation_t s_StaticComboArray_cloak_blended_pass_vs20[1] =
|
||||
{
|
||||
{ "BUMPMAP", 0, 1 },
|
||||
};
|
||||
static const ShaderComboSemantics_t cloak_blended_pass_vs20_combos =
|
||||
{
|
||||
"cloak_blended_pass_vs20", s_DynamicComboArray_cloak_blended_pass_vs20, 3, s_StaticComboArray_cloak_blended_pass_vs20, 1
|
||||
};
|
||||
|
||||
class ConstructMe_cloak_blended_pass_vs20
|
||||
{
|
||||
public:
|
||||
ConstructMe_cloak_blended_pass_vs20()
|
||||
{
|
||||
GetShaderDLL()->AddShaderComboInformation( &cloak_blended_pass_vs20_combos );
|
||||
}
|
||||
};
|
||||
|
||||
static ConstructMe_cloak_blended_pass_vs20 s_ConstructMe_cloak_blended_pass_vs20;
|
||||
176
materialsystem/stdshaders/fxctmp9_ps3/cloak_ps20.inc
Normal file
176
materialsystem/stdshaders/fxctmp9_ps3/cloak_ps20.inc
Normal file
@@ -0,0 +1,176 @@
|
||||
// ALL SKIP STATEMENTS THAT AFFECT THIS SHADER!!!
|
||||
// defined $PIXELFOGTYPE && defined $WRITEWATERFOGTODESTALPHA && ( $PIXELFOGTYPE != 1 ) && $WRITEWATERFOGTODESTALPHA
|
||||
// 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
|
||||
#include "shaderlib/cshader.h"
|
||||
class cloak_ps20_Static_Index
|
||||
{
|
||||
private:
|
||||
int m_nLIGHTWARPTEXTURE;
|
||||
#ifdef _DEBUG
|
||||
bool m_bLIGHTWARPTEXTURE;
|
||||
#endif
|
||||
public:
|
||||
void SetLIGHTWARPTEXTURE( int i )
|
||||
{
|
||||
Assert( i >= 0 && i <= 1 );
|
||||
m_nLIGHTWARPTEXTURE = i;
|
||||
#ifdef _DEBUG
|
||||
m_bLIGHTWARPTEXTURE = true;
|
||||
#endif
|
||||
}
|
||||
void SetLIGHTWARPTEXTURE( bool i )
|
||||
{
|
||||
Assert( ( i ? 1 : 0 ) >= 0 && ( i ? 1 : 0 ) <= 1 );
|
||||
m_nLIGHTWARPTEXTURE = i ? 1 : 0;
|
||||
#ifdef _DEBUG
|
||||
m_bLIGHTWARPTEXTURE = true;
|
||||
#endif
|
||||
}
|
||||
public:
|
||||
// CONSTRUCTOR
|
||||
cloak_ps20_Static_Index( IShaderShadow *pShaderShadow, IMaterialVar **params )
|
||||
{
|
||||
#ifdef _DEBUG
|
||||
m_bLIGHTWARPTEXTURE = false;
|
||||
#endif // _DEBUG
|
||||
m_nLIGHTWARPTEXTURE = 0;
|
||||
}
|
||||
int GetIndex()
|
||||
{
|
||||
// Asserts to make sure that we aren't using any skipped combinations.
|
||||
// Asserts to make sure that we are setting all of the combination vars.
|
||||
#ifdef _DEBUG
|
||||
bool bAllStaticVarsDefined = m_bLIGHTWARPTEXTURE;
|
||||
Assert( bAllStaticVarsDefined );
|
||||
#endif // _DEBUG
|
||||
return ( 12 * m_nLIGHTWARPTEXTURE ) + 0;
|
||||
}
|
||||
};
|
||||
#define shaderStaticTest_cloak_ps20 psh_forgot_to_set_static_LIGHTWARPTEXTURE + 0
|
||||
class cloak_ps20_Dynamic_Index
|
||||
{
|
||||
private:
|
||||
int m_nPIXELFOGTYPE;
|
||||
#ifdef _DEBUG
|
||||
bool m_bPIXELFOGTYPE;
|
||||
#endif
|
||||
public:
|
||||
void SetPIXELFOGTYPE( int i )
|
||||
{
|
||||
Assert( i >= 0 && i <= 1 );
|
||||
m_nPIXELFOGTYPE = i;
|
||||
#ifdef _DEBUG
|
||||
m_bPIXELFOGTYPE = true;
|
||||
#endif
|
||||
}
|
||||
void SetPIXELFOGTYPE( bool i )
|
||||
{
|
||||
Assert( ( i ? 1 : 0 ) >= 0 && ( i ? 1 : 0 ) <= 1 );
|
||||
m_nPIXELFOGTYPE = i ? 1 : 0;
|
||||
#ifdef _DEBUG
|
||||
m_bPIXELFOGTYPE = true;
|
||||
#endif
|
||||
}
|
||||
private:
|
||||
int m_nWRITEWATERFOGTODESTALPHA;
|
||||
#ifdef _DEBUG
|
||||
bool m_bWRITEWATERFOGTODESTALPHA;
|
||||
#endif
|
||||
public:
|
||||
void SetWRITEWATERFOGTODESTALPHA( int i )
|
||||
{
|
||||
Assert( i >= 0 && i <= 1 );
|
||||
m_nWRITEWATERFOGTODESTALPHA = i;
|
||||
#ifdef _DEBUG
|
||||
m_bWRITEWATERFOGTODESTALPHA = true;
|
||||
#endif
|
||||
}
|
||||
void SetWRITEWATERFOGTODESTALPHA( bool i )
|
||||
{
|
||||
Assert( ( i ? 1 : 0 ) >= 0 && ( i ? 1 : 0 ) <= 1 );
|
||||
m_nWRITEWATERFOGTODESTALPHA = i ? 1 : 0;
|
||||
#ifdef _DEBUG
|
||||
m_bWRITEWATERFOGTODESTALPHA = true;
|
||||
#endif
|
||||
}
|
||||
private:
|
||||
int m_nNUM_LIGHTS;
|
||||
#ifdef _DEBUG
|
||||
bool m_bNUM_LIGHTS;
|
||||
#endif
|
||||
public:
|
||||
void SetNUM_LIGHTS( int i )
|
||||
{
|
||||
Assert( i >= 0 && i <= 2 );
|
||||
m_nNUM_LIGHTS = i;
|
||||
#ifdef _DEBUG
|
||||
m_bNUM_LIGHTS = true;
|
||||
#endif
|
||||
}
|
||||
void SetNUM_LIGHTS( bool i )
|
||||
{
|
||||
Assert( ( i ? 1 : 0 ) >= 0 && ( i ? 1 : 0 ) <= 2 );
|
||||
m_nNUM_LIGHTS = i ? 1 : 0;
|
||||
#ifdef _DEBUG
|
||||
m_bNUM_LIGHTS = true;
|
||||
#endif
|
||||
}
|
||||
public:
|
||||
// CONSTRUCTOR
|
||||
cloak_ps20_Dynamic_Index( IShaderDynamicAPI *pShaderAPI )
|
||||
{
|
||||
#ifdef _DEBUG
|
||||
m_bPIXELFOGTYPE = true;
|
||||
#endif // _DEBUG
|
||||
m_nPIXELFOGTYPE = ( pShaderAPI->GetSceneFogMode() == MATERIAL_FOG_LINEAR_BELOW_FOG_Z ) ;
|
||||
#ifdef _DEBUG
|
||||
m_bWRITEWATERFOGTODESTALPHA = false;
|
||||
#endif // _DEBUG
|
||||
m_nWRITEWATERFOGTODESTALPHA = 0;
|
||||
#ifdef _DEBUG
|
||||
m_bNUM_LIGHTS = false;
|
||||
#endif // _DEBUG
|
||||
m_nNUM_LIGHTS = 0;
|
||||
}
|
||||
int GetIndex()
|
||||
{
|
||||
// Asserts to make sure that we aren't using any skipped combinations.
|
||||
// Asserts to make sure that we are setting all of the combination vars.
|
||||
#ifdef _DEBUG
|
||||
bool bAllDynamicVarsDefined = m_bPIXELFOGTYPE && m_bWRITEWATERFOGTODESTALPHA && m_bNUM_LIGHTS;
|
||||
Assert( bAllDynamicVarsDefined );
|
||||
#endif // _DEBUG
|
||||
return ( 1 * m_nPIXELFOGTYPE ) + ( 2 * m_nWRITEWATERFOGTODESTALPHA ) + ( 4 * m_nNUM_LIGHTS ) + 0;
|
||||
}
|
||||
};
|
||||
#define shaderDynamicTest_cloak_ps20 psh_forgot_to_set_dynamic_WRITEWATERFOGTODESTALPHA + psh_forgot_to_set_dynamic_NUM_LIGHTS + 0
|
||||
|
||||
static const ShaderComboInformation_t s_DynamicComboArray_cloak_ps20[3] =
|
||||
{
|
||||
{ "PIXELFOGTYPE", 0, 1 },
|
||||
{ "WRITEWATERFOGTODESTALPHA", 0, 1 },
|
||||
{ "NUM_LIGHTS", 0, 2 },
|
||||
};
|
||||
|
||||
static const ShaderComboInformation_t s_StaticComboArray_cloak_ps20[1] =
|
||||
{
|
||||
{ "LIGHTWARPTEXTURE", 0, 1 },
|
||||
};
|
||||
static const ShaderComboSemantics_t cloak_ps20_combos =
|
||||
{
|
||||
"cloak_ps20", s_DynamicComboArray_cloak_ps20, 3, s_StaticComboArray_cloak_ps20, 1
|
||||
};
|
||||
|
||||
class ConstructMe_cloak_ps20
|
||||
{
|
||||
public:
|
||||
ConstructMe_cloak_ps20()
|
||||
{
|
||||
GetShaderDLL()->AddShaderComboInformation( &cloak_ps20_combos );
|
||||
}
|
||||
};
|
||||
|
||||
static ConstructMe_cloak_ps20 s_ConstructMe_cloak_ps20;
|
||||
176
materialsystem/stdshaders/fxctmp9_ps3/cloak_ps20b.inc
Normal file
176
materialsystem/stdshaders/fxctmp9_ps3/cloak_ps20b.inc
Normal file
@@ -0,0 +1,176 @@
|
||||
// ALL SKIP STATEMENTS THAT AFFECT THIS SHADER!!!
|
||||
// defined $PIXELFOGTYPE && defined $WRITEWATERFOGTODESTALPHA && ( $PIXELFOGTYPE != 1 ) && $WRITEWATERFOGTODESTALPHA
|
||||
// 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
|
||||
#include "shaderlib/cshader.h"
|
||||
class cloak_ps20b_Static_Index
|
||||
{
|
||||
private:
|
||||
int m_nLIGHTWARPTEXTURE;
|
||||
#ifdef _DEBUG
|
||||
bool m_bLIGHTWARPTEXTURE;
|
||||
#endif
|
||||
public:
|
||||
void SetLIGHTWARPTEXTURE( int i )
|
||||
{
|
||||
Assert( i >= 0 && i <= 1 );
|
||||
m_nLIGHTWARPTEXTURE = i;
|
||||
#ifdef _DEBUG
|
||||
m_bLIGHTWARPTEXTURE = true;
|
||||
#endif
|
||||
}
|
||||
void SetLIGHTWARPTEXTURE( bool i )
|
||||
{
|
||||
Assert( ( i ? 1 : 0 ) >= 0 && ( i ? 1 : 0 ) <= 1 );
|
||||
m_nLIGHTWARPTEXTURE = i ? 1 : 0;
|
||||
#ifdef _DEBUG
|
||||
m_bLIGHTWARPTEXTURE = true;
|
||||
#endif
|
||||
}
|
||||
public:
|
||||
// CONSTRUCTOR
|
||||
cloak_ps20b_Static_Index( IShaderShadow *pShaderShadow, IMaterialVar **params )
|
||||
{
|
||||
#ifdef _DEBUG
|
||||
m_bLIGHTWARPTEXTURE = false;
|
||||
#endif // _DEBUG
|
||||
m_nLIGHTWARPTEXTURE = 0;
|
||||
}
|
||||
int GetIndex()
|
||||
{
|
||||
// Asserts to make sure that we aren't using any skipped combinations.
|
||||
// Asserts to make sure that we are setting all of the combination vars.
|
||||
#ifdef _DEBUG
|
||||
bool bAllStaticVarsDefined = m_bLIGHTWARPTEXTURE;
|
||||
Assert( bAllStaticVarsDefined );
|
||||
#endif // _DEBUG
|
||||
return ( 20 * m_nLIGHTWARPTEXTURE ) + 0;
|
||||
}
|
||||
};
|
||||
#define shaderStaticTest_cloak_ps20b psh_forgot_to_set_static_LIGHTWARPTEXTURE + 0
|
||||
class cloak_ps20b_Dynamic_Index
|
||||
{
|
||||
private:
|
||||
int m_nPIXELFOGTYPE;
|
||||
#ifdef _DEBUG
|
||||
bool m_bPIXELFOGTYPE;
|
||||
#endif
|
||||
public:
|
||||
void SetPIXELFOGTYPE( int i )
|
||||
{
|
||||
Assert( i >= 0 && i <= 1 );
|
||||
m_nPIXELFOGTYPE = i;
|
||||
#ifdef _DEBUG
|
||||
m_bPIXELFOGTYPE = true;
|
||||
#endif
|
||||
}
|
||||
void SetPIXELFOGTYPE( bool i )
|
||||
{
|
||||
Assert( ( i ? 1 : 0 ) >= 0 && ( i ? 1 : 0 ) <= 1 );
|
||||
m_nPIXELFOGTYPE = i ? 1 : 0;
|
||||
#ifdef _DEBUG
|
||||
m_bPIXELFOGTYPE = true;
|
||||
#endif
|
||||
}
|
||||
private:
|
||||
int m_nWRITEWATERFOGTODESTALPHA;
|
||||
#ifdef _DEBUG
|
||||
bool m_bWRITEWATERFOGTODESTALPHA;
|
||||
#endif
|
||||
public:
|
||||
void SetWRITEWATERFOGTODESTALPHA( int i )
|
||||
{
|
||||
Assert( i >= 0 && i <= 1 );
|
||||
m_nWRITEWATERFOGTODESTALPHA = i;
|
||||
#ifdef _DEBUG
|
||||
m_bWRITEWATERFOGTODESTALPHA = true;
|
||||
#endif
|
||||
}
|
||||
void SetWRITEWATERFOGTODESTALPHA( bool i )
|
||||
{
|
||||
Assert( ( i ? 1 : 0 ) >= 0 && ( i ? 1 : 0 ) <= 1 );
|
||||
m_nWRITEWATERFOGTODESTALPHA = i ? 1 : 0;
|
||||
#ifdef _DEBUG
|
||||
m_bWRITEWATERFOGTODESTALPHA = true;
|
||||
#endif
|
||||
}
|
||||
private:
|
||||
int m_nNUM_LIGHTS;
|
||||
#ifdef _DEBUG
|
||||
bool m_bNUM_LIGHTS;
|
||||
#endif
|
||||
public:
|
||||
void SetNUM_LIGHTS( int i )
|
||||
{
|
||||
Assert( i >= 0 && i <= 4 );
|
||||
m_nNUM_LIGHTS = i;
|
||||
#ifdef _DEBUG
|
||||
m_bNUM_LIGHTS = true;
|
||||
#endif
|
||||
}
|
||||
void SetNUM_LIGHTS( bool i )
|
||||
{
|
||||
Assert( ( i ? 1 : 0 ) >= 0 && ( i ? 1 : 0 ) <= 4 );
|
||||
m_nNUM_LIGHTS = i ? 1 : 0;
|
||||
#ifdef _DEBUG
|
||||
m_bNUM_LIGHTS = true;
|
||||
#endif
|
||||
}
|
||||
public:
|
||||
// CONSTRUCTOR
|
||||
cloak_ps20b_Dynamic_Index( IShaderDynamicAPI *pShaderAPI )
|
||||
{
|
||||
#ifdef _DEBUG
|
||||
m_bPIXELFOGTYPE = true;
|
||||
#endif // _DEBUG
|
||||
m_nPIXELFOGTYPE = ( pShaderAPI->GetSceneFogMode() == MATERIAL_FOG_LINEAR_BELOW_FOG_Z ) ;
|
||||
#ifdef _DEBUG
|
||||
m_bWRITEWATERFOGTODESTALPHA = false;
|
||||
#endif // _DEBUG
|
||||
m_nWRITEWATERFOGTODESTALPHA = 0;
|
||||
#ifdef _DEBUG
|
||||
m_bNUM_LIGHTS = false;
|
||||
#endif // _DEBUG
|
||||
m_nNUM_LIGHTS = 0;
|
||||
}
|
||||
int GetIndex()
|
||||
{
|
||||
// Asserts to make sure that we aren't using any skipped combinations.
|
||||
// Asserts to make sure that we are setting all of the combination vars.
|
||||
#ifdef _DEBUG
|
||||
bool bAllDynamicVarsDefined = m_bPIXELFOGTYPE && m_bWRITEWATERFOGTODESTALPHA && m_bNUM_LIGHTS;
|
||||
Assert( bAllDynamicVarsDefined );
|
||||
#endif // _DEBUG
|
||||
return ( 1 * m_nPIXELFOGTYPE ) + ( 2 * m_nWRITEWATERFOGTODESTALPHA ) + ( 4 * m_nNUM_LIGHTS ) + 0;
|
||||
}
|
||||
};
|
||||
#define shaderDynamicTest_cloak_ps20b psh_forgot_to_set_dynamic_WRITEWATERFOGTODESTALPHA + psh_forgot_to_set_dynamic_NUM_LIGHTS + 0
|
||||
|
||||
static const ShaderComboInformation_t s_DynamicComboArray_cloak_ps20b[3] =
|
||||
{
|
||||
{ "PIXELFOGTYPE", 0, 1 },
|
||||
{ "WRITEWATERFOGTODESTALPHA", 0, 1 },
|
||||
{ "NUM_LIGHTS", 0, 4 },
|
||||
};
|
||||
|
||||
static const ShaderComboInformation_t s_StaticComboArray_cloak_ps20b[1] =
|
||||
{
|
||||
{ "LIGHTWARPTEXTURE", 0, 1 },
|
||||
};
|
||||
static const ShaderComboSemantics_t cloak_ps20b_combos =
|
||||
{
|
||||
"cloak_ps20b", s_DynamicComboArray_cloak_ps20b, 3, s_StaticComboArray_cloak_ps20b, 1
|
||||
};
|
||||
|
||||
class ConstructMe_cloak_ps20b
|
||||
{
|
||||
public:
|
||||
ConstructMe_cloak_ps20b()
|
||||
{
|
||||
GetShaderDLL()->AddShaderComboInformation( &cloak_ps20b_combos );
|
||||
}
|
||||
};
|
||||
|
||||
static ConstructMe_cloak_ps20b s_ConstructMe_cloak_ps20b;
|
||||
282
materialsystem/stdshaders/fxctmp9_ps3/cloak_vs20.inc
Normal file
282
materialsystem/stdshaders/fxctmp9_ps3/cloak_vs20.inc
Normal file
@@ -0,0 +1,282 @@
|
||||
// ALL SKIP STATEMENTS THAT AFFECT THIS SHADER!!!
|
||||
// ( $DOWATERFOG == 0 ) && ( $DOPIXELFOG && $HARDWAREFOGBLEND )
|
||||
// ( $DOWATERFOG == 0 ) && ( $HARDWAREFOGBLEND == 0 ) && ( $DOPIXELFOG == 0 )
|
||||
// defined $LIGHTING_PREVIEW && defined $FASTPATH && $LIGHTING_PREVIEW && $FASTPATH
|
||||
#include "shaderlib/cshader.h"
|
||||
class cloak_vs20_Static_Index
|
||||
{
|
||||
private:
|
||||
int m_nMODEL;
|
||||
#ifdef _DEBUG
|
||||
bool m_bMODEL;
|
||||
#endif
|
||||
public:
|
||||
void SetMODEL( int i )
|
||||
{
|
||||
Assert( i >= 0 && i <= 1 );
|
||||
m_nMODEL = i;
|
||||
#ifdef _DEBUG
|
||||
m_bMODEL = true;
|
||||
#endif
|
||||
}
|
||||
void SetMODEL( bool i )
|
||||
{
|
||||
Assert( ( i ? 1 : 0 ) >= 0 && ( i ? 1 : 0 ) <= 1 );
|
||||
m_nMODEL = i ? 1 : 0;
|
||||
#ifdef _DEBUG
|
||||
m_bMODEL = true;
|
||||
#endif
|
||||
}
|
||||
private:
|
||||
int m_nFLATTEN_STATIC_CONTROL_FLOW;
|
||||
#ifdef _DEBUG
|
||||
bool m_bFLATTEN_STATIC_CONTROL_FLOW;
|
||||
#endif
|
||||
public:
|
||||
void SetFLATTEN_STATIC_CONTROL_FLOW( int i )
|
||||
{
|
||||
Assert( i >= 0 && i <= 0 );
|
||||
m_nFLATTEN_STATIC_CONTROL_FLOW = i;
|
||||
#ifdef _DEBUG
|
||||
m_bFLATTEN_STATIC_CONTROL_FLOW = true;
|
||||
#endif
|
||||
}
|
||||
void SetFLATTEN_STATIC_CONTROL_FLOW( bool i )
|
||||
{
|
||||
Assert( ( i ? 1 : 0 ) >= 0 && ( i ? 1 : 0 ) <= 0 );
|
||||
m_nFLATTEN_STATIC_CONTROL_FLOW = i ? 1 : 0;
|
||||
#ifdef _DEBUG
|
||||
m_bFLATTEN_STATIC_CONTROL_FLOW = true;
|
||||
#endif
|
||||
}
|
||||
private:
|
||||
int m_nDOPIXELFOG;
|
||||
#ifdef _DEBUG
|
||||
bool m_bDOPIXELFOG;
|
||||
#endif
|
||||
public:
|
||||
void SetDOPIXELFOG( int i )
|
||||
{
|
||||
Assert( i >= 0 && i <= 1 );
|
||||
m_nDOPIXELFOG = i;
|
||||
#ifdef _DEBUG
|
||||
m_bDOPIXELFOG = true;
|
||||
#endif
|
||||
}
|
||||
void SetDOPIXELFOG( bool i )
|
||||
{
|
||||
Assert( ( i ? 1 : 0 ) >= 0 && ( i ? 1 : 0 ) <= 1 );
|
||||
m_nDOPIXELFOG = i ? 1 : 0;
|
||||
#ifdef _DEBUG
|
||||
m_bDOPIXELFOG = true;
|
||||
#endif
|
||||
}
|
||||
public:
|
||||
// CONSTRUCTOR
|
||||
cloak_vs20_Static_Index( IShaderShadow *pShaderShadow, IMaterialVar **params )
|
||||
{
|
||||
#ifdef _DEBUG
|
||||
m_bMODEL = false;
|
||||
#endif // _DEBUG
|
||||
m_nMODEL = 0;
|
||||
#ifdef _DEBUG
|
||||
m_bFLATTEN_STATIC_CONTROL_FLOW = false;
|
||||
#endif // _DEBUG
|
||||
m_nFLATTEN_STATIC_CONTROL_FLOW = 0;
|
||||
#ifdef _DEBUG
|
||||
m_bDOPIXELFOG = true;
|
||||
#endif // _DEBUG
|
||||
m_nDOPIXELFOG = g_pHardwareConfig->SupportsPixelShaders_2_b() ;
|
||||
}
|
||||
int GetIndex()
|
||||
{
|
||||
// Asserts to make sure that we aren't using any skipped combinations.
|
||||
// Asserts to make sure that we are setting all of the combination vars.
|
||||
#ifdef _DEBUG
|
||||
bool bAllStaticVarsDefined = m_bMODEL && m_bFLATTEN_STATIC_CONTROL_FLOW && m_bDOPIXELFOG;
|
||||
Assert( bAllStaticVarsDefined );
|
||||
#endif // _DEBUG
|
||||
return ( 8 * m_nMODEL ) + ( 16 * m_nFLATTEN_STATIC_CONTROL_FLOW ) + ( 16 * m_nDOPIXELFOG ) + 0;
|
||||
}
|
||||
};
|
||||
#define shaderStaticTest_cloak_vs20 vsh_forgot_to_set_static_MODEL + vsh_forgot_to_set_static_FLATTEN_STATIC_CONTROL_FLOW + 0
|
||||
class cloak_vs20_Dynamic_Index
|
||||
{
|
||||
private:
|
||||
int m_nCOMPRESSED_VERTS;
|
||||
#ifdef _DEBUG
|
||||
bool m_bCOMPRESSED_VERTS;
|
||||
#endif
|
||||
public:
|
||||
void SetCOMPRESSED_VERTS( int i )
|
||||
{
|
||||
Assert( i >= 0 && i <= 1 );
|
||||
m_nCOMPRESSED_VERTS = i;
|
||||
#ifdef _DEBUG
|
||||
m_bCOMPRESSED_VERTS = true;
|
||||
#endif
|
||||
}
|
||||
void SetCOMPRESSED_VERTS( bool i )
|
||||
{
|
||||
Assert( ( i ? 1 : 0 ) >= 0 && ( i ? 1 : 0 ) <= 1 );
|
||||
m_nCOMPRESSED_VERTS = i ? 1 : 0;
|
||||
#ifdef _DEBUG
|
||||
m_bCOMPRESSED_VERTS = true;
|
||||
#endif
|
||||
}
|
||||
private:
|
||||
int m_nDOWATERFOG;
|
||||
#ifdef _DEBUG
|
||||
bool m_bDOWATERFOG;
|
||||
#endif
|
||||
public:
|
||||
void SetDOWATERFOG( int i )
|
||||
{
|
||||
Assert( i >= 0 && i <= 1 );
|
||||
m_nDOWATERFOG = i;
|
||||
#ifdef _DEBUG
|
||||
m_bDOWATERFOG = true;
|
||||
#endif
|
||||
}
|
||||
void SetDOWATERFOG( bool i )
|
||||
{
|
||||
Assert( ( i ? 1 : 0 ) >= 0 && ( i ? 1 : 0 ) <= 1 );
|
||||
m_nDOWATERFOG = i ? 1 : 0;
|
||||
#ifdef _DEBUG
|
||||
m_bDOWATERFOG = true;
|
||||
#endif
|
||||
}
|
||||
private:
|
||||
int m_nSKINNING;
|
||||
#ifdef _DEBUG
|
||||
bool m_bSKINNING;
|
||||
#endif
|
||||
public:
|
||||
void SetSKINNING( int i )
|
||||
{
|
||||
Assert( i >= 0 && i <= 1 );
|
||||
m_nSKINNING = i;
|
||||
#ifdef _DEBUG
|
||||
m_bSKINNING = true;
|
||||
#endif
|
||||
}
|
||||
void SetSKINNING( bool i )
|
||||
{
|
||||
Assert( ( i ? 1 : 0 ) >= 0 && ( i ? 1 : 0 ) <= 1 );
|
||||
m_nSKINNING = i ? 1 : 0;
|
||||
#ifdef _DEBUG
|
||||
m_bSKINNING = true;
|
||||
#endif
|
||||
}
|
||||
private:
|
||||
int m_nMORPHING;
|
||||
#ifdef _DEBUG
|
||||
bool m_bMORPHING;
|
||||
#endif
|
||||
public:
|
||||
void SetMORPHING( int i )
|
||||
{
|
||||
Assert( i >= 0 && i <= 0 );
|
||||
m_nMORPHING = i;
|
||||
#ifdef _DEBUG
|
||||
m_bMORPHING = true;
|
||||
#endif
|
||||
}
|
||||
void SetMORPHING( bool i )
|
||||
{
|
||||
Assert( ( i ? 1 : 0 ) >= 0 && ( i ? 1 : 0 ) <= 0 );
|
||||
m_nMORPHING = i ? 1 : 0;
|
||||
#ifdef _DEBUG
|
||||
m_bMORPHING = true;
|
||||
#endif
|
||||
}
|
||||
private:
|
||||
int m_nNUM_LIGHTS;
|
||||
#ifdef _DEBUG
|
||||
bool m_bNUM_LIGHTS;
|
||||
#endif
|
||||
public:
|
||||
void SetNUM_LIGHTS( int i )
|
||||
{
|
||||
Assert( i >= 0 && i <= 0 );
|
||||
m_nNUM_LIGHTS = i;
|
||||
#ifdef _DEBUG
|
||||
m_bNUM_LIGHTS = true;
|
||||
#endif
|
||||
}
|
||||
void SetNUM_LIGHTS( bool i )
|
||||
{
|
||||
Assert( ( i ? 1 : 0 ) >= 0 && ( i ? 1 : 0 ) <= 0 );
|
||||
m_nNUM_LIGHTS = i ? 1 : 0;
|
||||
#ifdef _DEBUG
|
||||
m_bNUM_LIGHTS = true;
|
||||
#endif
|
||||
}
|
||||
public:
|
||||
// CONSTRUCTOR
|
||||
cloak_vs20_Dynamic_Index( IShaderDynamicAPI *pShaderAPI )
|
||||
{
|
||||
#ifdef _DEBUG
|
||||
m_bCOMPRESSED_VERTS = false;
|
||||
#endif // _DEBUG
|
||||
m_nCOMPRESSED_VERTS = 0;
|
||||
#ifdef _DEBUG
|
||||
m_bDOWATERFOG = true;
|
||||
#endif // _DEBUG
|
||||
m_nDOWATERFOG = ( pShaderAPI->GetSceneFogMode() == MATERIAL_FOG_LINEAR_BELOW_FOG_Z ) ;
|
||||
#ifdef _DEBUG
|
||||
m_bSKINNING = false;
|
||||
#endif // _DEBUG
|
||||
m_nSKINNING = 0;
|
||||
#ifdef _DEBUG
|
||||
m_bMORPHING = true;
|
||||
#endif // _DEBUG
|
||||
m_nMORPHING = false ;
|
||||
#ifdef _DEBUG
|
||||
m_bNUM_LIGHTS = false;
|
||||
#endif // _DEBUG
|
||||
m_nNUM_LIGHTS = 0;
|
||||
}
|
||||
int GetIndex()
|
||||
{
|
||||
// Asserts to make sure that we aren't using any skipped combinations.
|
||||
// Asserts to make sure that we are setting all of the combination vars.
|
||||
#ifdef _DEBUG
|
||||
bool bAllDynamicVarsDefined = m_bCOMPRESSED_VERTS && m_bDOWATERFOG && m_bSKINNING && m_bMORPHING && m_bNUM_LIGHTS;
|
||||
Assert( bAllDynamicVarsDefined );
|
||||
#endif // _DEBUG
|
||||
return ( 1 * m_nCOMPRESSED_VERTS ) + ( 2 * m_nDOWATERFOG ) + ( 4 * m_nSKINNING ) + ( 8 * m_nMORPHING ) + ( 8 * m_nNUM_LIGHTS ) + 0;
|
||||
}
|
||||
};
|
||||
#define shaderDynamicTest_cloak_vs20 vsh_forgot_to_set_dynamic_COMPRESSED_VERTS + vsh_forgot_to_set_dynamic_SKINNING + vsh_forgot_to_set_dynamic_NUM_LIGHTS + 0
|
||||
|
||||
static const ShaderComboInformation_t s_DynamicComboArray_cloak_vs20[5] =
|
||||
{
|
||||
{ "COMPRESSED_VERTS", 0, 1 },
|
||||
{ "DOWATERFOG", 0, 1 },
|
||||
{ "SKINNING", 0, 1 },
|
||||
{ "MORPHING", 0, 0 },
|
||||
{ "NUM_LIGHTS", 0, 0 },
|
||||
};
|
||||
|
||||
static const ShaderComboInformation_t s_StaticComboArray_cloak_vs20[3] =
|
||||
{
|
||||
{ "MODEL", 0, 1 },
|
||||
{ "FLATTEN_STATIC_CONTROL_FLOW", 0, 0 },
|
||||
{ "DOPIXELFOG", 0, 1 },
|
||||
};
|
||||
static const ShaderComboSemantics_t cloak_vs20_combos =
|
||||
{
|
||||
"cloak_vs20", s_DynamicComboArray_cloak_vs20, 5, s_StaticComboArray_cloak_vs20, 3
|
||||
};
|
||||
|
||||
class ConstructMe_cloak_vs20
|
||||
{
|
||||
public:
|
||||
ConstructMe_cloak_vs20()
|
||||
{
|
||||
GetShaderDLL()->AddShaderComboInformation( &cloak_vs20_combos );
|
||||
}
|
||||
};
|
||||
|
||||
static ConstructMe_cloak_vs20 s_ConstructMe_cloak_vs20;
|
||||
@@ -0,0 +1,56 @@
|
||||
// ALL SKIP STATEMENTS THAT AFFECT THIS SHADER!!!
|
||||
// defined $PIXELFOGTYPE && defined $WRITEWATERFOGTODESTALPHA && ( $PIXELFOGTYPE != 1 ) && $WRITEWATERFOGTODESTALPHA
|
||||
// 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
|
||||
#include "shaderlib/cshader.h"
|
||||
class constant_color_ps20_Static_Index
|
||||
{
|
||||
public:
|
||||
// CONSTRUCTOR
|
||||
constant_color_ps20_Static_Index( IShaderShadow *pShaderShadow, IMaterialVar **params )
|
||||
{
|
||||
}
|
||||
int GetIndex()
|
||||
{
|
||||
// Asserts to make sure that we aren't using any skipped combinations.
|
||||
// Asserts to make sure that we are setting all of the combination vars.
|
||||
#ifdef _DEBUG
|
||||
#endif // _DEBUG
|
||||
return 0;
|
||||
}
|
||||
};
|
||||
#define shaderStaticTest_constant_color_ps20 0
|
||||
class constant_color_ps20_Dynamic_Index
|
||||
{
|
||||
public:
|
||||
// CONSTRUCTOR
|
||||
constant_color_ps20_Dynamic_Index( IShaderDynamicAPI *pShaderAPI )
|
||||
{
|
||||
}
|
||||
int GetIndex()
|
||||
{
|
||||
// Asserts to make sure that we aren't using any skipped combinations.
|
||||
// Asserts to make sure that we are setting all of the combination vars.
|
||||
#ifdef _DEBUG
|
||||
#endif // _DEBUG
|
||||
return 0;
|
||||
}
|
||||
};
|
||||
#define shaderDynamicTest_constant_color_ps20 0
|
||||
static const ShaderComboSemantics_t constant_color_ps20_combos =
|
||||
{
|
||||
"constant_color_ps20", NULL, 0, NULL, 0
|
||||
};
|
||||
|
||||
class ConstructMe_constant_color_ps20
|
||||
{
|
||||
public:
|
||||
ConstructMe_constant_color_ps20()
|
||||
{
|
||||
GetShaderDLL()->AddShaderComboInformation( &constant_color_ps20_combos );
|
||||
}
|
||||
};
|
||||
|
||||
static ConstructMe_constant_color_ps20 s_ConstructMe_constant_color_ps20;
|
||||
@@ -0,0 +1,56 @@
|
||||
// ALL SKIP STATEMENTS THAT AFFECT THIS SHADER!!!
|
||||
// defined $PIXELFOGTYPE && defined $WRITEWATERFOGTODESTALPHA && ( $PIXELFOGTYPE != 1 ) && $WRITEWATERFOGTODESTALPHA
|
||||
// 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
|
||||
#include "shaderlib/cshader.h"
|
||||
class constant_color_ps20b_Static_Index
|
||||
{
|
||||
public:
|
||||
// CONSTRUCTOR
|
||||
constant_color_ps20b_Static_Index( IShaderShadow *pShaderShadow, IMaterialVar **params )
|
||||
{
|
||||
}
|
||||
int GetIndex()
|
||||
{
|
||||
// Asserts to make sure that we aren't using any skipped combinations.
|
||||
// Asserts to make sure that we are setting all of the combination vars.
|
||||
#ifdef _DEBUG
|
||||
#endif // _DEBUG
|
||||
return 0;
|
||||
}
|
||||
};
|
||||
#define shaderStaticTest_constant_color_ps20b 0
|
||||
class constant_color_ps20b_Dynamic_Index
|
||||
{
|
||||
public:
|
||||
// CONSTRUCTOR
|
||||
constant_color_ps20b_Dynamic_Index( IShaderDynamicAPI *pShaderAPI )
|
||||
{
|
||||
}
|
||||
int GetIndex()
|
||||
{
|
||||
// Asserts to make sure that we aren't using any skipped combinations.
|
||||
// Asserts to make sure that we are setting all of the combination vars.
|
||||
#ifdef _DEBUG
|
||||
#endif // _DEBUG
|
||||
return 0;
|
||||
}
|
||||
};
|
||||
#define shaderDynamicTest_constant_color_ps20b 0
|
||||
static const ShaderComboSemantics_t constant_color_ps20b_combos =
|
||||
{
|
||||
"constant_color_ps20b", NULL, 0, NULL, 0
|
||||
};
|
||||
|
||||
class ConstructMe_constant_color_ps20b
|
||||
{
|
||||
public:
|
||||
ConstructMe_constant_color_ps20b()
|
||||
{
|
||||
GetShaderDLL()->AddShaderComboInformation( &constant_color_ps20b_combos );
|
||||
}
|
||||
};
|
||||
|
||||
static ConstructMe_constant_color_ps20b s_ConstructMe_constant_color_ps20b;
|
||||
@@ -0,0 +1,90 @@
|
||||
// ALL SKIP STATEMENTS THAT AFFECT THIS SHADER!!!
|
||||
// ( $STYLE == 0 )
|
||||
// defined $PIXELFOGTYPE && defined $WRITEWATERFOGTODESTALPHA && ( $PIXELFOGTYPE != 1 ) && $WRITEWATERFOGTODESTALPHA
|
||||
// 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
|
||||
#include "shaderlib/cshader.h"
|
||||
class customclothing_ps20b_Static_Index
|
||||
{
|
||||
private:
|
||||
int m_nSTYLE;
|
||||
#ifdef _DEBUG
|
||||
bool m_bSTYLE;
|
||||
#endif
|
||||
public:
|
||||
void SetSTYLE( int i )
|
||||
{
|
||||
Assert( i >= 0 && i <= 6 );
|
||||
m_nSTYLE = i;
|
||||
#ifdef _DEBUG
|
||||
m_bSTYLE = true;
|
||||
#endif
|
||||
}
|
||||
void SetSTYLE( bool i )
|
||||
{
|
||||
Assert( ( i ? 1 : 0 ) >= 0 && ( i ? 1 : 0 ) <= 6 );
|
||||
m_nSTYLE = i ? 1 : 0;
|
||||
#ifdef _DEBUG
|
||||
m_bSTYLE = true;
|
||||
#endif
|
||||
}
|
||||
public:
|
||||
// CONSTRUCTOR
|
||||
customclothing_ps20b_Static_Index( IShaderShadow *pShaderShadow, IMaterialVar **params )
|
||||
{
|
||||
#ifdef _DEBUG
|
||||
m_bSTYLE = false;
|
||||
#endif // _DEBUG
|
||||
m_nSTYLE = 0;
|
||||
}
|
||||
int GetIndex()
|
||||
{
|
||||
// Asserts to make sure that we aren't using any skipped combinations.
|
||||
// Asserts to make sure that we are setting all of the combination vars.
|
||||
#ifdef _DEBUG
|
||||
bool bAllStaticVarsDefined = m_bSTYLE;
|
||||
Assert( bAllStaticVarsDefined );
|
||||
#endif // _DEBUG
|
||||
return ( 1 * m_nSTYLE ) + 0;
|
||||
}
|
||||
};
|
||||
#define shaderStaticTest_customclothing_ps20b psh_forgot_to_set_static_STYLE + 0
|
||||
class customclothing_ps20b_Dynamic_Index
|
||||
{
|
||||
public:
|
||||
// CONSTRUCTOR
|
||||
customclothing_ps20b_Dynamic_Index( IShaderDynamicAPI *pShaderAPI )
|
||||
{
|
||||
}
|
||||
int GetIndex()
|
||||
{
|
||||
// Asserts to make sure that we aren't using any skipped combinations.
|
||||
// Asserts to make sure that we are setting all of the combination vars.
|
||||
#ifdef _DEBUG
|
||||
#endif // _DEBUG
|
||||
return 0;
|
||||
}
|
||||
};
|
||||
#define shaderDynamicTest_customclothing_ps20b 0
|
||||
|
||||
static const ShaderComboInformation_t s_StaticComboArray_customclothing_ps20b[1] =
|
||||
{
|
||||
{ "STYLE", 0, 6 },
|
||||
};
|
||||
static const ShaderComboSemantics_t customclothing_ps20b_combos =
|
||||
{
|
||||
"customclothing_ps20b", NULL, 0, s_StaticComboArray_customclothing_ps20b, 1
|
||||
};
|
||||
|
||||
class ConstructMe_customclothing_ps20b
|
||||
{
|
||||
public:
|
||||
ConstructMe_customclothing_ps20b()
|
||||
{
|
||||
GetShaderDLL()->AddShaderComboInformation( &customclothing_ps20b_combos );
|
||||
}
|
||||
};
|
||||
|
||||
static ConstructMe_customclothing_ps20b s_ConstructMe_customclothing_ps20b;
|
||||
@@ -0,0 +1,52 @@
|
||||
// ALL SKIP STATEMENTS THAT AFFECT THIS SHADER!!!
|
||||
// defined $LIGHTING_PREVIEW && defined $FASTPATH && $LIGHTING_PREVIEW && $FASTPATH
|
||||
#include "shaderlib/cshader.h"
|
||||
class customclothing_vs20_Static_Index
|
||||
{
|
||||
public:
|
||||
// CONSTRUCTOR
|
||||
customclothing_vs20_Static_Index( IShaderShadow *pShaderShadow, IMaterialVar **params )
|
||||
{
|
||||
}
|
||||
int GetIndex()
|
||||
{
|
||||
// Asserts to make sure that we aren't using any skipped combinations.
|
||||
// Asserts to make sure that we are setting all of the combination vars.
|
||||
#ifdef _DEBUG
|
||||
#endif // _DEBUG
|
||||
return 0;
|
||||
}
|
||||
};
|
||||
#define shaderStaticTest_customclothing_vs20 0
|
||||
class customclothing_vs20_Dynamic_Index
|
||||
{
|
||||
public:
|
||||
// CONSTRUCTOR
|
||||
customclothing_vs20_Dynamic_Index( IShaderDynamicAPI *pShaderAPI )
|
||||
{
|
||||
}
|
||||
int GetIndex()
|
||||
{
|
||||
// Asserts to make sure that we aren't using any skipped combinations.
|
||||
// Asserts to make sure that we are setting all of the combination vars.
|
||||
#ifdef _DEBUG
|
||||
#endif // _DEBUG
|
||||
return 0;
|
||||
}
|
||||
};
|
||||
#define shaderDynamicTest_customclothing_vs20 0
|
||||
static const ShaderComboSemantics_t customclothing_vs20_combos =
|
||||
{
|
||||
"customclothing_vs20", NULL, 0, NULL, 0
|
||||
};
|
||||
|
||||
class ConstructMe_customclothing_vs20
|
||||
{
|
||||
public:
|
||||
ConstructMe_customclothing_vs20()
|
||||
{
|
||||
GetShaderDLL()->AddShaderComboInformation( &customclothing_vs20_combos );
|
||||
}
|
||||
};
|
||||
|
||||
static ConstructMe_customclothing_vs20 s_ConstructMe_customclothing_vs20;
|
||||
116
materialsystem/stdshaders/fxctmp9_ps3/customweapon_ps20.inc
Normal file
116
materialsystem/stdshaders/fxctmp9_ps3/customweapon_ps20.inc
Normal file
@@ -0,0 +1,116 @@
|
||||
// ALL SKIP STATEMENTS THAT AFFECT THIS SHADER!!!
|
||||
// defined $PIXELFOGTYPE && defined $WRITEWATERFOGTODESTALPHA && ( $PIXELFOGTYPE != 1 ) && $WRITEWATERFOGTODESTALPHA
|
||||
// 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
|
||||
#include "shaderlib/cshader.h"
|
||||
class customweapon_ps20_Static_Index
|
||||
{
|
||||
private:
|
||||
int m_nPAINTSTYLE;
|
||||
#ifdef _DEBUG
|
||||
bool m_bPAINTSTYLE;
|
||||
#endif
|
||||
public:
|
||||
void SetPAINTSTYLE( int i )
|
||||
{
|
||||
Assert( i >= 0 && i <= 4 );
|
||||
m_nPAINTSTYLE = i;
|
||||
#ifdef _DEBUG
|
||||
m_bPAINTSTYLE = true;
|
||||
#endif
|
||||
}
|
||||
void SetPAINTSTYLE( bool i )
|
||||
{
|
||||
Assert( ( i ? 1 : 0 ) >= 0 && ( i ? 1 : 0 ) <= 4 );
|
||||
m_nPAINTSTYLE = i ? 1 : 0;
|
||||
#ifdef _DEBUG
|
||||
m_bPAINTSTYLE = true;
|
||||
#endif
|
||||
}
|
||||
private:
|
||||
int m_nEXPONENTMODE;
|
||||
#ifdef _DEBUG
|
||||
bool m_bEXPONENTMODE;
|
||||
#endif
|
||||
public:
|
||||
void SetEXPONENTMODE( int i )
|
||||
{
|
||||
Assert( i >= 0 && i <= 1 );
|
||||
m_nEXPONENTMODE = i;
|
||||
#ifdef _DEBUG
|
||||
m_bEXPONENTMODE = true;
|
||||
#endif
|
||||
}
|
||||
void SetEXPONENTMODE( bool i )
|
||||
{
|
||||
Assert( ( i ? 1 : 0 ) >= 0 && ( i ? 1 : 0 ) <= 1 );
|
||||
m_nEXPONENTMODE = i ? 1 : 0;
|
||||
#ifdef _DEBUG
|
||||
m_bEXPONENTMODE = true;
|
||||
#endif
|
||||
}
|
||||
public:
|
||||
// CONSTRUCTOR
|
||||
customweapon_ps20_Static_Index( IShaderShadow *pShaderShadow, IMaterialVar **params )
|
||||
{
|
||||
#ifdef _DEBUG
|
||||
m_bPAINTSTYLE = false;
|
||||
#endif // _DEBUG
|
||||
m_nPAINTSTYLE = 0;
|
||||
#ifdef _DEBUG
|
||||
m_bEXPONENTMODE = false;
|
||||
#endif // _DEBUG
|
||||
m_nEXPONENTMODE = 0;
|
||||
}
|
||||
int GetIndex()
|
||||
{
|
||||
// Asserts to make sure that we aren't using any skipped combinations.
|
||||
// Asserts to make sure that we are setting all of the combination vars.
|
||||
#ifdef _DEBUG
|
||||
bool bAllStaticVarsDefined = m_bPAINTSTYLE && m_bEXPONENTMODE;
|
||||
Assert( bAllStaticVarsDefined );
|
||||
#endif // _DEBUG
|
||||
return ( 1 * m_nPAINTSTYLE ) + ( 5 * m_nEXPONENTMODE ) + 0;
|
||||
}
|
||||
};
|
||||
#define shaderStaticTest_customweapon_ps20 psh_forgot_to_set_static_PAINTSTYLE + psh_forgot_to_set_static_EXPONENTMODE + 0
|
||||
class customweapon_ps20_Dynamic_Index
|
||||
{
|
||||
public:
|
||||
// CONSTRUCTOR
|
||||
customweapon_ps20_Dynamic_Index( IShaderDynamicAPI *pShaderAPI )
|
||||
{
|
||||
}
|
||||
int GetIndex()
|
||||
{
|
||||
// Asserts to make sure that we aren't using any skipped combinations.
|
||||
// Asserts to make sure that we are setting all of the combination vars.
|
||||
#ifdef _DEBUG
|
||||
#endif // _DEBUG
|
||||
return 0;
|
||||
}
|
||||
};
|
||||
#define shaderDynamicTest_customweapon_ps20 0
|
||||
|
||||
static const ShaderComboInformation_t s_StaticComboArray_customweapon_ps20[2] =
|
||||
{
|
||||
{ "PAINTSTYLE", 0, 4 },
|
||||
{ "EXPONENTMODE", 0, 1 },
|
||||
};
|
||||
static const ShaderComboSemantics_t customweapon_ps20_combos =
|
||||
{
|
||||
"customweapon_ps20", NULL, 0, s_StaticComboArray_customweapon_ps20, 2
|
||||
};
|
||||
|
||||
class ConstructMe_customweapon_ps20
|
||||
{
|
||||
public:
|
||||
ConstructMe_customweapon_ps20()
|
||||
{
|
||||
GetShaderDLL()->AddShaderComboInformation( &customweapon_ps20_combos );
|
||||
}
|
||||
};
|
||||
|
||||
static ConstructMe_customweapon_ps20 s_ConstructMe_customweapon_ps20;
|
||||
186
materialsystem/stdshaders/fxctmp9_ps3/customweapon_ps20b.inc
Normal file
186
materialsystem/stdshaders/fxctmp9_ps3/customweapon_ps20b.inc
Normal file
@@ -0,0 +1,186 @@
|
||||
// ALL SKIP STATEMENTS THAT AFFECT THIS SHADER!!!
|
||||
// ( $PAINTSTYLE == 0 )
|
||||
// ( ( $CHEAPMODE == 1 ) && !( ( $PAINTSTYLE == 3 ) || ( $PAINTSTYLE == 6 ) ) )
|
||||
// ( ( $EXPONENTMODE == 1 ) && ( $CHEAPMODE == 1 ) )
|
||||
// ( ( $NUM_LIGHTS != 0 ) && ( $PREVIEW == 0 ) )
|
||||
// ( ( $PREVIEW == 0 ) && ( $PREVIEWPHONGALBEDOTINT == 1 ) )
|
||||
// ( ( $PREVIEW == 1 ) && ( $EXPONENTMODE == 1 ) )
|
||||
// defined $PIXELFOGTYPE && defined $WRITEWATERFOGTODESTALPHA && ( $PIXELFOGTYPE != 1 ) && $WRITEWATERFOGTODESTALPHA
|
||||
// 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 $PIXELFOGTYPE && defined $WRITEWATERFOGTODESTALPHA && ( $PIXELFOGTYPE != 1 ) && $WRITEWATERFOGTODESTALPHA
|
||||
// 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 $PIXELFOGTYPE && defined $WRITEWATERFOGTODESTALPHA && ( $PIXELFOGTYPE != 1 ) && $WRITEWATERFOGTODESTALPHA
|
||||
// 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
|
||||
#include "shaderlib/cshader.h"
|
||||
class customweapon_ps20b_Static_Index
|
||||
{
|
||||
private:
|
||||
int m_nPAINTSTYLE;
|
||||
#ifdef _DEBUG
|
||||
bool m_bPAINTSTYLE;
|
||||
#endif
|
||||
public:
|
||||
void SetPAINTSTYLE( int i )
|
||||
{
|
||||
Assert( i >= 0 && i <= 8 );
|
||||
m_nPAINTSTYLE = i;
|
||||
#ifdef _DEBUG
|
||||
m_bPAINTSTYLE = true;
|
||||
#endif
|
||||
}
|
||||
void SetPAINTSTYLE( bool i )
|
||||
{
|
||||
Assert( ( i ? 1 : 0 ) >= 0 && ( i ? 1 : 0 ) <= 8 );
|
||||
m_nPAINTSTYLE = i ? 1 : 0;
|
||||
#ifdef _DEBUG
|
||||
m_bPAINTSTYLE = true;
|
||||
#endif
|
||||
}
|
||||
private:
|
||||
int m_nEXPONENTMODE;
|
||||
#ifdef _DEBUG
|
||||
bool m_bEXPONENTMODE;
|
||||
#endif
|
||||
public:
|
||||
void SetEXPONENTMODE( int i )
|
||||
{
|
||||
Assert( i >= 0 && i <= 1 );
|
||||
m_nEXPONENTMODE = i;
|
||||
#ifdef _DEBUG
|
||||
m_bEXPONENTMODE = true;
|
||||
#endif
|
||||
}
|
||||
void SetEXPONENTMODE( bool i )
|
||||
{
|
||||
Assert( ( i ? 1 : 0 ) >= 0 && ( i ? 1 : 0 ) <= 1 );
|
||||
m_nEXPONENTMODE = i ? 1 : 0;
|
||||
#ifdef _DEBUG
|
||||
m_bEXPONENTMODE = true;
|
||||
#endif
|
||||
}
|
||||
private:
|
||||
int m_nCHEAPMODE;
|
||||
#ifdef _DEBUG
|
||||
bool m_bCHEAPMODE;
|
||||
#endif
|
||||
public:
|
||||
void SetCHEAPMODE( int i )
|
||||
{
|
||||
Assert( i >= 0 && i <= 1 );
|
||||
m_nCHEAPMODE = i;
|
||||
#ifdef _DEBUG
|
||||
m_bCHEAPMODE = true;
|
||||
#endif
|
||||
}
|
||||
void SetCHEAPMODE( bool i )
|
||||
{
|
||||
Assert( ( i ? 1 : 0 ) >= 0 && ( i ? 1 : 0 ) <= 1 );
|
||||
m_nCHEAPMODE = i ? 1 : 0;
|
||||
#ifdef _DEBUG
|
||||
m_bCHEAPMODE = true;
|
||||
#endif
|
||||
}
|
||||
private:
|
||||
int m_nPHONGALBEDOFACTORMODE;
|
||||
#ifdef _DEBUG
|
||||
bool m_bPHONGALBEDOFACTORMODE;
|
||||
#endif
|
||||
public:
|
||||
void SetPHONGALBEDOFACTORMODE( int i )
|
||||
{
|
||||
Assert( i >= 0 && i <= 1 );
|
||||
m_nPHONGALBEDOFACTORMODE = i;
|
||||
#ifdef _DEBUG
|
||||
m_bPHONGALBEDOFACTORMODE = true;
|
||||
#endif
|
||||
}
|
||||
void SetPHONGALBEDOFACTORMODE( bool i )
|
||||
{
|
||||
Assert( ( i ? 1 : 0 ) >= 0 && ( i ? 1 : 0 ) <= 1 );
|
||||
m_nPHONGALBEDOFACTORMODE = i ? 1 : 0;
|
||||
#ifdef _DEBUG
|
||||
m_bPHONGALBEDOFACTORMODE = true;
|
||||
#endif
|
||||
}
|
||||
public:
|
||||
// CONSTRUCTOR
|
||||
customweapon_ps20b_Static_Index( IShaderShadow *pShaderShadow, IMaterialVar **params )
|
||||
{
|
||||
#ifdef _DEBUG
|
||||
m_bPAINTSTYLE = false;
|
||||
#endif // _DEBUG
|
||||
m_nPAINTSTYLE = 0;
|
||||
#ifdef _DEBUG
|
||||
m_bEXPONENTMODE = false;
|
||||
#endif // _DEBUG
|
||||
m_nEXPONENTMODE = 0;
|
||||
#ifdef _DEBUG
|
||||
m_bCHEAPMODE = false;
|
||||
#endif // _DEBUG
|
||||
m_nCHEAPMODE = 0;
|
||||
#ifdef _DEBUG
|
||||
m_bPHONGALBEDOFACTORMODE = false;
|
||||
#endif // _DEBUG
|
||||
m_nPHONGALBEDOFACTORMODE = 0;
|
||||
}
|
||||
int GetIndex()
|
||||
{
|
||||
// Asserts to make sure that we aren't using any skipped combinations.
|
||||
// Asserts to make sure that we are setting all of the combination vars.
|
||||
#ifdef _DEBUG
|
||||
bool bAllStaticVarsDefined = m_bPAINTSTYLE && m_bEXPONENTMODE && m_bCHEAPMODE && m_bPHONGALBEDOFACTORMODE;
|
||||
Assert( bAllStaticVarsDefined );
|
||||
#endif // _DEBUG
|
||||
return ( 1 * m_nPAINTSTYLE ) + ( 9 * m_nEXPONENTMODE ) + ( 18 * m_nCHEAPMODE ) + ( 36 * m_nPHONGALBEDOFACTORMODE ) + 0;
|
||||
}
|
||||
};
|
||||
#define shaderStaticTest_customweapon_ps20b psh_forgot_to_set_static_PAINTSTYLE + psh_forgot_to_set_static_EXPONENTMODE + psh_forgot_to_set_static_CHEAPMODE + psh_forgot_to_set_static_PHONGALBEDOFACTORMODE + 0
|
||||
class customweapon_ps20b_Dynamic_Index
|
||||
{
|
||||
public:
|
||||
// CONSTRUCTOR
|
||||
customweapon_ps20b_Dynamic_Index( IShaderDynamicAPI *pShaderAPI )
|
||||
{
|
||||
}
|
||||
int GetIndex()
|
||||
{
|
||||
// Asserts to make sure that we aren't using any skipped combinations.
|
||||
// Asserts to make sure that we are setting all of the combination vars.
|
||||
#ifdef _DEBUG
|
||||
#endif // _DEBUG
|
||||
return 0;
|
||||
}
|
||||
};
|
||||
#define shaderDynamicTest_customweapon_ps20b 0
|
||||
|
||||
static const ShaderComboInformation_t s_StaticComboArray_customweapon_ps20b[4] =
|
||||
{
|
||||
{ "PAINTSTYLE", 0, 8 },
|
||||
{ "EXPONENTMODE", 0, 1 },
|
||||
{ "CHEAPMODE", 0, 1 },
|
||||
{ "PHONGALBEDOFACTORMODE", 0, 1 },
|
||||
};
|
||||
static const ShaderComboSemantics_t customweapon_ps20b_combos =
|
||||
{
|
||||
"customweapon_ps20b", NULL, 0, s_StaticComboArray_customweapon_ps20b, 4
|
||||
};
|
||||
|
||||
class ConstructMe_customweapon_ps20b
|
||||
{
|
||||
public:
|
||||
ConstructMe_customweapon_ps20b()
|
||||
{
|
||||
GetShaderDLL()->AddShaderComboInformation( &customweapon_ps20b_combos );
|
||||
}
|
||||
};
|
||||
|
||||
static ConstructMe_customweapon_ps20b s_ConstructMe_customweapon_ps20b;
|
||||
174
materialsystem/stdshaders/fxctmp9_ps3/customweapon_vs20.inc
Normal file
174
materialsystem/stdshaders/fxctmp9_ps3/customweapon_vs20.inc
Normal file
@@ -0,0 +1,174 @@
|
||||
// ALL SKIP STATEMENTS THAT AFFECT THIS SHADER!!!
|
||||
// ( ( $PREVIEW == 0 ) && ( $SKINNING == 1 ) )
|
||||
// ( ( $NUM_LIGHTS != 0 ) && ( $PREVIEW == 0 ) )
|
||||
// defined $LIGHTING_PREVIEW && defined $FASTPATH && $LIGHTING_PREVIEW && $FASTPATH
|
||||
#include "shaderlib/cshader.h"
|
||||
class customweapon_vs20_Static_Index
|
||||
{
|
||||
private:
|
||||
int m_nPREVIEW;
|
||||
#ifdef _DEBUG
|
||||
bool m_bPREVIEW;
|
||||
#endif
|
||||
public:
|
||||
void SetPREVIEW( int i )
|
||||
{
|
||||
Assert( i >= 0 && i <= 1 );
|
||||
m_nPREVIEW = i;
|
||||
#ifdef _DEBUG
|
||||
m_bPREVIEW = true;
|
||||
#endif
|
||||
}
|
||||
void SetPREVIEW( bool i )
|
||||
{
|
||||
Assert( ( i ? 1 : 0 ) >= 0 && ( i ? 1 : 0 ) <= 1 );
|
||||
m_nPREVIEW = i ? 1 : 0;
|
||||
#ifdef _DEBUG
|
||||
m_bPREVIEW = true;
|
||||
#endif
|
||||
}
|
||||
public:
|
||||
// CONSTRUCTOR
|
||||
customweapon_vs20_Static_Index( IShaderShadow *pShaderShadow, IMaterialVar **params )
|
||||
{
|
||||
#ifdef _DEBUG
|
||||
m_bPREVIEW = false;
|
||||
#endif // _DEBUG
|
||||
m_nPREVIEW = 0;
|
||||
}
|
||||
int GetIndex()
|
||||
{
|
||||
// Asserts to make sure that we aren't using any skipped combinations.
|
||||
// Asserts to make sure that we are setting all of the combination vars.
|
||||
#ifdef _DEBUG
|
||||
bool bAllStaticVarsDefined = m_bPREVIEW;
|
||||
Assert( bAllStaticVarsDefined );
|
||||
#endif // _DEBUG
|
||||
return ( 20 * m_nPREVIEW ) + 0;
|
||||
}
|
||||
};
|
||||
#define shaderStaticTest_customweapon_vs20 vsh_forgot_to_set_static_PREVIEW + 0
|
||||
class customweapon_vs20_Dynamic_Index
|
||||
{
|
||||
private:
|
||||
int m_nSKINNING;
|
||||
#ifdef _DEBUG
|
||||
bool m_bSKINNING;
|
||||
#endif
|
||||
public:
|
||||
void SetSKINNING( int i )
|
||||
{
|
||||
Assert( i >= 0 && i <= 1 );
|
||||
m_nSKINNING = i;
|
||||
#ifdef _DEBUG
|
||||
m_bSKINNING = true;
|
||||
#endif
|
||||
}
|
||||
void SetSKINNING( bool i )
|
||||
{
|
||||
Assert( ( i ? 1 : 0 ) >= 0 && ( i ? 1 : 0 ) <= 1 );
|
||||
m_nSKINNING = i ? 1 : 0;
|
||||
#ifdef _DEBUG
|
||||
m_bSKINNING = true;
|
||||
#endif
|
||||
}
|
||||
private:
|
||||
int m_nCOMPRESSED_VERTS;
|
||||
#ifdef _DEBUG
|
||||
bool m_bCOMPRESSED_VERTS;
|
||||
#endif
|
||||
public:
|
||||
void SetCOMPRESSED_VERTS( int i )
|
||||
{
|
||||
Assert( i >= 0 && i <= 1 );
|
||||
m_nCOMPRESSED_VERTS = i;
|
||||
#ifdef _DEBUG
|
||||
m_bCOMPRESSED_VERTS = true;
|
||||
#endif
|
||||
}
|
||||
void SetCOMPRESSED_VERTS( bool i )
|
||||
{
|
||||
Assert( ( i ? 1 : 0 ) >= 0 && ( i ? 1 : 0 ) <= 1 );
|
||||
m_nCOMPRESSED_VERTS = i ? 1 : 0;
|
||||
#ifdef _DEBUG
|
||||
m_bCOMPRESSED_VERTS = true;
|
||||
#endif
|
||||
}
|
||||
private:
|
||||
int m_nNUM_LIGHTS;
|
||||
#ifdef _DEBUG
|
||||
bool m_bNUM_LIGHTS;
|
||||
#endif
|
||||
public:
|
||||
void SetNUM_LIGHTS( int i )
|
||||
{
|
||||
Assert( i >= 0 && i <= 4 );
|
||||
m_nNUM_LIGHTS = i;
|
||||
#ifdef _DEBUG
|
||||
m_bNUM_LIGHTS = true;
|
||||
#endif
|
||||
}
|
||||
void SetNUM_LIGHTS( bool i )
|
||||
{
|
||||
Assert( ( i ? 1 : 0 ) >= 0 && ( i ? 1 : 0 ) <= 4 );
|
||||
m_nNUM_LIGHTS = i ? 1 : 0;
|
||||
#ifdef _DEBUG
|
||||
m_bNUM_LIGHTS = true;
|
||||
#endif
|
||||
}
|
||||
public:
|
||||
// CONSTRUCTOR
|
||||
customweapon_vs20_Dynamic_Index( IShaderDynamicAPI *pShaderAPI )
|
||||
{
|
||||
#ifdef _DEBUG
|
||||
m_bSKINNING = false;
|
||||
#endif // _DEBUG
|
||||
m_nSKINNING = 0;
|
||||
#ifdef _DEBUG
|
||||
m_bCOMPRESSED_VERTS = false;
|
||||
#endif // _DEBUG
|
||||
m_nCOMPRESSED_VERTS = 0;
|
||||
#ifdef _DEBUG
|
||||
m_bNUM_LIGHTS = false;
|
||||
#endif // _DEBUG
|
||||
m_nNUM_LIGHTS = 0;
|
||||
}
|
||||
int GetIndex()
|
||||
{
|
||||
// Asserts to make sure that we aren't using any skipped combinations.
|
||||
// Asserts to make sure that we are setting all of the combination vars.
|
||||
#ifdef _DEBUG
|
||||
bool bAllDynamicVarsDefined = m_bSKINNING && m_bCOMPRESSED_VERTS && m_bNUM_LIGHTS;
|
||||
Assert( bAllDynamicVarsDefined );
|
||||
#endif // _DEBUG
|
||||
return ( 1 * m_nSKINNING ) + ( 2 * m_nCOMPRESSED_VERTS ) + ( 4 * m_nNUM_LIGHTS ) + 0;
|
||||
}
|
||||
};
|
||||
#define shaderDynamicTest_customweapon_vs20 vsh_forgot_to_set_dynamic_SKINNING + vsh_forgot_to_set_dynamic_COMPRESSED_VERTS + vsh_forgot_to_set_dynamic_NUM_LIGHTS + 0
|
||||
|
||||
static const ShaderComboInformation_t s_DynamicComboArray_customweapon_vs20[3] =
|
||||
{
|
||||
{ "SKINNING", 0, 1 },
|
||||
{ "COMPRESSED_VERTS", 0, 1 },
|
||||
{ "NUM_LIGHTS", 0, 4 },
|
||||
};
|
||||
|
||||
static const ShaderComboInformation_t s_StaticComboArray_customweapon_vs20[1] =
|
||||
{
|
||||
{ "PREVIEW", 0, 1 },
|
||||
};
|
||||
static const ShaderComboSemantics_t customweapon_vs20_combos =
|
||||
{
|
||||
"customweapon_vs20", s_DynamicComboArray_customweapon_vs20, 3, s_StaticComboArray_customweapon_vs20, 1
|
||||
};
|
||||
|
||||
class ConstructMe_customweapon_vs20
|
||||
{
|
||||
public:
|
||||
ConstructMe_customweapon_vs20()
|
||||
{
|
||||
GetShaderDLL()->AddShaderComboInformation( &customweapon_vs20_combos );
|
||||
}
|
||||
};
|
||||
|
||||
static ConstructMe_customweapon_vs20 s_ConstructMe_customweapon_vs20;
|
||||
@@ -0,0 +1,56 @@
|
||||
// ALL SKIP STATEMENTS THAT AFFECT THIS SHADER!!!
|
||||
// defined $PIXELFOGTYPE && defined $WRITEWATERFOGTODESTALPHA && ( $PIXELFOGTYPE != 1 ) && $WRITEWATERFOGTODESTALPHA
|
||||
// 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
|
||||
#include "shaderlib/cshader.h"
|
||||
class debugdrawdepth_ps20_Static_Index
|
||||
{
|
||||
public:
|
||||
// CONSTRUCTOR
|
||||
debugdrawdepth_ps20_Static_Index( IShaderShadow *pShaderShadow, IMaterialVar **params )
|
||||
{
|
||||
}
|
||||
int GetIndex()
|
||||
{
|
||||
// Asserts to make sure that we aren't using any skipped combinations.
|
||||
// Asserts to make sure that we are setting all of the combination vars.
|
||||
#ifdef _DEBUG
|
||||
#endif // _DEBUG
|
||||
return 0;
|
||||
}
|
||||
};
|
||||
#define shaderStaticTest_debugdrawdepth_ps20 0
|
||||
class debugdrawdepth_ps20_Dynamic_Index
|
||||
{
|
||||
public:
|
||||
// CONSTRUCTOR
|
||||
debugdrawdepth_ps20_Dynamic_Index( IShaderDynamicAPI *pShaderAPI )
|
||||
{
|
||||
}
|
||||
int GetIndex()
|
||||
{
|
||||
// Asserts to make sure that we aren't using any skipped combinations.
|
||||
// Asserts to make sure that we are setting all of the combination vars.
|
||||
#ifdef _DEBUG
|
||||
#endif // _DEBUG
|
||||
return 0;
|
||||
}
|
||||
};
|
||||
#define shaderDynamicTest_debugdrawdepth_ps20 0
|
||||
static const ShaderComboSemantics_t debugdrawdepth_ps20_combos =
|
||||
{
|
||||
"debugdrawdepth_ps20", NULL, 0, NULL, 0
|
||||
};
|
||||
|
||||
class ConstructMe_debugdrawdepth_ps20
|
||||
{
|
||||
public:
|
||||
ConstructMe_debugdrawdepth_ps20()
|
||||
{
|
||||
GetShaderDLL()->AddShaderComboInformation( &debugdrawdepth_ps20_combos );
|
||||
}
|
||||
};
|
||||
|
||||
static ConstructMe_debugdrawdepth_ps20 s_ConstructMe_debugdrawdepth_ps20;
|
||||
@@ -0,0 +1,56 @@
|
||||
// ALL SKIP STATEMENTS THAT AFFECT THIS SHADER!!!
|
||||
// defined $PIXELFOGTYPE && defined $WRITEWATERFOGTODESTALPHA && ( $PIXELFOGTYPE != 1 ) && $WRITEWATERFOGTODESTALPHA
|
||||
// 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
|
||||
#include "shaderlib/cshader.h"
|
||||
class debugdrawdepth_ps20b_Static_Index
|
||||
{
|
||||
public:
|
||||
// CONSTRUCTOR
|
||||
debugdrawdepth_ps20b_Static_Index( IShaderShadow *pShaderShadow, IMaterialVar **params )
|
||||
{
|
||||
}
|
||||
int GetIndex()
|
||||
{
|
||||
// Asserts to make sure that we aren't using any skipped combinations.
|
||||
// Asserts to make sure that we are setting all of the combination vars.
|
||||
#ifdef _DEBUG
|
||||
#endif // _DEBUG
|
||||
return 0;
|
||||
}
|
||||
};
|
||||
#define shaderStaticTest_debugdrawdepth_ps20b 0
|
||||
class debugdrawdepth_ps20b_Dynamic_Index
|
||||
{
|
||||
public:
|
||||
// CONSTRUCTOR
|
||||
debugdrawdepth_ps20b_Dynamic_Index( IShaderDynamicAPI *pShaderAPI )
|
||||
{
|
||||
}
|
||||
int GetIndex()
|
||||
{
|
||||
// Asserts to make sure that we aren't using any skipped combinations.
|
||||
// Asserts to make sure that we are setting all of the combination vars.
|
||||
#ifdef _DEBUG
|
||||
#endif // _DEBUG
|
||||
return 0;
|
||||
}
|
||||
};
|
||||
#define shaderDynamicTest_debugdrawdepth_ps20b 0
|
||||
static const ShaderComboSemantics_t debugdrawdepth_ps20b_combos =
|
||||
{
|
||||
"debugdrawdepth_ps20b", NULL, 0, NULL, 0
|
||||
};
|
||||
|
||||
class ConstructMe_debugdrawdepth_ps20b
|
||||
{
|
||||
public:
|
||||
ConstructMe_debugdrawdepth_ps20b()
|
||||
{
|
||||
GetShaderDLL()->AddShaderComboInformation( &debugdrawdepth_ps20b_combos );
|
||||
}
|
||||
};
|
||||
|
||||
static ConstructMe_debugdrawdepth_ps20b s_ConstructMe_debugdrawdepth_ps20b;
|
||||
112
materialsystem/stdshaders/fxctmp9_ps3/debugdrawdepth_vs20.inc
Normal file
112
materialsystem/stdshaders/fxctmp9_ps3/debugdrawdepth_vs20.inc
Normal file
@@ -0,0 +1,112 @@
|
||||
// ALL SKIP STATEMENTS THAT AFFECT THIS SHADER!!!
|
||||
// defined $LIGHTING_PREVIEW && defined $FASTPATH && $LIGHTING_PREVIEW && $FASTPATH
|
||||
#include "shaderlib/cshader.h"
|
||||
class debugdrawdepth_vs20_Static_Index
|
||||
{
|
||||
public:
|
||||
// CONSTRUCTOR
|
||||
debugdrawdepth_vs20_Static_Index( IShaderShadow *pShaderShadow, IMaterialVar **params )
|
||||
{
|
||||
}
|
||||
int GetIndex()
|
||||
{
|
||||
// Asserts to make sure that we aren't using any skipped combinations.
|
||||
// Asserts to make sure that we are setting all of the combination vars.
|
||||
#ifdef _DEBUG
|
||||
#endif // _DEBUG
|
||||
return 0;
|
||||
}
|
||||
};
|
||||
#define shaderStaticTest_debugdrawdepth_vs20 0
|
||||
class debugdrawdepth_vs20_Dynamic_Index
|
||||
{
|
||||
private:
|
||||
int m_nCOMPRESSED_VERTS;
|
||||
#ifdef _DEBUG
|
||||
bool m_bCOMPRESSED_VERTS;
|
||||
#endif
|
||||
public:
|
||||
void SetCOMPRESSED_VERTS( int i )
|
||||
{
|
||||
Assert( i >= 0 && i <= 1 );
|
||||
m_nCOMPRESSED_VERTS = i;
|
||||
#ifdef _DEBUG
|
||||
m_bCOMPRESSED_VERTS = true;
|
||||
#endif
|
||||
}
|
||||
void SetCOMPRESSED_VERTS( bool i )
|
||||
{
|
||||
Assert( ( i ? 1 : 0 ) >= 0 && ( i ? 1 : 0 ) <= 1 );
|
||||
m_nCOMPRESSED_VERTS = i ? 1 : 0;
|
||||
#ifdef _DEBUG
|
||||
m_bCOMPRESSED_VERTS = true;
|
||||
#endif
|
||||
}
|
||||
private:
|
||||
int m_nSKINNING;
|
||||
#ifdef _DEBUG
|
||||
bool m_bSKINNING;
|
||||
#endif
|
||||
public:
|
||||
void SetSKINNING( int i )
|
||||
{
|
||||
Assert( i >= 0 && i <= 1 );
|
||||
m_nSKINNING = i;
|
||||
#ifdef _DEBUG
|
||||
m_bSKINNING = true;
|
||||
#endif
|
||||
}
|
||||
void SetSKINNING( bool i )
|
||||
{
|
||||
Assert( ( i ? 1 : 0 ) >= 0 && ( i ? 1 : 0 ) <= 1 );
|
||||
m_nSKINNING = i ? 1 : 0;
|
||||
#ifdef _DEBUG
|
||||
m_bSKINNING = true;
|
||||
#endif
|
||||
}
|
||||
public:
|
||||
// CONSTRUCTOR
|
||||
debugdrawdepth_vs20_Dynamic_Index( IShaderDynamicAPI *pShaderAPI )
|
||||
{
|
||||
#ifdef _DEBUG
|
||||
m_bCOMPRESSED_VERTS = false;
|
||||
#endif // _DEBUG
|
||||
m_nCOMPRESSED_VERTS = 0;
|
||||
#ifdef _DEBUG
|
||||
m_bSKINNING = false;
|
||||
#endif // _DEBUG
|
||||
m_nSKINNING = 0;
|
||||
}
|
||||
int GetIndex()
|
||||
{
|
||||
// Asserts to make sure that we aren't using any skipped combinations.
|
||||
// Asserts to make sure that we are setting all of the combination vars.
|
||||
#ifdef _DEBUG
|
||||
bool bAllDynamicVarsDefined = m_bCOMPRESSED_VERTS && m_bSKINNING;
|
||||
Assert( bAllDynamicVarsDefined );
|
||||
#endif // _DEBUG
|
||||
return ( 1 * m_nCOMPRESSED_VERTS ) + ( 2 * m_nSKINNING ) + 0;
|
||||
}
|
||||
};
|
||||
#define shaderDynamicTest_debugdrawdepth_vs20 vsh_forgot_to_set_dynamic_COMPRESSED_VERTS + vsh_forgot_to_set_dynamic_SKINNING + 0
|
||||
|
||||
static const ShaderComboInformation_t s_DynamicComboArray_debugdrawdepth_vs20[2] =
|
||||
{
|
||||
{ "COMPRESSED_VERTS", 0, 1 },
|
||||
{ "SKINNING", 0, 1 },
|
||||
};
|
||||
static const ShaderComboSemantics_t debugdrawdepth_vs20_combos =
|
||||
{
|
||||
"debugdrawdepth_vs20", s_DynamicComboArray_debugdrawdepth_vs20, 2, NULL, 0
|
||||
};
|
||||
|
||||
class ConstructMe_debugdrawdepth_vs20
|
||||
{
|
||||
public:
|
||||
ConstructMe_debugdrawdepth_vs20()
|
||||
{
|
||||
GetShaderDLL()->AddShaderComboInformation( &debugdrawdepth_vs20_combos );
|
||||
}
|
||||
};
|
||||
|
||||
static ConstructMe_debugdrawdepth_vs20 s_ConstructMe_debugdrawdepth_vs20;
|
||||
@@ -0,0 +1,89 @@
|
||||
// ALL SKIP STATEMENTS THAT AFFECT THIS SHADER!!!
|
||||
// defined $PIXELFOGTYPE && defined $WRITEWATERFOGTODESTALPHA && ( $PIXELFOGTYPE != 1 ) && $WRITEWATERFOGTODESTALPHA
|
||||
// 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
|
||||
#include "shaderlib/cshader.h"
|
||||
class debugdrawenvmapmask_ps20_Static_Index
|
||||
{
|
||||
public:
|
||||
// CONSTRUCTOR
|
||||
debugdrawenvmapmask_ps20_Static_Index( IShaderShadow *pShaderShadow, IMaterialVar **params )
|
||||
{
|
||||
}
|
||||
int GetIndex()
|
||||
{
|
||||
// Asserts to make sure that we aren't using any skipped combinations.
|
||||
// Asserts to make sure that we are setting all of the combination vars.
|
||||
#ifdef _DEBUG
|
||||
#endif // _DEBUG
|
||||
return 0;
|
||||
}
|
||||
};
|
||||
#define shaderStaticTest_debugdrawenvmapmask_ps20 0
|
||||
class debugdrawenvmapmask_ps20_Dynamic_Index
|
||||
{
|
||||
private:
|
||||
int m_nSHOWALPHA;
|
||||
#ifdef _DEBUG
|
||||
bool m_bSHOWALPHA;
|
||||
#endif
|
||||
public:
|
||||
void SetSHOWALPHA( int i )
|
||||
{
|
||||
Assert( i >= 0 && i <= 1 );
|
||||
m_nSHOWALPHA = i;
|
||||
#ifdef _DEBUG
|
||||
m_bSHOWALPHA = true;
|
||||
#endif
|
||||
}
|
||||
void SetSHOWALPHA( bool i )
|
||||
{
|
||||
Assert( ( i ? 1 : 0 ) >= 0 && ( i ? 1 : 0 ) <= 1 );
|
||||
m_nSHOWALPHA = i ? 1 : 0;
|
||||
#ifdef _DEBUG
|
||||
m_bSHOWALPHA = true;
|
||||
#endif
|
||||
}
|
||||
public:
|
||||
// CONSTRUCTOR
|
||||
debugdrawenvmapmask_ps20_Dynamic_Index( IShaderDynamicAPI *pShaderAPI )
|
||||
{
|
||||
#ifdef _DEBUG
|
||||
m_bSHOWALPHA = false;
|
||||
#endif // _DEBUG
|
||||
m_nSHOWALPHA = 0;
|
||||
}
|
||||
int GetIndex()
|
||||
{
|
||||
// Asserts to make sure that we aren't using any skipped combinations.
|
||||
// Asserts to make sure that we are setting all of the combination vars.
|
||||
#ifdef _DEBUG
|
||||
bool bAllDynamicVarsDefined = m_bSHOWALPHA;
|
||||
Assert( bAllDynamicVarsDefined );
|
||||
#endif // _DEBUG
|
||||
return ( 1 * m_nSHOWALPHA ) + 0;
|
||||
}
|
||||
};
|
||||
#define shaderDynamicTest_debugdrawenvmapmask_ps20 psh_forgot_to_set_dynamic_SHOWALPHA + 0
|
||||
|
||||
static const ShaderComboInformation_t s_DynamicComboArray_debugdrawenvmapmask_ps20[1] =
|
||||
{
|
||||
{ "SHOWALPHA", 0, 1 },
|
||||
};
|
||||
static const ShaderComboSemantics_t debugdrawenvmapmask_ps20_combos =
|
||||
{
|
||||
"debugdrawenvmapmask_ps20", s_DynamicComboArray_debugdrawenvmapmask_ps20, 1, NULL, 0
|
||||
};
|
||||
|
||||
class ConstructMe_debugdrawenvmapmask_ps20
|
||||
{
|
||||
public:
|
||||
ConstructMe_debugdrawenvmapmask_ps20()
|
||||
{
|
||||
GetShaderDLL()->AddShaderComboInformation( &debugdrawenvmapmask_ps20_combos );
|
||||
}
|
||||
};
|
||||
|
||||
static ConstructMe_debugdrawenvmapmask_ps20 s_ConstructMe_debugdrawenvmapmask_ps20;
|
||||
@@ -0,0 +1,89 @@
|
||||
// ALL SKIP STATEMENTS THAT AFFECT THIS SHADER!!!
|
||||
// defined $PIXELFOGTYPE && defined $WRITEWATERFOGTODESTALPHA && ( $PIXELFOGTYPE != 1 ) && $WRITEWATERFOGTODESTALPHA
|
||||
// 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
|
||||
#include "shaderlib/cshader.h"
|
||||
class debugdrawenvmapmask_ps20b_Static_Index
|
||||
{
|
||||
public:
|
||||
// CONSTRUCTOR
|
||||
debugdrawenvmapmask_ps20b_Static_Index( IShaderShadow *pShaderShadow, IMaterialVar **params )
|
||||
{
|
||||
}
|
||||
int GetIndex()
|
||||
{
|
||||
// Asserts to make sure that we aren't using any skipped combinations.
|
||||
// Asserts to make sure that we are setting all of the combination vars.
|
||||
#ifdef _DEBUG
|
||||
#endif // _DEBUG
|
||||
return 0;
|
||||
}
|
||||
};
|
||||
#define shaderStaticTest_debugdrawenvmapmask_ps20b 0
|
||||
class debugdrawenvmapmask_ps20b_Dynamic_Index
|
||||
{
|
||||
private:
|
||||
int m_nSHOWALPHA;
|
||||
#ifdef _DEBUG
|
||||
bool m_bSHOWALPHA;
|
||||
#endif
|
||||
public:
|
||||
void SetSHOWALPHA( int i )
|
||||
{
|
||||
Assert( i >= 0 && i <= 1 );
|
||||
m_nSHOWALPHA = i;
|
||||
#ifdef _DEBUG
|
||||
m_bSHOWALPHA = true;
|
||||
#endif
|
||||
}
|
||||
void SetSHOWALPHA( bool i )
|
||||
{
|
||||
Assert( ( i ? 1 : 0 ) >= 0 && ( i ? 1 : 0 ) <= 1 );
|
||||
m_nSHOWALPHA = i ? 1 : 0;
|
||||
#ifdef _DEBUG
|
||||
m_bSHOWALPHA = true;
|
||||
#endif
|
||||
}
|
||||
public:
|
||||
// CONSTRUCTOR
|
||||
debugdrawenvmapmask_ps20b_Dynamic_Index( IShaderDynamicAPI *pShaderAPI )
|
||||
{
|
||||
#ifdef _DEBUG
|
||||
m_bSHOWALPHA = false;
|
||||
#endif // _DEBUG
|
||||
m_nSHOWALPHA = 0;
|
||||
}
|
||||
int GetIndex()
|
||||
{
|
||||
// Asserts to make sure that we aren't using any skipped combinations.
|
||||
// Asserts to make sure that we are setting all of the combination vars.
|
||||
#ifdef _DEBUG
|
||||
bool bAllDynamicVarsDefined = m_bSHOWALPHA;
|
||||
Assert( bAllDynamicVarsDefined );
|
||||
#endif // _DEBUG
|
||||
return ( 1 * m_nSHOWALPHA ) + 0;
|
||||
}
|
||||
};
|
||||
#define shaderDynamicTest_debugdrawenvmapmask_ps20b psh_forgot_to_set_dynamic_SHOWALPHA + 0
|
||||
|
||||
static const ShaderComboInformation_t s_DynamicComboArray_debugdrawenvmapmask_ps20b[1] =
|
||||
{
|
||||
{ "SHOWALPHA", 0, 1 },
|
||||
};
|
||||
static const ShaderComboSemantics_t debugdrawenvmapmask_ps20b_combos =
|
||||
{
|
||||
"debugdrawenvmapmask_ps20b", s_DynamicComboArray_debugdrawenvmapmask_ps20b, 1, NULL, 0
|
||||
};
|
||||
|
||||
class ConstructMe_debugdrawenvmapmask_ps20b
|
||||
{
|
||||
public:
|
||||
ConstructMe_debugdrawenvmapmask_ps20b()
|
||||
{
|
||||
GetShaderDLL()->AddShaderComboInformation( &debugdrawenvmapmask_ps20b_combos );
|
||||
}
|
||||
};
|
||||
|
||||
static ConstructMe_debugdrawenvmapmask_ps20b s_ConstructMe_debugdrawenvmapmask_ps20b;
|
||||
@@ -0,0 +1,112 @@
|
||||
// ALL SKIP STATEMENTS THAT AFFECT THIS SHADER!!!
|
||||
// defined $LIGHTING_PREVIEW && defined $FASTPATH && $LIGHTING_PREVIEW && $FASTPATH
|
||||
#include "shaderlib/cshader.h"
|
||||
class debugdrawenvmapmask_vs20_Static_Index
|
||||
{
|
||||
public:
|
||||
// CONSTRUCTOR
|
||||
debugdrawenvmapmask_vs20_Static_Index( IShaderShadow *pShaderShadow, IMaterialVar **params )
|
||||
{
|
||||
}
|
||||
int GetIndex()
|
||||
{
|
||||
// Asserts to make sure that we aren't using any skipped combinations.
|
||||
// Asserts to make sure that we are setting all of the combination vars.
|
||||
#ifdef _DEBUG
|
||||
#endif // _DEBUG
|
||||
return 0;
|
||||
}
|
||||
};
|
||||
#define shaderStaticTest_debugdrawenvmapmask_vs20 0
|
||||
class debugdrawenvmapmask_vs20_Dynamic_Index
|
||||
{
|
||||
private:
|
||||
int m_nCOMPRESSED_VERTS;
|
||||
#ifdef _DEBUG
|
||||
bool m_bCOMPRESSED_VERTS;
|
||||
#endif
|
||||
public:
|
||||
void SetCOMPRESSED_VERTS( int i )
|
||||
{
|
||||
Assert( i >= 0 && i <= 1 );
|
||||
m_nCOMPRESSED_VERTS = i;
|
||||
#ifdef _DEBUG
|
||||
m_bCOMPRESSED_VERTS = true;
|
||||
#endif
|
||||
}
|
||||
void SetCOMPRESSED_VERTS( bool i )
|
||||
{
|
||||
Assert( ( i ? 1 : 0 ) >= 0 && ( i ? 1 : 0 ) <= 1 );
|
||||
m_nCOMPRESSED_VERTS = i ? 1 : 0;
|
||||
#ifdef _DEBUG
|
||||
m_bCOMPRESSED_VERTS = true;
|
||||
#endif
|
||||
}
|
||||
private:
|
||||
int m_nSKINNING;
|
||||
#ifdef _DEBUG
|
||||
bool m_bSKINNING;
|
||||
#endif
|
||||
public:
|
||||
void SetSKINNING( int i )
|
||||
{
|
||||
Assert( i >= 0 && i <= 1 );
|
||||
m_nSKINNING = i;
|
||||
#ifdef _DEBUG
|
||||
m_bSKINNING = true;
|
||||
#endif
|
||||
}
|
||||
void SetSKINNING( bool i )
|
||||
{
|
||||
Assert( ( i ? 1 : 0 ) >= 0 && ( i ? 1 : 0 ) <= 1 );
|
||||
m_nSKINNING = i ? 1 : 0;
|
||||
#ifdef _DEBUG
|
||||
m_bSKINNING = true;
|
||||
#endif
|
||||
}
|
||||
public:
|
||||
// CONSTRUCTOR
|
||||
debugdrawenvmapmask_vs20_Dynamic_Index( IShaderDynamicAPI *pShaderAPI )
|
||||
{
|
||||
#ifdef _DEBUG
|
||||
m_bCOMPRESSED_VERTS = false;
|
||||
#endif // _DEBUG
|
||||
m_nCOMPRESSED_VERTS = 0;
|
||||
#ifdef _DEBUG
|
||||
m_bSKINNING = false;
|
||||
#endif // _DEBUG
|
||||
m_nSKINNING = 0;
|
||||
}
|
||||
int GetIndex()
|
||||
{
|
||||
// Asserts to make sure that we aren't using any skipped combinations.
|
||||
// Asserts to make sure that we are setting all of the combination vars.
|
||||
#ifdef _DEBUG
|
||||
bool bAllDynamicVarsDefined = m_bCOMPRESSED_VERTS && m_bSKINNING;
|
||||
Assert( bAllDynamicVarsDefined );
|
||||
#endif // _DEBUG
|
||||
return ( 1 * m_nCOMPRESSED_VERTS ) + ( 2 * m_nSKINNING ) + 0;
|
||||
}
|
||||
};
|
||||
#define shaderDynamicTest_debugdrawenvmapmask_vs20 vsh_forgot_to_set_dynamic_COMPRESSED_VERTS + vsh_forgot_to_set_dynamic_SKINNING + 0
|
||||
|
||||
static const ShaderComboInformation_t s_DynamicComboArray_debugdrawenvmapmask_vs20[2] =
|
||||
{
|
||||
{ "COMPRESSED_VERTS", 0, 1 },
|
||||
{ "SKINNING", 0, 1 },
|
||||
};
|
||||
static const ShaderComboSemantics_t debugdrawenvmapmask_vs20_combos =
|
||||
{
|
||||
"debugdrawenvmapmask_vs20", s_DynamicComboArray_debugdrawenvmapmask_vs20, 2, NULL, 0
|
||||
};
|
||||
|
||||
class ConstructMe_debugdrawenvmapmask_vs20
|
||||
{
|
||||
public:
|
||||
ConstructMe_debugdrawenvmapmask_vs20()
|
||||
{
|
||||
GetShaderDLL()->AddShaderComboInformation( &debugdrawenvmapmask_vs20_combos );
|
||||
}
|
||||
};
|
||||
|
||||
static ConstructMe_debugdrawenvmapmask_vs20 s_ConstructMe_debugdrawenvmapmask_vs20;
|
||||
56
materialsystem/stdshaders/fxctmp9_ps3/debugluxel_ps20.inc
Normal file
56
materialsystem/stdshaders/fxctmp9_ps3/debugluxel_ps20.inc
Normal file
@@ -0,0 +1,56 @@
|
||||
// ALL SKIP STATEMENTS THAT AFFECT THIS SHADER!!!
|
||||
// defined $PIXELFOGTYPE && defined $WRITEWATERFOGTODESTALPHA && ( $PIXELFOGTYPE != 1 ) && $WRITEWATERFOGTODESTALPHA
|
||||
// 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
|
||||
#include "shaderlib/cshader.h"
|
||||
class debugluxel_ps20_Static_Index
|
||||
{
|
||||
public:
|
||||
// CONSTRUCTOR
|
||||
debugluxel_ps20_Static_Index( IShaderShadow *pShaderShadow, IMaterialVar **params )
|
||||
{
|
||||
}
|
||||
int GetIndex()
|
||||
{
|
||||
// Asserts to make sure that we aren't using any skipped combinations.
|
||||
// Asserts to make sure that we are setting all of the combination vars.
|
||||
#ifdef _DEBUG
|
||||
#endif // _DEBUG
|
||||
return 0;
|
||||
}
|
||||
};
|
||||
#define shaderStaticTest_debugluxel_ps20 0
|
||||
class debugluxel_ps20_Dynamic_Index
|
||||
{
|
||||
public:
|
||||
// CONSTRUCTOR
|
||||
debugluxel_ps20_Dynamic_Index( IShaderDynamicAPI *pShaderAPI )
|
||||
{
|
||||
}
|
||||
int GetIndex()
|
||||
{
|
||||
// Asserts to make sure that we aren't using any skipped combinations.
|
||||
// Asserts to make sure that we are setting all of the combination vars.
|
||||
#ifdef _DEBUG
|
||||
#endif // _DEBUG
|
||||
return 0;
|
||||
}
|
||||
};
|
||||
#define shaderDynamicTest_debugluxel_ps20 0
|
||||
static const ShaderComboSemantics_t debugluxel_ps20_combos =
|
||||
{
|
||||
"debugluxel_ps20", NULL, 0, NULL, 0
|
||||
};
|
||||
|
||||
class ConstructMe_debugluxel_ps20
|
||||
{
|
||||
public:
|
||||
ConstructMe_debugluxel_ps20()
|
||||
{
|
||||
GetShaderDLL()->AddShaderComboInformation( &debugluxel_ps20_combos );
|
||||
}
|
||||
};
|
||||
|
||||
static ConstructMe_debugluxel_ps20 s_ConstructMe_debugluxel_ps20;
|
||||
56
materialsystem/stdshaders/fxctmp9_ps3/debugluxel_ps20b.inc
Normal file
56
materialsystem/stdshaders/fxctmp9_ps3/debugluxel_ps20b.inc
Normal file
@@ -0,0 +1,56 @@
|
||||
// ALL SKIP STATEMENTS THAT AFFECT THIS SHADER!!!
|
||||
// defined $PIXELFOGTYPE && defined $WRITEWATERFOGTODESTALPHA && ( $PIXELFOGTYPE != 1 ) && $WRITEWATERFOGTODESTALPHA
|
||||
// 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
|
||||
#include "shaderlib/cshader.h"
|
||||
class debugluxel_ps20b_Static_Index
|
||||
{
|
||||
public:
|
||||
// CONSTRUCTOR
|
||||
debugluxel_ps20b_Static_Index( IShaderShadow *pShaderShadow, IMaterialVar **params )
|
||||
{
|
||||
}
|
||||
int GetIndex()
|
||||
{
|
||||
// Asserts to make sure that we aren't using any skipped combinations.
|
||||
// Asserts to make sure that we are setting all of the combination vars.
|
||||
#ifdef _DEBUG
|
||||
#endif // _DEBUG
|
||||
return 0;
|
||||
}
|
||||
};
|
||||
#define shaderStaticTest_debugluxel_ps20b 0
|
||||
class debugluxel_ps20b_Dynamic_Index
|
||||
{
|
||||
public:
|
||||
// CONSTRUCTOR
|
||||
debugluxel_ps20b_Dynamic_Index( IShaderDynamicAPI *pShaderAPI )
|
||||
{
|
||||
}
|
||||
int GetIndex()
|
||||
{
|
||||
// Asserts to make sure that we aren't using any skipped combinations.
|
||||
// Asserts to make sure that we are setting all of the combination vars.
|
||||
#ifdef _DEBUG
|
||||
#endif // _DEBUG
|
||||
return 0;
|
||||
}
|
||||
};
|
||||
#define shaderDynamicTest_debugluxel_ps20b 0
|
||||
static const ShaderComboSemantics_t debugluxel_ps20b_combos =
|
||||
{
|
||||
"debugluxel_ps20b", NULL, 0, NULL, 0
|
||||
};
|
||||
|
||||
class ConstructMe_debugluxel_ps20b
|
||||
{
|
||||
public:
|
||||
ConstructMe_debugluxel_ps20b()
|
||||
{
|
||||
GetShaderDLL()->AddShaderComboInformation( &debugluxel_ps20b_combos );
|
||||
}
|
||||
};
|
||||
|
||||
static ConstructMe_debugluxel_ps20b s_ConstructMe_debugluxel_ps20b;
|
||||
52
materialsystem/stdshaders/fxctmp9_ps3/debugluxel_vs20.inc
Normal file
52
materialsystem/stdshaders/fxctmp9_ps3/debugluxel_vs20.inc
Normal file
@@ -0,0 +1,52 @@
|
||||
// ALL SKIP STATEMENTS THAT AFFECT THIS SHADER!!!
|
||||
// defined $LIGHTING_PREVIEW && defined $FASTPATH && $LIGHTING_PREVIEW && $FASTPATH
|
||||
#include "shaderlib/cshader.h"
|
||||
class debugluxel_vs20_Static_Index
|
||||
{
|
||||
public:
|
||||
// CONSTRUCTOR
|
||||
debugluxel_vs20_Static_Index( IShaderShadow *pShaderShadow, IMaterialVar **params )
|
||||
{
|
||||
}
|
||||
int GetIndex()
|
||||
{
|
||||
// Asserts to make sure that we aren't using any skipped combinations.
|
||||
// Asserts to make sure that we are setting all of the combination vars.
|
||||
#ifdef _DEBUG
|
||||
#endif // _DEBUG
|
||||
return 0;
|
||||
}
|
||||
};
|
||||
#define shaderStaticTest_debugluxel_vs20 0
|
||||
class debugluxel_vs20_Dynamic_Index
|
||||
{
|
||||
public:
|
||||
// CONSTRUCTOR
|
||||
debugluxel_vs20_Dynamic_Index( IShaderDynamicAPI *pShaderAPI )
|
||||
{
|
||||
}
|
||||
int GetIndex()
|
||||
{
|
||||
// Asserts to make sure that we aren't using any skipped combinations.
|
||||
// Asserts to make sure that we are setting all of the combination vars.
|
||||
#ifdef _DEBUG
|
||||
#endif // _DEBUG
|
||||
return 0;
|
||||
}
|
||||
};
|
||||
#define shaderDynamicTest_debugluxel_vs20 0
|
||||
static const ShaderComboSemantics_t debugluxel_vs20_combos =
|
||||
{
|
||||
"debugluxel_vs20", NULL, 0, NULL, 0
|
||||
};
|
||||
|
||||
class ConstructMe_debugluxel_vs20
|
||||
{
|
||||
public:
|
||||
ConstructMe_debugluxel_vs20()
|
||||
{
|
||||
GetShaderDLL()->AddShaderComboInformation( &debugluxel_vs20_combos );
|
||||
}
|
||||
};
|
||||
|
||||
static ConstructMe_debugluxel_vs20 s_ConstructMe_debugluxel_vs20;
|
||||
174
materialsystem/stdshaders/fxctmp9_ps3/debugtangentspace_vs20.inc
Normal file
174
materialsystem/stdshaders/fxctmp9_ps3/debugtangentspace_vs20.inc
Normal file
@@ -0,0 +1,174 @@
|
||||
// ALL SKIP STATEMENTS THAT AFFECT THIS SHADER!!!
|
||||
// ( $DOWATERFOG == 0 ) && ( $DOPIXELFOG && $HARDWAREFOGBLEND )
|
||||
// ( $DOWATERFOG == 0 ) && ( $HARDWAREFOGBLEND == 0 ) && ( $DOPIXELFOG == 0 )
|
||||
// defined $LIGHTING_PREVIEW && defined $FASTPATH && $LIGHTING_PREVIEW && $FASTPATH
|
||||
#include "shaderlib/cshader.h"
|
||||
class debugtangentspace_vs20_Static_Index
|
||||
{
|
||||
private:
|
||||
int m_nDOPIXELFOG;
|
||||
#ifdef _DEBUG
|
||||
bool m_bDOPIXELFOG;
|
||||
#endif
|
||||
public:
|
||||
void SetDOPIXELFOG( int i )
|
||||
{
|
||||
Assert( i >= 0 && i <= 1 );
|
||||
m_nDOPIXELFOG = i;
|
||||
#ifdef _DEBUG
|
||||
m_bDOPIXELFOG = true;
|
||||
#endif
|
||||
}
|
||||
void SetDOPIXELFOG( bool i )
|
||||
{
|
||||
Assert( ( i ? 1 : 0 ) >= 0 && ( i ? 1 : 0 ) <= 1 );
|
||||
m_nDOPIXELFOG = i ? 1 : 0;
|
||||
#ifdef _DEBUG
|
||||
m_bDOPIXELFOG = true;
|
||||
#endif
|
||||
}
|
||||
public:
|
||||
// CONSTRUCTOR
|
||||
debugtangentspace_vs20_Static_Index( IShaderShadow *pShaderShadow, IMaterialVar **params )
|
||||
{
|
||||
#ifdef _DEBUG
|
||||
m_bDOPIXELFOG = true;
|
||||
#endif // _DEBUG
|
||||
m_nDOPIXELFOG = g_pHardwareConfig->SupportsPixelShaders_2_b() ;
|
||||
}
|
||||
int GetIndex()
|
||||
{
|
||||
// Asserts to make sure that we aren't using any skipped combinations.
|
||||
// Asserts to make sure that we are setting all of the combination vars.
|
||||
#ifdef _DEBUG
|
||||
bool bAllStaticVarsDefined = m_bDOPIXELFOG;
|
||||
Assert( bAllStaticVarsDefined );
|
||||
#endif // _DEBUG
|
||||
return ( 8 * m_nDOPIXELFOG ) + 0;
|
||||
}
|
||||
};
|
||||
#define shaderStaticTest_debugtangentspace_vs20 0
|
||||
class debugtangentspace_vs20_Dynamic_Index
|
||||
{
|
||||
private:
|
||||
int m_nCOMPRESSED_VERTS;
|
||||
#ifdef _DEBUG
|
||||
bool m_bCOMPRESSED_VERTS;
|
||||
#endif
|
||||
public:
|
||||
void SetCOMPRESSED_VERTS( int i )
|
||||
{
|
||||
Assert( i >= 0 && i <= 1 );
|
||||
m_nCOMPRESSED_VERTS = i;
|
||||
#ifdef _DEBUG
|
||||
m_bCOMPRESSED_VERTS = true;
|
||||
#endif
|
||||
}
|
||||
void SetCOMPRESSED_VERTS( bool i )
|
||||
{
|
||||
Assert( ( i ? 1 : 0 ) >= 0 && ( i ? 1 : 0 ) <= 1 );
|
||||
m_nCOMPRESSED_VERTS = i ? 1 : 0;
|
||||
#ifdef _DEBUG
|
||||
m_bCOMPRESSED_VERTS = true;
|
||||
#endif
|
||||
}
|
||||
private:
|
||||
int m_nDOWATERFOG;
|
||||
#ifdef _DEBUG
|
||||
bool m_bDOWATERFOG;
|
||||
#endif
|
||||
public:
|
||||
void SetDOWATERFOG( int i )
|
||||
{
|
||||
Assert( i >= 0 && i <= 1 );
|
||||
m_nDOWATERFOG = i;
|
||||
#ifdef _DEBUG
|
||||
m_bDOWATERFOG = true;
|
||||
#endif
|
||||
}
|
||||
void SetDOWATERFOG( bool i )
|
||||
{
|
||||
Assert( ( i ? 1 : 0 ) >= 0 && ( i ? 1 : 0 ) <= 1 );
|
||||
m_nDOWATERFOG = i ? 1 : 0;
|
||||
#ifdef _DEBUG
|
||||
m_bDOWATERFOG = true;
|
||||
#endif
|
||||
}
|
||||
private:
|
||||
int m_nSKINNING;
|
||||
#ifdef _DEBUG
|
||||
bool m_bSKINNING;
|
||||
#endif
|
||||
public:
|
||||
void SetSKINNING( int i )
|
||||
{
|
||||
Assert( i >= 0 && i <= 1 );
|
||||
m_nSKINNING = i;
|
||||
#ifdef _DEBUG
|
||||
m_bSKINNING = true;
|
||||
#endif
|
||||
}
|
||||
void SetSKINNING( bool i )
|
||||
{
|
||||
Assert( ( i ? 1 : 0 ) >= 0 && ( i ? 1 : 0 ) <= 1 );
|
||||
m_nSKINNING = i ? 1 : 0;
|
||||
#ifdef _DEBUG
|
||||
m_bSKINNING = true;
|
||||
#endif
|
||||
}
|
||||
public:
|
||||
// CONSTRUCTOR
|
||||
debugtangentspace_vs20_Dynamic_Index( IShaderDynamicAPI *pShaderAPI )
|
||||
{
|
||||
#ifdef _DEBUG
|
||||
m_bCOMPRESSED_VERTS = false;
|
||||
#endif // _DEBUG
|
||||
m_nCOMPRESSED_VERTS = 0;
|
||||
#ifdef _DEBUG
|
||||
m_bDOWATERFOG = true;
|
||||
#endif // _DEBUG
|
||||
m_nDOWATERFOG = ( pShaderAPI->GetSceneFogMode() == MATERIAL_FOG_LINEAR_BELOW_FOG_Z ) ;
|
||||
#ifdef _DEBUG
|
||||
m_bSKINNING = false;
|
||||
#endif // _DEBUG
|
||||
m_nSKINNING = 0;
|
||||
}
|
||||
int GetIndex()
|
||||
{
|
||||
// Asserts to make sure that we aren't using any skipped combinations.
|
||||
// Asserts to make sure that we are setting all of the combination vars.
|
||||
#ifdef _DEBUG
|
||||
bool bAllDynamicVarsDefined = m_bCOMPRESSED_VERTS && m_bDOWATERFOG && m_bSKINNING;
|
||||
Assert( bAllDynamicVarsDefined );
|
||||
#endif // _DEBUG
|
||||
return ( 1 * m_nCOMPRESSED_VERTS ) + ( 2 * m_nDOWATERFOG ) + ( 4 * m_nSKINNING ) + 0;
|
||||
}
|
||||
};
|
||||
#define shaderDynamicTest_debugtangentspace_vs20 vsh_forgot_to_set_dynamic_COMPRESSED_VERTS + vsh_forgot_to_set_dynamic_SKINNING + 0
|
||||
|
||||
static const ShaderComboInformation_t s_DynamicComboArray_debugtangentspace_vs20[3] =
|
||||
{
|
||||
{ "COMPRESSED_VERTS", 0, 1 },
|
||||
{ "DOWATERFOG", 0, 1 },
|
||||
{ "SKINNING", 0, 1 },
|
||||
};
|
||||
|
||||
static const ShaderComboInformation_t s_StaticComboArray_debugtangentspace_vs20[1] =
|
||||
{
|
||||
{ "DOPIXELFOG", 0, 1 },
|
||||
};
|
||||
static const ShaderComboSemantics_t debugtangentspace_vs20_combos =
|
||||
{
|
||||
"debugtangentspace_vs20", s_DynamicComboArray_debugtangentspace_vs20, 3, s_StaticComboArray_debugtangentspace_vs20, 1
|
||||
};
|
||||
|
||||
class ConstructMe_debugtangentspace_vs20
|
||||
{
|
||||
public:
|
||||
ConstructMe_debugtangentspace_vs20()
|
||||
{
|
||||
GetShaderDLL()->AddShaderComboInformation( &debugtangentspace_vs20_combos );
|
||||
}
|
||||
};
|
||||
|
||||
static ConstructMe_debugtangentspace_vs20 s_ConstructMe_debugtangentspace_vs20;
|
||||
154
materialsystem/stdshaders/fxctmp9_ps3/decalmodulate_ps20.inc
Normal file
154
materialsystem/stdshaders/fxctmp9_ps3/decalmodulate_ps20.inc
Normal file
@@ -0,0 +1,154 @@
|
||||
// ALL SKIP STATEMENTS THAT AFFECT THIS SHADER!!!
|
||||
// defined $PIXELFOGTYPE && defined $WRITEWATERFOGTODESTALPHA && ( $PIXELFOGTYPE != 1 ) && $WRITEWATERFOGTODESTALPHA
|
||||
// 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 $PIXELFOGTYPE && defined $WRITEWATERFOGTODESTALPHA && ( $PIXELFOGTYPE != 1 ) && $WRITEWATERFOGTODESTALPHA
|
||||
// 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
|
||||
#include "shaderlib/cshader.h"
|
||||
class decalmodulate_ps20_Static_Index
|
||||
{
|
||||
private:
|
||||
int m_nVERTEXALPHA;
|
||||
#ifdef _DEBUG
|
||||
bool m_bVERTEXALPHA;
|
||||
#endif
|
||||
public:
|
||||
void SetVERTEXALPHA( int i )
|
||||
{
|
||||
Assert( i >= 0 && i <= 1 );
|
||||
m_nVERTEXALPHA = i;
|
||||
#ifdef _DEBUG
|
||||
m_bVERTEXALPHA = true;
|
||||
#endif
|
||||
}
|
||||
void SetVERTEXALPHA( bool i )
|
||||
{
|
||||
Assert( ( i ? 1 : 0 ) >= 0 && ( i ? 1 : 0 ) <= 1 );
|
||||
m_nVERTEXALPHA = i ? 1 : 0;
|
||||
#ifdef _DEBUG
|
||||
m_bVERTEXALPHA = true;
|
||||
#endif
|
||||
}
|
||||
private:
|
||||
int m_nFOGFADE;
|
||||
#ifdef _DEBUG
|
||||
bool m_bFOGFADE;
|
||||
#endif
|
||||
public:
|
||||
void SetFOGFADE( int i )
|
||||
{
|
||||
Assert( i >= 0 && i <= 1 );
|
||||
m_nFOGFADE = i;
|
||||
#ifdef _DEBUG
|
||||
m_bFOGFADE = true;
|
||||
#endif
|
||||
}
|
||||
void SetFOGFADE( bool i )
|
||||
{
|
||||
Assert( ( i ? 1 : 0 ) >= 0 && ( i ? 1 : 0 ) <= 1 );
|
||||
m_nFOGFADE = i ? 1 : 0;
|
||||
#ifdef _DEBUG
|
||||
m_bFOGFADE = true;
|
||||
#endif
|
||||
}
|
||||
public:
|
||||
// CONSTRUCTOR
|
||||
decalmodulate_ps20_Static_Index( IShaderShadow *pShaderShadow, IMaterialVar **params )
|
||||
{
|
||||
#ifdef _DEBUG
|
||||
m_bVERTEXALPHA = false;
|
||||
#endif // _DEBUG
|
||||
m_nVERTEXALPHA = 0;
|
||||
#ifdef _DEBUG
|
||||
m_bFOGFADE = false;
|
||||
#endif // _DEBUG
|
||||
m_nFOGFADE = 0;
|
||||
}
|
||||
int GetIndex()
|
||||
{
|
||||
// Asserts to make sure that we aren't using any skipped combinations.
|
||||
// Asserts to make sure that we are setting all of the combination vars.
|
||||
#ifdef _DEBUG
|
||||
bool bAllStaticVarsDefined = m_bVERTEXALPHA && m_bFOGFADE;
|
||||
Assert( bAllStaticVarsDefined );
|
||||
#endif // _DEBUG
|
||||
return ( 2 * m_nVERTEXALPHA ) + ( 4 * m_nFOGFADE ) + 0;
|
||||
}
|
||||
};
|
||||
#define shaderStaticTest_decalmodulate_ps20 psh_forgot_to_set_static_VERTEXALPHA + psh_forgot_to_set_static_FOGFADE + 0
|
||||
class decalmodulate_ps20_Dynamic_Index
|
||||
{
|
||||
private:
|
||||
int m_nPIXELFOGTYPE;
|
||||
#ifdef _DEBUG
|
||||
bool m_bPIXELFOGTYPE;
|
||||
#endif
|
||||
public:
|
||||
void SetPIXELFOGTYPE( int i )
|
||||
{
|
||||
Assert( i >= 0 && i <= 1 );
|
||||
m_nPIXELFOGTYPE = i;
|
||||
#ifdef _DEBUG
|
||||
m_bPIXELFOGTYPE = true;
|
||||
#endif
|
||||
}
|
||||
void SetPIXELFOGTYPE( bool i )
|
||||
{
|
||||
Assert( ( i ? 1 : 0 ) >= 0 && ( i ? 1 : 0 ) <= 1 );
|
||||
m_nPIXELFOGTYPE = i ? 1 : 0;
|
||||
#ifdef _DEBUG
|
||||
m_bPIXELFOGTYPE = true;
|
||||
#endif
|
||||
}
|
||||
public:
|
||||
// CONSTRUCTOR
|
||||
decalmodulate_ps20_Dynamic_Index( IShaderDynamicAPI *pShaderAPI )
|
||||
{
|
||||
#ifdef _DEBUG
|
||||
m_bPIXELFOGTYPE = true;
|
||||
#endif // _DEBUG
|
||||
m_nPIXELFOGTYPE = ( pShaderAPI->GetSceneFogMode() == MATERIAL_FOG_LINEAR_BELOW_FOG_Z ) ;
|
||||
}
|
||||
int GetIndex()
|
||||
{
|
||||
// Asserts to make sure that we aren't using any skipped combinations.
|
||||
// Asserts to make sure that we are setting all of the combination vars.
|
||||
#ifdef _DEBUG
|
||||
bool bAllDynamicVarsDefined = m_bPIXELFOGTYPE;
|
||||
Assert( bAllDynamicVarsDefined );
|
||||
#endif // _DEBUG
|
||||
return ( 1 * m_nPIXELFOGTYPE ) + 0;
|
||||
}
|
||||
};
|
||||
#define shaderDynamicTest_decalmodulate_ps20 0
|
||||
|
||||
static const ShaderComboInformation_t s_DynamicComboArray_decalmodulate_ps20[1] =
|
||||
{
|
||||
{ "PIXELFOGTYPE", 0, 1 },
|
||||
};
|
||||
|
||||
static const ShaderComboInformation_t s_StaticComboArray_decalmodulate_ps20[2] =
|
||||
{
|
||||
{ "VERTEXALPHA", 0, 1 },
|
||||
{ "FOGFADE", 0, 1 },
|
||||
};
|
||||
static const ShaderComboSemantics_t decalmodulate_ps20_combos =
|
||||
{
|
||||
"decalmodulate_ps20", s_DynamicComboArray_decalmodulate_ps20, 1, s_StaticComboArray_decalmodulate_ps20, 2
|
||||
};
|
||||
|
||||
class ConstructMe_decalmodulate_ps20
|
||||
{
|
||||
public:
|
||||
ConstructMe_decalmodulate_ps20()
|
||||
{
|
||||
GetShaderDLL()->AddShaderComboInformation( &decalmodulate_ps20_combos );
|
||||
}
|
||||
};
|
||||
|
||||
static ConstructMe_decalmodulate_ps20 s_ConstructMe_decalmodulate_ps20;
|
||||
154
materialsystem/stdshaders/fxctmp9_ps3/decalmodulate_ps20b.inc
Normal file
154
materialsystem/stdshaders/fxctmp9_ps3/decalmodulate_ps20b.inc
Normal file
@@ -0,0 +1,154 @@
|
||||
// ALL SKIP STATEMENTS THAT AFFECT THIS SHADER!!!
|
||||
// defined $PIXELFOGTYPE && defined $WRITEWATERFOGTODESTALPHA && ( $PIXELFOGTYPE != 1 ) && $WRITEWATERFOGTODESTALPHA
|
||||
// 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 $PIXELFOGTYPE && defined $WRITEWATERFOGTODESTALPHA && ( $PIXELFOGTYPE != 1 ) && $WRITEWATERFOGTODESTALPHA
|
||||
// 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
|
||||
#include "shaderlib/cshader.h"
|
||||
class decalmodulate_ps20b_Static_Index
|
||||
{
|
||||
private:
|
||||
int m_nVERTEXALPHA;
|
||||
#ifdef _DEBUG
|
||||
bool m_bVERTEXALPHA;
|
||||
#endif
|
||||
public:
|
||||
void SetVERTEXALPHA( int i )
|
||||
{
|
||||
Assert( i >= 0 && i <= 1 );
|
||||
m_nVERTEXALPHA = i;
|
||||
#ifdef _DEBUG
|
||||
m_bVERTEXALPHA = true;
|
||||
#endif
|
||||
}
|
||||
void SetVERTEXALPHA( bool i )
|
||||
{
|
||||
Assert( ( i ? 1 : 0 ) >= 0 && ( i ? 1 : 0 ) <= 1 );
|
||||
m_nVERTEXALPHA = i ? 1 : 0;
|
||||
#ifdef _DEBUG
|
||||
m_bVERTEXALPHA = true;
|
||||
#endif
|
||||
}
|
||||
private:
|
||||
int m_nFOGFADE;
|
||||
#ifdef _DEBUG
|
||||
bool m_bFOGFADE;
|
||||
#endif
|
||||
public:
|
||||
void SetFOGFADE( int i )
|
||||
{
|
||||
Assert( i >= 0 && i <= 1 );
|
||||
m_nFOGFADE = i;
|
||||
#ifdef _DEBUG
|
||||
m_bFOGFADE = true;
|
||||
#endif
|
||||
}
|
||||
void SetFOGFADE( bool i )
|
||||
{
|
||||
Assert( ( i ? 1 : 0 ) >= 0 && ( i ? 1 : 0 ) <= 1 );
|
||||
m_nFOGFADE = i ? 1 : 0;
|
||||
#ifdef _DEBUG
|
||||
m_bFOGFADE = true;
|
||||
#endif
|
||||
}
|
||||
public:
|
||||
// CONSTRUCTOR
|
||||
decalmodulate_ps20b_Static_Index( IShaderShadow *pShaderShadow, IMaterialVar **params )
|
||||
{
|
||||
#ifdef _DEBUG
|
||||
m_bVERTEXALPHA = false;
|
||||
#endif // _DEBUG
|
||||
m_nVERTEXALPHA = 0;
|
||||
#ifdef _DEBUG
|
||||
m_bFOGFADE = false;
|
||||
#endif // _DEBUG
|
||||
m_nFOGFADE = 0;
|
||||
}
|
||||
int GetIndex()
|
||||
{
|
||||
// Asserts to make sure that we aren't using any skipped combinations.
|
||||
// Asserts to make sure that we are setting all of the combination vars.
|
||||
#ifdef _DEBUG
|
||||
bool bAllStaticVarsDefined = m_bVERTEXALPHA && m_bFOGFADE;
|
||||
Assert( bAllStaticVarsDefined );
|
||||
#endif // _DEBUG
|
||||
return ( 2 * m_nVERTEXALPHA ) + ( 4 * m_nFOGFADE ) + 0;
|
||||
}
|
||||
};
|
||||
#define shaderStaticTest_decalmodulate_ps20b psh_forgot_to_set_static_VERTEXALPHA + psh_forgot_to_set_static_FOGFADE + 0
|
||||
class decalmodulate_ps20b_Dynamic_Index
|
||||
{
|
||||
private:
|
||||
int m_nPIXELFOGTYPE;
|
||||
#ifdef _DEBUG
|
||||
bool m_bPIXELFOGTYPE;
|
||||
#endif
|
||||
public:
|
||||
void SetPIXELFOGTYPE( int i )
|
||||
{
|
||||
Assert( i >= 0 && i <= 1 );
|
||||
m_nPIXELFOGTYPE = i;
|
||||
#ifdef _DEBUG
|
||||
m_bPIXELFOGTYPE = true;
|
||||
#endif
|
||||
}
|
||||
void SetPIXELFOGTYPE( bool i )
|
||||
{
|
||||
Assert( ( i ? 1 : 0 ) >= 0 && ( i ? 1 : 0 ) <= 1 );
|
||||
m_nPIXELFOGTYPE = i ? 1 : 0;
|
||||
#ifdef _DEBUG
|
||||
m_bPIXELFOGTYPE = true;
|
||||
#endif
|
||||
}
|
||||
public:
|
||||
// CONSTRUCTOR
|
||||
decalmodulate_ps20b_Dynamic_Index( IShaderDynamicAPI *pShaderAPI )
|
||||
{
|
||||
#ifdef _DEBUG
|
||||
m_bPIXELFOGTYPE = true;
|
||||
#endif // _DEBUG
|
||||
m_nPIXELFOGTYPE = ( pShaderAPI->GetSceneFogMode() == MATERIAL_FOG_LINEAR_BELOW_FOG_Z ) ;
|
||||
}
|
||||
int GetIndex()
|
||||
{
|
||||
// Asserts to make sure that we aren't using any skipped combinations.
|
||||
// Asserts to make sure that we are setting all of the combination vars.
|
||||
#ifdef _DEBUG
|
||||
bool bAllDynamicVarsDefined = m_bPIXELFOGTYPE;
|
||||
Assert( bAllDynamicVarsDefined );
|
||||
#endif // _DEBUG
|
||||
return ( 1 * m_nPIXELFOGTYPE ) + 0;
|
||||
}
|
||||
};
|
||||
#define shaderDynamicTest_decalmodulate_ps20b 0
|
||||
|
||||
static const ShaderComboInformation_t s_DynamicComboArray_decalmodulate_ps20b[1] =
|
||||
{
|
||||
{ "PIXELFOGTYPE", 0, 1 },
|
||||
};
|
||||
|
||||
static const ShaderComboInformation_t s_StaticComboArray_decalmodulate_ps20b[2] =
|
||||
{
|
||||
{ "VERTEXALPHA", 0, 1 },
|
||||
{ "FOGFADE", 0, 1 },
|
||||
};
|
||||
static const ShaderComboSemantics_t decalmodulate_ps20b_combos =
|
||||
{
|
||||
"decalmodulate_ps20b", s_DynamicComboArray_decalmodulate_ps20b, 1, s_StaticComboArray_decalmodulate_ps20b, 2
|
||||
};
|
||||
|
||||
class ConstructMe_decalmodulate_ps20b
|
||||
{
|
||||
public:
|
||||
ConstructMe_decalmodulate_ps20b()
|
||||
{
|
||||
GetShaderDLL()->AddShaderComboInformation( &decalmodulate_ps20b_combos );
|
||||
}
|
||||
};
|
||||
|
||||
static ConstructMe_decalmodulate_ps20b s_ConstructMe_decalmodulate_ps20b;
|
||||
255
materialsystem/stdshaders/fxctmp9_ps3/decalmodulate_vs20.inc
Normal file
255
materialsystem/stdshaders/fxctmp9_ps3/decalmodulate_vs20.inc
Normal file
@@ -0,0 +1,255 @@
|
||||
// ALL SKIP STATEMENTS THAT AFFECT THIS SHADER!!!
|
||||
// ( $DOWATERFOG == 0 ) && ( $DOPIXELFOG && $HARDWAREFOGBLEND )
|
||||
// ( $DOWATERFOG == 0 ) && ( $HARDWAREFOGBLEND == 0 ) && ( $DOPIXELFOG == 0 )
|
||||
// defined $LIGHTING_PREVIEW && defined $FASTPATH && $LIGHTING_PREVIEW && $FASTPATH
|
||||
#include "shaderlib/cshader.h"
|
||||
class decalmodulate_vs20_Static_Index
|
||||
{
|
||||
private:
|
||||
int m_nVERTEXCOLOR;
|
||||
#ifdef _DEBUG
|
||||
bool m_bVERTEXCOLOR;
|
||||
#endif
|
||||
public:
|
||||
void SetVERTEXCOLOR( int i )
|
||||
{
|
||||
Assert( i >= 0 && i <= 1 );
|
||||
m_nVERTEXCOLOR = i;
|
||||
#ifdef _DEBUG
|
||||
m_bVERTEXCOLOR = true;
|
||||
#endif
|
||||
}
|
||||
void SetVERTEXCOLOR( bool i )
|
||||
{
|
||||
Assert( ( i ? 1 : 0 ) >= 0 && ( i ? 1 : 0 ) <= 1 );
|
||||
m_nVERTEXCOLOR = i ? 1 : 0;
|
||||
#ifdef _DEBUG
|
||||
m_bVERTEXCOLOR = true;
|
||||
#endif
|
||||
}
|
||||
private:
|
||||
int m_nLIGHTING_PREVIEW;
|
||||
#ifdef _DEBUG
|
||||
bool m_bLIGHTING_PREVIEW;
|
||||
#endif
|
||||
public:
|
||||
void SetLIGHTING_PREVIEW( int i )
|
||||
{
|
||||
Assert( i >= 0 && i <= 0 );
|
||||
m_nLIGHTING_PREVIEW = i;
|
||||
#ifdef _DEBUG
|
||||
m_bLIGHTING_PREVIEW = true;
|
||||
#endif
|
||||
}
|
||||
void SetLIGHTING_PREVIEW( bool i )
|
||||
{
|
||||
Assert( ( i ? 1 : 0 ) >= 0 && ( i ? 1 : 0 ) <= 0 );
|
||||
m_nLIGHTING_PREVIEW = i ? 1 : 0;
|
||||
#ifdef _DEBUG
|
||||
m_bLIGHTING_PREVIEW = true;
|
||||
#endif
|
||||
}
|
||||
private:
|
||||
int m_nDOPIXELFOG;
|
||||
#ifdef _DEBUG
|
||||
bool m_bDOPIXELFOG;
|
||||
#endif
|
||||
public:
|
||||
void SetDOPIXELFOG( int i )
|
||||
{
|
||||
Assert( i >= 0 && i <= 1 );
|
||||
m_nDOPIXELFOG = i;
|
||||
#ifdef _DEBUG
|
||||
m_bDOPIXELFOG = true;
|
||||
#endif
|
||||
}
|
||||
void SetDOPIXELFOG( bool i )
|
||||
{
|
||||
Assert( ( i ? 1 : 0 ) >= 0 && ( i ? 1 : 0 ) <= 1 );
|
||||
m_nDOPIXELFOG = i ? 1 : 0;
|
||||
#ifdef _DEBUG
|
||||
m_bDOPIXELFOG = true;
|
||||
#endif
|
||||
}
|
||||
public:
|
||||
// CONSTRUCTOR
|
||||
decalmodulate_vs20_Static_Index( IShaderShadow *pShaderShadow, IMaterialVar **params )
|
||||
{
|
||||
#ifdef _DEBUG
|
||||
m_bVERTEXCOLOR = false;
|
||||
#endif // _DEBUG
|
||||
m_nVERTEXCOLOR = 0;
|
||||
#ifdef _DEBUG
|
||||
m_bLIGHTING_PREVIEW = false;
|
||||
#endif // _DEBUG
|
||||
m_nLIGHTING_PREVIEW = 0;
|
||||
#ifdef _DEBUG
|
||||
m_bDOPIXELFOG = true;
|
||||
#endif // _DEBUG
|
||||
m_nDOPIXELFOG = g_pHardwareConfig->SupportsPixelShaders_2_b() ;
|
||||
}
|
||||
int GetIndex()
|
||||
{
|
||||
// Asserts to make sure that we aren't using any skipped combinations.
|
||||
// Asserts to make sure that we are setting all of the combination vars.
|
||||
#ifdef _DEBUG
|
||||
bool bAllStaticVarsDefined = m_bVERTEXCOLOR && m_bLIGHTING_PREVIEW && m_bDOPIXELFOG;
|
||||
Assert( bAllStaticVarsDefined );
|
||||
#endif // _DEBUG
|
||||
return ( 4 * m_nVERTEXCOLOR ) + ( 8 * m_nLIGHTING_PREVIEW ) + ( 8 * m_nDOPIXELFOG ) + 0;
|
||||
}
|
||||
};
|
||||
#define shaderStaticTest_decalmodulate_vs20 vsh_forgot_to_set_static_VERTEXCOLOR + vsh_forgot_to_set_static_LIGHTING_PREVIEW + 0
|
||||
class decalmodulate_vs20_Dynamic_Index
|
||||
{
|
||||
private:
|
||||
int m_nCOMPRESSED_VERTS;
|
||||
#ifdef _DEBUG
|
||||
bool m_bCOMPRESSED_VERTS;
|
||||
#endif
|
||||
public:
|
||||
void SetCOMPRESSED_VERTS( int i )
|
||||
{
|
||||
Assert( i >= 0 && i <= 1 );
|
||||
m_nCOMPRESSED_VERTS = i;
|
||||
#ifdef _DEBUG
|
||||
m_bCOMPRESSED_VERTS = true;
|
||||
#endif
|
||||
}
|
||||
void SetCOMPRESSED_VERTS( bool i )
|
||||
{
|
||||
Assert( ( i ? 1 : 0 ) >= 0 && ( i ? 1 : 0 ) <= 1 );
|
||||
m_nCOMPRESSED_VERTS = i ? 1 : 0;
|
||||
#ifdef _DEBUG
|
||||
m_bCOMPRESSED_VERTS = true;
|
||||
#endif
|
||||
}
|
||||
private:
|
||||
int m_nDOWATERFOG;
|
||||
#ifdef _DEBUG
|
||||
bool m_bDOWATERFOG;
|
||||
#endif
|
||||
public:
|
||||
void SetDOWATERFOG( int i )
|
||||
{
|
||||
Assert( i >= 0 && i <= 1 );
|
||||
m_nDOWATERFOG = i;
|
||||
#ifdef _DEBUG
|
||||
m_bDOWATERFOG = true;
|
||||
#endif
|
||||
}
|
||||
void SetDOWATERFOG( bool i )
|
||||
{
|
||||
Assert( ( i ? 1 : 0 ) >= 0 && ( i ? 1 : 0 ) <= 1 );
|
||||
m_nDOWATERFOG = i ? 1 : 0;
|
||||
#ifdef _DEBUG
|
||||
m_bDOWATERFOG = true;
|
||||
#endif
|
||||
}
|
||||
private:
|
||||
int m_nSKINNING;
|
||||
#ifdef _DEBUG
|
||||
bool m_bSKINNING;
|
||||
#endif
|
||||
public:
|
||||
void SetSKINNING( int i )
|
||||
{
|
||||
Assert( i >= 0 && i <= 0 );
|
||||
m_nSKINNING = i;
|
||||
#ifdef _DEBUG
|
||||
m_bSKINNING = true;
|
||||
#endif
|
||||
}
|
||||
void SetSKINNING( bool i )
|
||||
{
|
||||
Assert( ( i ? 1 : 0 ) >= 0 && ( i ? 1 : 0 ) <= 0 );
|
||||
m_nSKINNING = i ? 1 : 0;
|
||||
#ifdef _DEBUG
|
||||
m_bSKINNING = true;
|
||||
#endif
|
||||
}
|
||||
private:
|
||||
int m_nMORPHING;
|
||||
#ifdef _DEBUG
|
||||
bool m_bMORPHING;
|
||||
#endif
|
||||
public:
|
||||
void SetMORPHING( int i )
|
||||
{
|
||||
Assert( i >= 0 && i <= 0 );
|
||||
m_nMORPHING = i;
|
||||
#ifdef _DEBUG
|
||||
m_bMORPHING = true;
|
||||
#endif
|
||||
}
|
||||
void SetMORPHING( bool i )
|
||||
{
|
||||
Assert( ( i ? 1 : 0 ) >= 0 && ( i ? 1 : 0 ) <= 0 );
|
||||
m_nMORPHING = i ? 1 : 0;
|
||||
#ifdef _DEBUG
|
||||
m_bMORPHING = true;
|
||||
#endif
|
||||
}
|
||||
public:
|
||||
// CONSTRUCTOR
|
||||
decalmodulate_vs20_Dynamic_Index( IShaderDynamicAPI *pShaderAPI )
|
||||
{
|
||||
#ifdef _DEBUG
|
||||
m_bCOMPRESSED_VERTS = false;
|
||||
#endif // _DEBUG
|
||||
m_nCOMPRESSED_VERTS = 0;
|
||||
#ifdef _DEBUG
|
||||
m_bDOWATERFOG = true;
|
||||
#endif // _DEBUG
|
||||
m_nDOWATERFOG = ( pShaderAPI->GetSceneFogMode() == MATERIAL_FOG_LINEAR_BELOW_FOG_Z ) ;
|
||||
#ifdef _DEBUG
|
||||
m_bSKINNING = false;
|
||||
#endif // _DEBUG
|
||||
m_nSKINNING = 0;
|
||||
#ifdef _DEBUG
|
||||
m_bMORPHING = true;
|
||||
#endif // _DEBUG
|
||||
m_nMORPHING = false ;
|
||||
}
|
||||
int GetIndex()
|
||||
{
|
||||
// Asserts to make sure that we aren't using any skipped combinations.
|
||||
// Asserts to make sure that we are setting all of the combination vars.
|
||||
#ifdef _DEBUG
|
||||
bool bAllDynamicVarsDefined = m_bCOMPRESSED_VERTS && m_bDOWATERFOG && m_bSKINNING && m_bMORPHING;
|
||||
Assert( bAllDynamicVarsDefined );
|
||||
#endif // _DEBUG
|
||||
return ( 1 * m_nCOMPRESSED_VERTS ) + ( 2 * m_nDOWATERFOG ) + ( 4 * m_nSKINNING ) + ( 4 * m_nMORPHING ) + 0;
|
||||
}
|
||||
};
|
||||
#define shaderDynamicTest_decalmodulate_vs20 vsh_forgot_to_set_dynamic_COMPRESSED_VERTS + vsh_forgot_to_set_dynamic_SKINNING + 0
|
||||
|
||||
static const ShaderComboInformation_t s_DynamicComboArray_decalmodulate_vs20[4] =
|
||||
{
|
||||
{ "COMPRESSED_VERTS", 0, 1 },
|
||||
{ "DOWATERFOG", 0, 1 },
|
||||
{ "SKINNING", 0, 0 },
|
||||
{ "MORPHING", 0, 0 },
|
||||
};
|
||||
|
||||
static const ShaderComboInformation_t s_StaticComboArray_decalmodulate_vs20[3] =
|
||||
{
|
||||
{ "VERTEXCOLOR", 0, 1 },
|
||||
{ "LIGHTING_PREVIEW", 0, 0 },
|
||||
{ "DOPIXELFOG", 0, 1 },
|
||||
};
|
||||
static const ShaderComboSemantics_t decalmodulate_vs20_combos =
|
||||
{
|
||||
"decalmodulate_vs20", s_DynamicComboArray_decalmodulate_vs20, 4, s_StaticComboArray_decalmodulate_vs20, 3
|
||||
};
|
||||
|
||||
class ConstructMe_decalmodulate_vs20
|
||||
{
|
||||
public:
|
||||
ConstructMe_decalmodulate_vs20()
|
||||
{
|
||||
GetShaderDLL()->AddShaderComboInformation( &decalmodulate_vs20_combos );
|
||||
}
|
||||
};
|
||||
|
||||
static ConstructMe_decalmodulate_vs20 s_ConstructMe_decalmodulate_vs20;
|
||||
@@ -0,0 +1,89 @@
|
||||
// ALL SKIP STATEMENTS THAT AFFECT THIS SHADER!!!
|
||||
// defined $PIXELFOGTYPE && defined $WRITEWATERFOGTODESTALPHA && ( $PIXELFOGTYPE != 1 ) && $WRITEWATERFOGTODESTALPHA
|
||||
// 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
|
||||
#include "shaderlib/cshader.h"
|
||||
class depth_of_field_ps20b_Static_Index
|
||||
{
|
||||
public:
|
||||
// CONSTRUCTOR
|
||||
depth_of_field_ps20b_Static_Index( IShaderShadow *pShaderShadow, IMaterialVar **params )
|
||||
{
|
||||
}
|
||||
int GetIndex()
|
||||
{
|
||||
// Asserts to make sure that we aren't using any skipped combinations.
|
||||
// Asserts to make sure that we are setting all of the combination vars.
|
||||
#ifdef _DEBUG
|
||||
#endif // _DEBUG
|
||||
return 0;
|
||||
}
|
||||
};
|
||||
#define shaderStaticTest_depth_of_field_ps20b 0
|
||||
class depth_of_field_ps20b_Dynamic_Index
|
||||
{
|
||||
private:
|
||||
int m_nQUALITY;
|
||||
#ifdef _DEBUG
|
||||
bool m_bQUALITY;
|
||||
#endif
|
||||
public:
|
||||
void SetQUALITY( int i )
|
||||
{
|
||||
Assert( i >= 0 && i <= 3 );
|
||||
m_nQUALITY = i;
|
||||
#ifdef _DEBUG
|
||||
m_bQUALITY = true;
|
||||
#endif
|
||||
}
|
||||
void SetQUALITY( bool i )
|
||||
{
|
||||
Assert( ( i ? 1 : 0 ) >= 0 && ( i ? 1 : 0 ) <= 3 );
|
||||
m_nQUALITY = i ? 1 : 0;
|
||||
#ifdef _DEBUG
|
||||
m_bQUALITY = true;
|
||||
#endif
|
||||
}
|
||||
public:
|
||||
// CONSTRUCTOR
|
||||
depth_of_field_ps20b_Dynamic_Index( IShaderDynamicAPI *pShaderAPI )
|
||||
{
|
||||
#ifdef _DEBUG
|
||||
m_bQUALITY = false;
|
||||
#endif // _DEBUG
|
||||
m_nQUALITY = 0;
|
||||
}
|
||||
int GetIndex()
|
||||
{
|
||||
// Asserts to make sure that we aren't using any skipped combinations.
|
||||
// Asserts to make sure that we are setting all of the combination vars.
|
||||
#ifdef _DEBUG
|
||||
bool bAllDynamicVarsDefined = m_bQUALITY;
|
||||
Assert( bAllDynamicVarsDefined );
|
||||
#endif // _DEBUG
|
||||
return ( 1 * m_nQUALITY ) + 0;
|
||||
}
|
||||
};
|
||||
#define shaderDynamicTest_depth_of_field_ps20b psh_forgot_to_set_dynamic_QUALITY + 0
|
||||
|
||||
static const ShaderComboInformation_t s_DynamicComboArray_depth_of_field_ps20b[1] =
|
||||
{
|
||||
{ "QUALITY", 0, 3 },
|
||||
};
|
||||
static const ShaderComboSemantics_t depth_of_field_ps20b_combos =
|
||||
{
|
||||
"depth_of_field_ps20b", s_DynamicComboArray_depth_of_field_ps20b, 1, NULL, 0
|
||||
};
|
||||
|
||||
class ConstructMe_depth_of_field_ps20b
|
||||
{
|
||||
public:
|
||||
ConstructMe_depth_of_field_ps20b()
|
||||
{
|
||||
GetShaderDLL()->AddShaderComboInformation( &depth_of_field_ps20b_combos );
|
||||
}
|
||||
};
|
||||
|
||||
static ConstructMe_depth_of_field_ps20b s_ConstructMe_depth_of_field_ps20b;
|
||||
@@ -0,0 +1,52 @@
|
||||
// ALL SKIP STATEMENTS THAT AFFECT THIS SHADER!!!
|
||||
// defined $LIGHTING_PREVIEW && defined $FASTPATH && $LIGHTING_PREVIEW && $FASTPATH
|
||||
#include "shaderlib/cshader.h"
|
||||
class depth_of_field_vs20_Static_Index
|
||||
{
|
||||
public:
|
||||
// CONSTRUCTOR
|
||||
depth_of_field_vs20_Static_Index( IShaderShadow *pShaderShadow, IMaterialVar **params )
|
||||
{
|
||||
}
|
||||
int GetIndex()
|
||||
{
|
||||
// Asserts to make sure that we aren't using any skipped combinations.
|
||||
// Asserts to make sure that we are setting all of the combination vars.
|
||||
#ifdef _DEBUG
|
||||
#endif // _DEBUG
|
||||
return 0;
|
||||
}
|
||||
};
|
||||
#define shaderStaticTest_depth_of_field_vs20 0
|
||||
class depth_of_field_vs20_Dynamic_Index
|
||||
{
|
||||
public:
|
||||
// CONSTRUCTOR
|
||||
depth_of_field_vs20_Dynamic_Index( IShaderDynamicAPI *pShaderAPI )
|
||||
{
|
||||
}
|
||||
int GetIndex()
|
||||
{
|
||||
// Asserts to make sure that we aren't using any skipped combinations.
|
||||
// Asserts to make sure that we are setting all of the combination vars.
|
||||
#ifdef _DEBUG
|
||||
#endif // _DEBUG
|
||||
return 0;
|
||||
}
|
||||
};
|
||||
#define shaderDynamicTest_depth_of_field_vs20 0
|
||||
static const ShaderComboSemantics_t depth_of_field_vs20_combos =
|
||||
{
|
||||
"depth_of_field_vs20", NULL, 0, NULL, 0
|
||||
};
|
||||
|
||||
class ConstructMe_depth_of_field_vs20
|
||||
{
|
||||
public:
|
||||
ConstructMe_depth_of_field_vs20()
|
||||
{
|
||||
GetShaderDLL()->AddShaderComboInformation( &depth_of_field_vs20_combos );
|
||||
}
|
||||
};
|
||||
|
||||
static ConstructMe_depth_of_field_vs20 s_ConstructMe_depth_of_field_vs20;
|
||||
84
materialsystem/stdshaders/fxctmp9_ps3/depthwrite_ps20.inc
Normal file
84
materialsystem/stdshaders/fxctmp9_ps3/depthwrite_ps20.inc
Normal file
@@ -0,0 +1,84 @@
|
||||
// ALL SKIP STATEMENTS THAT AFFECT THIS SHADER!!!
|
||||
#include "shaderlib/cshader.h"
|
||||
class depthwrite_ps20_Static_Index
|
||||
{
|
||||
public:
|
||||
// CONSTRUCTOR
|
||||
depthwrite_ps20_Static_Index( IShaderShadow *pShaderShadow, IMaterialVar **params )
|
||||
{
|
||||
}
|
||||
int GetIndex()
|
||||
{
|
||||
// Asserts to make sure that we aren't using any skipped combinations.
|
||||
// Asserts to make sure that we are setting all of the combination vars.
|
||||
#ifdef _DEBUG
|
||||
#endif // _DEBUG
|
||||
return 0;
|
||||
}
|
||||
};
|
||||
#define shaderStaticTest_depthwrite_ps20 0
|
||||
class depthwrite_ps20_Dynamic_Index
|
||||
{
|
||||
private:
|
||||
int m_nALPHACLIP;
|
||||
#ifdef _DEBUG
|
||||
bool m_bALPHACLIP;
|
||||
#endif
|
||||
public:
|
||||
void SetALPHACLIP( int i )
|
||||
{
|
||||
Assert( i >= 0 && i <= 1 );
|
||||
m_nALPHACLIP = i;
|
||||
#ifdef _DEBUG
|
||||
m_bALPHACLIP = true;
|
||||
#endif
|
||||
}
|
||||
void SetALPHACLIP( bool i )
|
||||
{
|
||||
Assert( ( i ? 1 : 0 ) >= 0 && ( i ? 1 : 0 ) <= 1 );
|
||||
m_nALPHACLIP = i ? 1 : 0;
|
||||
#ifdef _DEBUG
|
||||
m_bALPHACLIP = true;
|
||||
#endif
|
||||
}
|
||||
public:
|
||||
// CONSTRUCTOR
|
||||
depthwrite_ps20_Dynamic_Index( IShaderDynamicAPI *pShaderAPI )
|
||||
{
|
||||
#ifdef _DEBUG
|
||||
m_bALPHACLIP = false;
|
||||
#endif // _DEBUG
|
||||
m_nALPHACLIP = 0;
|
||||
}
|
||||
int GetIndex()
|
||||
{
|
||||
// Asserts to make sure that we aren't using any skipped combinations.
|
||||
// Asserts to make sure that we are setting all of the combination vars.
|
||||
#ifdef _DEBUG
|
||||
bool bAllDynamicVarsDefined = m_bALPHACLIP;
|
||||
Assert( bAllDynamicVarsDefined );
|
||||
#endif // _DEBUG
|
||||
return ( 1 * m_nALPHACLIP ) + 0;
|
||||
}
|
||||
};
|
||||
#define shaderDynamicTest_depthwrite_ps20 psh_forgot_to_set_dynamic_ALPHACLIP + 0
|
||||
|
||||
static const ShaderComboInformation_t s_DynamicComboArray_depthwrite_ps20[1] =
|
||||
{
|
||||
{ "ALPHACLIP", 0, 1 },
|
||||
};
|
||||
static const ShaderComboSemantics_t depthwrite_ps20_combos =
|
||||
{
|
||||
"depthwrite_ps20", s_DynamicComboArray_depthwrite_ps20, 1, NULL, 0
|
||||
};
|
||||
|
||||
class ConstructMe_depthwrite_ps20
|
||||
{
|
||||
public:
|
||||
ConstructMe_depthwrite_ps20()
|
||||
{
|
||||
GetShaderDLL()->AddShaderComboInformation( &depthwrite_ps20_combos );
|
||||
}
|
||||
};
|
||||
|
||||
static ConstructMe_depthwrite_ps20 s_ConstructMe_depthwrite_ps20;
|
||||
84
materialsystem/stdshaders/fxctmp9_ps3/depthwrite_ps20b.inc
Normal file
84
materialsystem/stdshaders/fxctmp9_ps3/depthwrite_ps20b.inc
Normal file
@@ -0,0 +1,84 @@
|
||||
// ALL SKIP STATEMENTS THAT AFFECT THIS SHADER!!!
|
||||
#include "shaderlib/cshader.h"
|
||||
class depthwrite_ps20b_Static_Index
|
||||
{
|
||||
public:
|
||||
// CONSTRUCTOR
|
||||
depthwrite_ps20b_Static_Index( IShaderShadow *pShaderShadow, IMaterialVar **params )
|
||||
{
|
||||
}
|
||||
int GetIndex()
|
||||
{
|
||||
// Asserts to make sure that we aren't using any skipped combinations.
|
||||
// Asserts to make sure that we are setting all of the combination vars.
|
||||
#ifdef _DEBUG
|
||||
#endif // _DEBUG
|
||||
return 0;
|
||||
}
|
||||
};
|
||||
#define shaderStaticTest_depthwrite_ps20b 0
|
||||
class depthwrite_ps20b_Dynamic_Index
|
||||
{
|
||||
private:
|
||||
int m_nALPHACLIP;
|
||||
#ifdef _DEBUG
|
||||
bool m_bALPHACLIP;
|
||||
#endif
|
||||
public:
|
||||
void SetALPHACLIP( int i )
|
||||
{
|
||||
Assert( i >= 0 && i <= 1 );
|
||||
m_nALPHACLIP = i;
|
||||
#ifdef _DEBUG
|
||||
m_bALPHACLIP = true;
|
||||
#endif
|
||||
}
|
||||
void SetALPHACLIP( bool i )
|
||||
{
|
||||
Assert( ( i ? 1 : 0 ) >= 0 && ( i ? 1 : 0 ) <= 1 );
|
||||
m_nALPHACLIP = i ? 1 : 0;
|
||||
#ifdef _DEBUG
|
||||
m_bALPHACLIP = true;
|
||||
#endif
|
||||
}
|
||||
public:
|
||||
// CONSTRUCTOR
|
||||
depthwrite_ps20b_Dynamic_Index( IShaderDynamicAPI *pShaderAPI )
|
||||
{
|
||||
#ifdef _DEBUG
|
||||
m_bALPHACLIP = false;
|
||||
#endif // _DEBUG
|
||||
m_nALPHACLIP = 0;
|
||||
}
|
||||
int GetIndex()
|
||||
{
|
||||
// Asserts to make sure that we aren't using any skipped combinations.
|
||||
// Asserts to make sure that we are setting all of the combination vars.
|
||||
#ifdef _DEBUG
|
||||
bool bAllDynamicVarsDefined = m_bALPHACLIP;
|
||||
Assert( bAllDynamicVarsDefined );
|
||||
#endif // _DEBUG
|
||||
return ( 1 * m_nALPHACLIP ) + 0;
|
||||
}
|
||||
};
|
||||
#define shaderDynamicTest_depthwrite_ps20b psh_forgot_to_set_dynamic_ALPHACLIP + 0
|
||||
|
||||
static const ShaderComboInformation_t s_DynamicComboArray_depthwrite_ps20b[1] =
|
||||
{
|
||||
{ "ALPHACLIP", 0, 1 },
|
||||
};
|
||||
static const ShaderComboSemantics_t depthwrite_ps20b_combos =
|
||||
{
|
||||
"depthwrite_ps20b", s_DynamicComboArray_depthwrite_ps20b, 1, NULL, 0
|
||||
};
|
||||
|
||||
class ConstructMe_depthwrite_ps20b
|
||||
{
|
||||
public:
|
||||
ConstructMe_depthwrite_ps20b()
|
||||
{
|
||||
GetShaderDLL()->AddShaderComboInformation( &depthwrite_ps20b_combos );
|
||||
}
|
||||
};
|
||||
|
||||
static ConstructMe_depthwrite_ps20b s_ConstructMe_depthwrite_ps20b;
|
||||
227
materialsystem/stdshaders/fxctmp9_ps3/depthwrite_vs20.inc
Normal file
227
materialsystem/stdshaders/fxctmp9_ps3/depthwrite_vs20.inc
Normal file
@@ -0,0 +1,227 @@
|
||||
// ALL SKIP STATEMENTS THAT AFFECT THIS SHADER!!!
|
||||
// ( $MORPHING || $SKINNING || $COMPRESSED_VERTS ) && $TESSELLATION
|
||||
// defined $LIGHTING_PREVIEW && defined $FASTPATH && $LIGHTING_PREVIEW && $FASTPATH
|
||||
#include "shaderlib/cshader.h"
|
||||
class depthwrite_vs20_Static_Index
|
||||
{
|
||||
private:
|
||||
int m_nONLY_PROJECT_POSITION;
|
||||
#ifdef _DEBUG
|
||||
bool m_bONLY_PROJECT_POSITION;
|
||||
#endif
|
||||
public:
|
||||
void SetONLY_PROJECT_POSITION( int i )
|
||||
{
|
||||
Assert( i >= 0 && i <= 0 );
|
||||
m_nONLY_PROJECT_POSITION = i;
|
||||
#ifdef _DEBUG
|
||||
m_bONLY_PROJECT_POSITION = true;
|
||||
#endif
|
||||
}
|
||||
void SetONLY_PROJECT_POSITION( bool i )
|
||||
{
|
||||
Assert( ( i ? 1 : 0 ) >= 0 && ( i ? 1 : 0 ) <= 0 );
|
||||
m_nONLY_PROJECT_POSITION = i ? 1 : 0;
|
||||
#ifdef _DEBUG
|
||||
m_bONLY_PROJECT_POSITION = true;
|
||||
#endif
|
||||
}
|
||||
private:
|
||||
int m_nTREESWAY;
|
||||
#ifdef _DEBUG
|
||||
bool m_bTREESWAY;
|
||||
#endif
|
||||
public:
|
||||
void SetTREESWAY( int i )
|
||||
{
|
||||
Assert( i >= 0 && i <= 2 );
|
||||
m_nTREESWAY = i;
|
||||
#ifdef _DEBUG
|
||||
m_bTREESWAY = true;
|
||||
#endif
|
||||
}
|
||||
void SetTREESWAY( bool i )
|
||||
{
|
||||
Assert( ( i ? 1 : 0 ) >= 0 && ( i ? 1 : 0 ) <= 2 );
|
||||
m_nTREESWAY = i ? 1 : 0;
|
||||
#ifdef _DEBUG
|
||||
m_bTREESWAY = true;
|
||||
#endif
|
||||
}
|
||||
public:
|
||||
// CONSTRUCTOR
|
||||
depthwrite_vs20_Static_Index( IShaderShadow *pShaderShadow, IMaterialVar **params )
|
||||
{
|
||||
#ifdef _DEBUG
|
||||
m_bONLY_PROJECT_POSITION = false;
|
||||
#endif // _DEBUG
|
||||
m_nONLY_PROJECT_POSITION = 0;
|
||||
#ifdef _DEBUG
|
||||
m_bTREESWAY = false;
|
||||
#endif // _DEBUG
|
||||
m_nTREESWAY = 0;
|
||||
}
|
||||
int GetIndex()
|
||||
{
|
||||
// Asserts to make sure that we aren't using any skipped combinations.
|
||||
// Asserts to make sure that we are setting all of the combination vars.
|
||||
#ifdef _DEBUG
|
||||
bool bAllStaticVarsDefined = m_bONLY_PROJECT_POSITION && m_bTREESWAY;
|
||||
Assert( bAllStaticVarsDefined );
|
||||
#endif // _DEBUG
|
||||
return ( 4 * m_nONLY_PROJECT_POSITION ) + ( 4 * m_nTREESWAY ) + 0;
|
||||
}
|
||||
};
|
||||
#define shaderStaticTest_depthwrite_vs20 vsh_forgot_to_set_static_ONLY_PROJECT_POSITION + vsh_forgot_to_set_static_TREESWAY + 0
|
||||
class depthwrite_vs20_Dynamic_Index
|
||||
{
|
||||
private:
|
||||
int m_nCOMPRESSED_VERTS;
|
||||
#ifdef _DEBUG
|
||||
bool m_bCOMPRESSED_VERTS;
|
||||
#endif
|
||||
public:
|
||||
void SetCOMPRESSED_VERTS( int i )
|
||||
{
|
||||
Assert( i >= 0 && i <= 1 );
|
||||
m_nCOMPRESSED_VERTS = i;
|
||||
#ifdef _DEBUG
|
||||
m_bCOMPRESSED_VERTS = true;
|
||||
#endif
|
||||
}
|
||||
void SetCOMPRESSED_VERTS( bool i )
|
||||
{
|
||||
Assert( ( i ? 1 : 0 ) >= 0 && ( i ? 1 : 0 ) <= 1 );
|
||||
m_nCOMPRESSED_VERTS = i ? 1 : 0;
|
||||
#ifdef _DEBUG
|
||||
m_bCOMPRESSED_VERTS = true;
|
||||
#endif
|
||||
}
|
||||
private:
|
||||
int m_nSKINNING;
|
||||
#ifdef _DEBUG
|
||||
bool m_bSKINNING;
|
||||
#endif
|
||||
public:
|
||||
void SetSKINNING( int i )
|
||||
{
|
||||
Assert( i >= 0 && i <= 1 );
|
||||
m_nSKINNING = i;
|
||||
#ifdef _DEBUG
|
||||
m_bSKINNING = true;
|
||||
#endif
|
||||
}
|
||||
void SetSKINNING( bool i )
|
||||
{
|
||||
Assert( ( i ? 1 : 0 ) >= 0 && ( i ? 1 : 0 ) <= 1 );
|
||||
m_nSKINNING = i ? 1 : 0;
|
||||
#ifdef _DEBUG
|
||||
m_bSKINNING = true;
|
||||
#endif
|
||||
}
|
||||
private:
|
||||
int m_nMORPHING;
|
||||
#ifdef _DEBUG
|
||||
bool m_bMORPHING;
|
||||
#endif
|
||||
public:
|
||||
void SetMORPHING( int i )
|
||||
{
|
||||
Assert( i >= 0 && i <= 0 );
|
||||
m_nMORPHING = i;
|
||||
#ifdef _DEBUG
|
||||
m_bMORPHING = true;
|
||||
#endif
|
||||
}
|
||||
void SetMORPHING( bool i )
|
||||
{
|
||||
Assert( ( i ? 1 : 0 ) >= 0 && ( i ? 1 : 0 ) <= 0 );
|
||||
m_nMORPHING = i ? 1 : 0;
|
||||
#ifdef _DEBUG
|
||||
m_bMORPHING = true;
|
||||
#endif
|
||||
}
|
||||
private:
|
||||
int m_nTESSELLATION;
|
||||
#ifdef _DEBUG
|
||||
bool m_bTESSELLATION;
|
||||
#endif
|
||||
public:
|
||||
void SetTESSELLATION( int i )
|
||||
{
|
||||
Assert( i >= 0 && i <= 0 );
|
||||
m_nTESSELLATION = i;
|
||||
#ifdef _DEBUG
|
||||
m_bTESSELLATION = true;
|
||||
#endif
|
||||
}
|
||||
void SetTESSELLATION( bool i )
|
||||
{
|
||||
Assert( ( i ? 1 : 0 ) >= 0 && ( i ? 1 : 0 ) <= 0 );
|
||||
m_nTESSELLATION = i ? 1 : 0;
|
||||
#ifdef _DEBUG
|
||||
m_bTESSELLATION = true;
|
||||
#endif
|
||||
}
|
||||
public:
|
||||
// CONSTRUCTOR
|
||||
depthwrite_vs20_Dynamic_Index( IShaderDynamicAPI *pShaderAPI )
|
||||
{
|
||||
#ifdef _DEBUG
|
||||
m_bCOMPRESSED_VERTS = false;
|
||||
#endif // _DEBUG
|
||||
m_nCOMPRESSED_VERTS = 0;
|
||||
#ifdef _DEBUG
|
||||
m_bSKINNING = false;
|
||||
#endif // _DEBUG
|
||||
m_nSKINNING = 0;
|
||||
#ifdef _DEBUG
|
||||
m_bMORPHING = true;
|
||||
#endif // _DEBUG
|
||||
m_nMORPHING = false ;
|
||||
#ifdef _DEBUG
|
||||
m_bTESSELLATION = false;
|
||||
#endif // _DEBUG
|
||||
m_nTESSELLATION = 0;
|
||||
}
|
||||
int GetIndex()
|
||||
{
|
||||
// Asserts to make sure that we aren't using any skipped combinations.
|
||||
// Asserts to make sure that we are setting all of the combination vars.
|
||||
#ifdef _DEBUG
|
||||
bool bAllDynamicVarsDefined = m_bCOMPRESSED_VERTS && m_bSKINNING && m_bMORPHING && m_bTESSELLATION;
|
||||
Assert( bAllDynamicVarsDefined );
|
||||
#endif // _DEBUG
|
||||
return ( 1 * m_nCOMPRESSED_VERTS ) + ( 2 * m_nSKINNING ) + ( 4 * m_nMORPHING ) + ( 4 * m_nTESSELLATION ) + 0;
|
||||
}
|
||||
};
|
||||
#define shaderDynamicTest_depthwrite_vs20 vsh_forgot_to_set_dynamic_COMPRESSED_VERTS + vsh_forgot_to_set_dynamic_SKINNING + vsh_forgot_to_set_dynamic_TESSELLATION + 0
|
||||
|
||||
static const ShaderComboInformation_t s_DynamicComboArray_depthwrite_vs20[4] =
|
||||
{
|
||||
{ "COMPRESSED_VERTS", 0, 1 },
|
||||
{ "SKINNING", 0, 1 },
|
||||
{ "MORPHING", 0, 0 },
|
||||
{ "TESSELLATION", 0, 0 },
|
||||
};
|
||||
|
||||
static const ShaderComboInformation_t s_StaticComboArray_depthwrite_vs20[2] =
|
||||
{
|
||||
{ "ONLY_PROJECT_POSITION", 0, 0 },
|
||||
{ "TREESWAY", 0, 2 },
|
||||
};
|
||||
static const ShaderComboSemantics_t depthwrite_vs20_combos =
|
||||
{
|
||||
"depthwrite_vs20", s_DynamicComboArray_depthwrite_vs20, 4, s_StaticComboArray_depthwrite_vs20, 2
|
||||
};
|
||||
|
||||
class ConstructMe_depthwrite_vs20
|
||||
{
|
||||
public:
|
||||
ConstructMe_depthwrite_vs20()
|
||||
{
|
||||
GetShaderDLL()->AddShaderComboInformation( &depthwrite_vs20_combos );
|
||||
}
|
||||
};
|
||||
|
||||
static ConstructMe_depthwrite_vs20 s_ConstructMe_depthwrite_vs20;
|
||||
144
materialsystem/stdshaders/fxctmp9_ps3/downsample_nohdr_ps20.inc
Normal file
144
materialsystem/stdshaders/fxctmp9_ps3/downsample_nohdr_ps20.inc
Normal file
@@ -0,0 +1,144 @@
|
||||
// ALL SKIP STATEMENTS THAT AFFECT THIS SHADER!!!
|
||||
// ( $FLOAT_BACK_BUFFER == 1 ) && ( $SRGB_INPUT_ADAPTER == 1 )
|
||||
// defined $PIXELFOGTYPE && defined $WRITEWATERFOGTODESTALPHA && ( $PIXELFOGTYPE != 1 ) && $WRITEWATERFOGTODESTALPHA
|
||||
// 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
|
||||
#include "shaderlib/cshader.h"
|
||||
class downsample_nohdr_ps20_Static_Index
|
||||
{
|
||||
private:
|
||||
int m_nBLOOMTYPE;
|
||||
#ifdef _DEBUG
|
||||
bool m_bBLOOMTYPE;
|
||||
#endif
|
||||
public:
|
||||
void SetBLOOMTYPE( int i )
|
||||
{
|
||||
Assert( i >= 0 && i <= 1 );
|
||||
m_nBLOOMTYPE = i;
|
||||
#ifdef _DEBUG
|
||||
m_bBLOOMTYPE = true;
|
||||
#endif
|
||||
}
|
||||
void SetBLOOMTYPE( bool i )
|
||||
{
|
||||
Assert( ( i ? 1 : 0 ) >= 0 && ( i ? 1 : 0 ) <= 1 );
|
||||
m_nBLOOMTYPE = i ? 1 : 0;
|
||||
#ifdef _DEBUG
|
||||
m_bBLOOMTYPE = true;
|
||||
#endif
|
||||
}
|
||||
private:
|
||||
int m_nPS3REGCOUNT48;
|
||||
#ifdef _DEBUG
|
||||
bool m_bPS3REGCOUNT48;
|
||||
#endif
|
||||
public:
|
||||
void SetPS3REGCOUNT48( int i )
|
||||
{
|
||||
Assert( i >= 0 && i <= 0 );
|
||||
m_nPS3REGCOUNT48 = i;
|
||||
#ifdef _DEBUG
|
||||
m_bPS3REGCOUNT48 = true;
|
||||
#endif
|
||||
}
|
||||
void SetPS3REGCOUNT48( bool i )
|
||||
{
|
||||
Assert( ( i ? 1 : 0 ) >= 0 && ( i ? 1 : 0 ) <= 0 );
|
||||
m_nPS3REGCOUNT48 = i ? 1 : 0;
|
||||
#ifdef _DEBUG
|
||||
m_bPS3REGCOUNT48 = true;
|
||||
#endif
|
||||
}
|
||||
private:
|
||||
int m_nSRGB_INPUT_ADAPTER;
|
||||
#ifdef _DEBUG
|
||||
bool m_bSRGB_INPUT_ADAPTER;
|
||||
#endif
|
||||
public:
|
||||
void SetSRGB_INPUT_ADAPTER( int i )
|
||||
{
|
||||
Assert( i >= 0 && i <= 0 );
|
||||
m_nSRGB_INPUT_ADAPTER = i;
|
||||
#ifdef _DEBUG
|
||||
m_bSRGB_INPUT_ADAPTER = true;
|
||||
#endif
|
||||
}
|
||||
void SetSRGB_INPUT_ADAPTER( bool i )
|
||||
{
|
||||
Assert( ( i ? 1 : 0 ) >= 0 && ( i ? 1 : 0 ) <= 0 );
|
||||
m_nSRGB_INPUT_ADAPTER = i ? 1 : 0;
|
||||
#ifdef _DEBUG
|
||||
m_bSRGB_INPUT_ADAPTER = true;
|
||||
#endif
|
||||
}
|
||||
public:
|
||||
// CONSTRUCTOR
|
||||
downsample_nohdr_ps20_Static_Index( IShaderShadow *pShaderShadow, IMaterialVar **params )
|
||||
{
|
||||
#ifdef _DEBUG
|
||||
m_bBLOOMTYPE = false;
|
||||
#endif // _DEBUG
|
||||
m_nBLOOMTYPE = 0;
|
||||
#ifdef _DEBUG
|
||||
m_bPS3REGCOUNT48 = false;
|
||||
#endif // _DEBUG
|
||||
m_nPS3REGCOUNT48 = 0;
|
||||
#ifdef _DEBUG
|
||||
m_bSRGB_INPUT_ADAPTER = false;
|
||||
#endif // _DEBUG
|
||||
m_nSRGB_INPUT_ADAPTER = 0;
|
||||
}
|
||||
int GetIndex()
|
||||
{
|
||||
// Asserts to make sure that we aren't using any skipped combinations.
|
||||
// Asserts to make sure that we are setting all of the combination vars.
|
||||
#ifdef _DEBUG
|
||||
bool bAllStaticVarsDefined = m_bBLOOMTYPE && m_bPS3REGCOUNT48 && m_bSRGB_INPUT_ADAPTER;
|
||||
Assert( bAllStaticVarsDefined );
|
||||
#endif // _DEBUG
|
||||
return ( 1 * m_nBLOOMTYPE ) + ( 2 * m_nPS3REGCOUNT48 ) + ( 2 * m_nSRGB_INPUT_ADAPTER ) + 0;
|
||||
}
|
||||
};
|
||||
#define shaderStaticTest_downsample_nohdr_ps20 psh_forgot_to_set_static_BLOOMTYPE + psh_forgot_to_set_static_PS3REGCOUNT48 + psh_forgot_to_set_static_SRGB_INPUT_ADAPTER + 0
|
||||
class downsample_nohdr_ps20_Dynamic_Index
|
||||
{
|
||||
public:
|
||||
// CONSTRUCTOR
|
||||
downsample_nohdr_ps20_Dynamic_Index( IShaderDynamicAPI *pShaderAPI )
|
||||
{
|
||||
}
|
||||
int GetIndex()
|
||||
{
|
||||
// Asserts to make sure that we aren't using any skipped combinations.
|
||||
// Asserts to make sure that we are setting all of the combination vars.
|
||||
#ifdef _DEBUG
|
||||
#endif // _DEBUG
|
||||
return 0;
|
||||
}
|
||||
};
|
||||
#define shaderDynamicTest_downsample_nohdr_ps20 0
|
||||
|
||||
static const ShaderComboInformation_t s_StaticComboArray_downsample_nohdr_ps20[3] =
|
||||
{
|
||||
{ "BLOOMTYPE", 0, 1 },
|
||||
{ "PS3REGCOUNT48", 0, 0 },
|
||||
{ "SRGB_INPUT_ADAPTER", 0, 0 },
|
||||
};
|
||||
static const ShaderComboSemantics_t downsample_nohdr_ps20_combos =
|
||||
{
|
||||
"downsample_nohdr_ps20", NULL, 0, s_StaticComboArray_downsample_nohdr_ps20, 3
|
||||
};
|
||||
|
||||
class ConstructMe_downsample_nohdr_ps20
|
||||
{
|
||||
public:
|
||||
ConstructMe_downsample_nohdr_ps20()
|
||||
{
|
||||
GetShaderDLL()->AddShaderComboInformation( &downsample_nohdr_ps20_combos );
|
||||
}
|
||||
};
|
||||
|
||||
static ConstructMe_downsample_nohdr_ps20 s_ConstructMe_downsample_nohdr_ps20;
|
||||
177
materialsystem/stdshaders/fxctmp9_ps3/downsample_nohdr_ps20b.inc
Normal file
177
materialsystem/stdshaders/fxctmp9_ps3/downsample_nohdr_ps20b.inc
Normal file
@@ -0,0 +1,177 @@
|
||||
// ALL SKIP STATEMENTS THAT AFFECT THIS SHADER!!!
|
||||
// ( $FLOAT_BACK_BUFFER == 1 ) && ( $SRGB_INPUT_ADAPTER == 1 )
|
||||
// defined $PIXELFOGTYPE && defined $WRITEWATERFOGTODESTALPHA && ( $PIXELFOGTYPE != 1 ) && $WRITEWATERFOGTODESTALPHA
|
||||
// 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
|
||||
#include "shaderlib/cshader.h"
|
||||
class downsample_nohdr_ps20b_Static_Index
|
||||
{
|
||||
private:
|
||||
int m_nBLOOMTYPE;
|
||||
#ifdef _DEBUG
|
||||
bool m_bBLOOMTYPE;
|
||||
#endif
|
||||
public:
|
||||
void SetBLOOMTYPE( int i )
|
||||
{
|
||||
Assert( i >= 0 && i <= 1 );
|
||||
m_nBLOOMTYPE = i;
|
||||
#ifdef _DEBUG
|
||||
m_bBLOOMTYPE = true;
|
||||
#endif
|
||||
}
|
||||
void SetBLOOMTYPE( bool i )
|
||||
{
|
||||
Assert( ( i ? 1 : 0 ) >= 0 && ( i ? 1 : 0 ) <= 1 );
|
||||
m_nBLOOMTYPE = i ? 1 : 0;
|
||||
#ifdef _DEBUG
|
||||
m_bBLOOMTYPE = true;
|
||||
#endif
|
||||
}
|
||||
private:
|
||||
int m_nPS3REGCOUNT48;
|
||||
#ifdef _DEBUG
|
||||
bool m_bPS3REGCOUNT48;
|
||||
#endif
|
||||
public:
|
||||
void SetPS3REGCOUNT48( int i )
|
||||
{
|
||||
Assert( i >= 0 && i <= 0 );
|
||||
m_nPS3REGCOUNT48 = i;
|
||||
#ifdef _DEBUG
|
||||
m_bPS3REGCOUNT48 = true;
|
||||
#endif
|
||||
}
|
||||
void SetPS3REGCOUNT48( bool i )
|
||||
{
|
||||
Assert( ( i ? 1 : 0 ) >= 0 && ( i ? 1 : 0 ) <= 0 );
|
||||
m_nPS3REGCOUNT48 = i ? 1 : 0;
|
||||
#ifdef _DEBUG
|
||||
m_bPS3REGCOUNT48 = true;
|
||||
#endif
|
||||
}
|
||||
private:
|
||||
int m_nSRGB_INPUT_ADAPTER;
|
||||
#ifdef _DEBUG
|
||||
bool m_bSRGB_INPUT_ADAPTER;
|
||||
#endif
|
||||
public:
|
||||
void SetSRGB_INPUT_ADAPTER( int i )
|
||||
{
|
||||
Assert( i >= 0 && i <= 0 );
|
||||
m_nSRGB_INPUT_ADAPTER = i;
|
||||
#ifdef _DEBUG
|
||||
m_bSRGB_INPUT_ADAPTER = true;
|
||||
#endif
|
||||
}
|
||||
void SetSRGB_INPUT_ADAPTER( bool i )
|
||||
{
|
||||
Assert( ( i ? 1 : 0 ) >= 0 && ( i ? 1 : 0 ) <= 0 );
|
||||
m_nSRGB_INPUT_ADAPTER = i ? 1 : 0;
|
||||
#ifdef _DEBUG
|
||||
m_bSRGB_INPUT_ADAPTER = true;
|
||||
#endif
|
||||
}
|
||||
public:
|
||||
// CONSTRUCTOR
|
||||
downsample_nohdr_ps20b_Static_Index( IShaderShadow *pShaderShadow, IMaterialVar **params )
|
||||
{
|
||||
#ifdef _DEBUG
|
||||
m_bBLOOMTYPE = false;
|
||||
#endif // _DEBUG
|
||||
m_nBLOOMTYPE = 0;
|
||||
#ifdef _DEBUG
|
||||
m_bPS3REGCOUNT48 = false;
|
||||
#endif // _DEBUG
|
||||
m_nPS3REGCOUNT48 = 0;
|
||||
#ifdef _DEBUG
|
||||
m_bSRGB_INPUT_ADAPTER = false;
|
||||
#endif // _DEBUG
|
||||
m_nSRGB_INPUT_ADAPTER = 0;
|
||||
}
|
||||
int GetIndex()
|
||||
{
|
||||
// Asserts to make sure that we aren't using any skipped combinations.
|
||||
// Asserts to make sure that we are setting all of the combination vars.
|
||||
#ifdef _DEBUG
|
||||
bool bAllStaticVarsDefined = m_bBLOOMTYPE && m_bPS3REGCOUNT48 && m_bSRGB_INPUT_ADAPTER;
|
||||
Assert( bAllStaticVarsDefined );
|
||||
#endif // _DEBUG
|
||||
return ( 1 * m_nBLOOMTYPE ) + ( 2 * m_nPS3REGCOUNT48 ) + ( 2 * m_nSRGB_INPUT_ADAPTER ) + 0;
|
||||
}
|
||||
};
|
||||
#define shaderStaticTest_downsample_nohdr_ps20b psh_forgot_to_set_static_BLOOMTYPE + psh_forgot_to_set_static_PS3REGCOUNT48 + psh_forgot_to_set_static_SRGB_INPUT_ADAPTER + 0
|
||||
class downsample_nohdr_ps20b_Dynamic_Index
|
||||
{
|
||||
private:
|
||||
int m_nFLOAT_BACK_BUFFER;
|
||||
#ifdef _DEBUG
|
||||
bool m_bFLOAT_BACK_BUFFER;
|
||||
#endif
|
||||
public:
|
||||
void SetFLOAT_BACK_BUFFER( int i )
|
||||
{
|
||||
Assert( i >= 0 && i <= 0 );
|
||||
m_nFLOAT_BACK_BUFFER = i;
|
||||
#ifdef _DEBUG
|
||||
m_bFLOAT_BACK_BUFFER = true;
|
||||
#endif
|
||||
}
|
||||
void SetFLOAT_BACK_BUFFER( bool i )
|
||||
{
|
||||
Assert( ( i ? 1 : 0 ) >= 0 && ( i ? 1 : 0 ) <= 0 );
|
||||
m_nFLOAT_BACK_BUFFER = i ? 1 : 0;
|
||||
#ifdef _DEBUG
|
||||
m_bFLOAT_BACK_BUFFER = true;
|
||||
#endif
|
||||
}
|
||||
public:
|
||||
// CONSTRUCTOR
|
||||
downsample_nohdr_ps20b_Dynamic_Index( IShaderDynamicAPI *pShaderAPI )
|
||||
{
|
||||
#ifdef _DEBUG
|
||||
m_bFLOAT_BACK_BUFFER = false;
|
||||
#endif // _DEBUG
|
||||
m_nFLOAT_BACK_BUFFER = 0;
|
||||
}
|
||||
int GetIndex()
|
||||
{
|
||||
// Asserts to make sure that we aren't using any skipped combinations.
|
||||
// Asserts to make sure that we are setting all of the combination vars.
|
||||
#ifdef _DEBUG
|
||||
bool bAllDynamicVarsDefined = m_bFLOAT_BACK_BUFFER;
|
||||
Assert( bAllDynamicVarsDefined );
|
||||
#endif // _DEBUG
|
||||
return ( 1 * m_nFLOAT_BACK_BUFFER ) + 0;
|
||||
}
|
||||
};
|
||||
#define shaderDynamicTest_downsample_nohdr_ps20b psh_forgot_to_set_dynamic_FLOAT_BACK_BUFFER + 0
|
||||
|
||||
static const ShaderComboInformation_t s_DynamicComboArray_downsample_nohdr_ps20b[1] =
|
||||
{
|
||||
{ "FLOAT_BACK_BUFFER", 0, 0 },
|
||||
};
|
||||
|
||||
static const ShaderComboInformation_t s_StaticComboArray_downsample_nohdr_ps20b[3] =
|
||||
{
|
||||
{ "BLOOMTYPE", 0, 1 },
|
||||
{ "PS3REGCOUNT48", 0, 0 },
|
||||
{ "SRGB_INPUT_ADAPTER", 0, 0 },
|
||||
};
|
||||
static const ShaderComboSemantics_t downsample_nohdr_ps20b_combos =
|
||||
{
|
||||
"downsample_nohdr_ps20b", s_DynamicComboArray_downsample_nohdr_ps20b, 1, s_StaticComboArray_downsample_nohdr_ps20b, 3
|
||||
};
|
||||
|
||||
class ConstructMe_downsample_nohdr_ps20b
|
||||
{
|
||||
public:
|
||||
ConstructMe_downsample_nohdr_ps20b()
|
||||
{
|
||||
GetShaderDLL()->AddShaderComboInformation( &downsample_nohdr_ps20b_combos );
|
||||
}
|
||||
};
|
||||
|
||||
static ConstructMe_downsample_nohdr_ps20b s_ConstructMe_downsample_nohdr_ps20b;
|
||||
56
materialsystem/stdshaders/fxctmp9_ps3/downsample_ps20.inc
Normal file
56
materialsystem/stdshaders/fxctmp9_ps3/downsample_ps20.inc
Normal file
@@ -0,0 +1,56 @@
|
||||
// ALL SKIP STATEMENTS THAT AFFECT THIS SHADER!!!
|
||||
// defined $PIXELFOGTYPE && defined $WRITEWATERFOGTODESTALPHA && ( $PIXELFOGTYPE != 1 ) && $WRITEWATERFOGTODESTALPHA
|
||||
// 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
|
||||
#include "shaderlib/cshader.h"
|
||||
class downsample_ps20_Static_Index
|
||||
{
|
||||
public:
|
||||
// CONSTRUCTOR
|
||||
downsample_ps20_Static_Index( IShaderShadow *pShaderShadow, IMaterialVar **params )
|
||||
{
|
||||
}
|
||||
int GetIndex()
|
||||
{
|
||||
// Asserts to make sure that we aren't using any skipped combinations.
|
||||
// Asserts to make sure that we are setting all of the combination vars.
|
||||
#ifdef _DEBUG
|
||||
#endif // _DEBUG
|
||||
return 0;
|
||||
}
|
||||
};
|
||||
#define shaderStaticTest_downsample_ps20 0
|
||||
class downsample_ps20_Dynamic_Index
|
||||
{
|
||||
public:
|
||||
// CONSTRUCTOR
|
||||
downsample_ps20_Dynamic_Index( IShaderDynamicAPI *pShaderAPI )
|
||||
{
|
||||
}
|
||||
int GetIndex()
|
||||
{
|
||||
// Asserts to make sure that we aren't using any skipped combinations.
|
||||
// Asserts to make sure that we are setting all of the combination vars.
|
||||
#ifdef _DEBUG
|
||||
#endif // _DEBUG
|
||||
return 0;
|
||||
}
|
||||
};
|
||||
#define shaderDynamicTest_downsample_ps20 0
|
||||
static const ShaderComboSemantics_t downsample_ps20_combos =
|
||||
{
|
||||
"downsample_ps20", NULL, 0, NULL, 0
|
||||
};
|
||||
|
||||
class ConstructMe_downsample_ps20
|
||||
{
|
||||
public:
|
||||
ConstructMe_downsample_ps20()
|
||||
{
|
||||
GetShaderDLL()->AddShaderComboInformation( &downsample_ps20_combos );
|
||||
}
|
||||
};
|
||||
|
||||
static ConstructMe_downsample_ps20 s_ConstructMe_downsample_ps20;
|
||||
56
materialsystem/stdshaders/fxctmp9_ps3/downsample_ps20b.inc
Normal file
56
materialsystem/stdshaders/fxctmp9_ps3/downsample_ps20b.inc
Normal file
@@ -0,0 +1,56 @@
|
||||
// ALL SKIP STATEMENTS THAT AFFECT THIS SHADER!!!
|
||||
// defined $PIXELFOGTYPE && defined $WRITEWATERFOGTODESTALPHA && ( $PIXELFOGTYPE != 1 ) && $WRITEWATERFOGTODESTALPHA
|
||||
// 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
|
||||
#include "shaderlib/cshader.h"
|
||||
class downsample_ps20b_Static_Index
|
||||
{
|
||||
public:
|
||||
// CONSTRUCTOR
|
||||
downsample_ps20b_Static_Index( IShaderShadow *pShaderShadow, IMaterialVar **params )
|
||||
{
|
||||
}
|
||||
int GetIndex()
|
||||
{
|
||||
// Asserts to make sure that we aren't using any skipped combinations.
|
||||
// Asserts to make sure that we are setting all of the combination vars.
|
||||
#ifdef _DEBUG
|
||||
#endif // _DEBUG
|
||||
return 0;
|
||||
}
|
||||
};
|
||||
#define shaderStaticTest_downsample_ps20b 0
|
||||
class downsample_ps20b_Dynamic_Index
|
||||
{
|
||||
public:
|
||||
// CONSTRUCTOR
|
||||
downsample_ps20b_Dynamic_Index( IShaderDynamicAPI *pShaderAPI )
|
||||
{
|
||||
}
|
||||
int GetIndex()
|
||||
{
|
||||
// Asserts to make sure that we aren't using any skipped combinations.
|
||||
// Asserts to make sure that we are setting all of the combination vars.
|
||||
#ifdef _DEBUG
|
||||
#endif // _DEBUG
|
||||
return 0;
|
||||
}
|
||||
};
|
||||
#define shaderDynamicTest_downsample_ps20b 0
|
||||
static const ShaderComboSemantics_t downsample_ps20b_combos =
|
||||
{
|
||||
"downsample_ps20b", NULL, 0, NULL, 0
|
||||
};
|
||||
|
||||
class ConstructMe_downsample_ps20b
|
||||
{
|
||||
public:
|
||||
ConstructMe_downsample_ps20b()
|
||||
{
|
||||
GetShaderDLL()->AddShaderComboInformation( &downsample_ps20b_combos );
|
||||
}
|
||||
};
|
||||
|
||||
static ConstructMe_downsample_ps20b s_ConstructMe_downsample_ps20b;
|
||||
52
materialsystem/stdshaders/fxctmp9_ps3/downsample_vs20.inc
Normal file
52
materialsystem/stdshaders/fxctmp9_ps3/downsample_vs20.inc
Normal file
@@ -0,0 +1,52 @@
|
||||
// ALL SKIP STATEMENTS THAT AFFECT THIS SHADER!!!
|
||||
// defined $LIGHTING_PREVIEW && defined $FASTPATH && $LIGHTING_PREVIEW && $FASTPATH
|
||||
#include "shaderlib/cshader.h"
|
||||
class downsample_vs20_Static_Index
|
||||
{
|
||||
public:
|
||||
// CONSTRUCTOR
|
||||
downsample_vs20_Static_Index( IShaderShadow *pShaderShadow, IMaterialVar **params )
|
||||
{
|
||||
}
|
||||
int GetIndex()
|
||||
{
|
||||
// Asserts to make sure that we aren't using any skipped combinations.
|
||||
// Asserts to make sure that we are setting all of the combination vars.
|
||||
#ifdef _DEBUG
|
||||
#endif // _DEBUG
|
||||
return 0;
|
||||
}
|
||||
};
|
||||
#define shaderStaticTest_downsample_vs20 0
|
||||
class downsample_vs20_Dynamic_Index
|
||||
{
|
||||
public:
|
||||
// CONSTRUCTOR
|
||||
downsample_vs20_Dynamic_Index( IShaderDynamicAPI *pShaderAPI )
|
||||
{
|
||||
}
|
||||
int GetIndex()
|
||||
{
|
||||
// Asserts to make sure that we aren't using any skipped combinations.
|
||||
// Asserts to make sure that we are setting all of the combination vars.
|
||||
#ifdef _DEBUG
|
||||
#endif // _DEBUG
|
||||
return 0;
|
||||
}
|
||||
};
|
||||
#define shaderDynamicTest_downsample_vs20 0
|
||||
static const ShaderComboSemantics_t downsample_vs20_combos =
|
||||
{
|
||||
"downsample_vs20", NULL, 0, NULL, 0
|
||||
};
|
||||
|
||||
class ConstructMe_downsample_vs20
|
||||
{
|
||||
public:
|
||||
ConstructMe_downsample_vs20()
|
||||
{
|
||||
GetShaderDLL()->AddShaderComboInformation( &downsample_vs20_combos );
|
||||
}
|
||||
};
|
||||
|
||||
static ConstructMe_downsample_vs20 s_ConstructMe_downsample_vs20;
|
||||
@@ -0,0 +1,56 @@
|
||||
// ALL SKIP STATEMENTS THAT AFFECT THIS SHADER!!!
|
||||
// defined $PIXELFOGTYPE && defined $WRITEWATERFOGTODESTALPHA && ( $PIXELFOGTYPE != 1 ) && $WRITEWATERFOGTODESTALPHA
|
||||
// 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
|
||||
#include "shaderlib/cshader.h"
|
||||
class emissive_scroll_blended_pass_ps20_Static_Index
|
||||
{
|
||||
public:
|
||||
// CONSTRUCTOR
|
||||
emissive_scroll_blended_pass_ps20_Static_Index( IShaderShadow *pShaderShadow, IMaterialVar **params )
|
||||
{
|
||||
}
|
||||
int GetIndex()
|
||||
{
|
||||
// Asserts to make sure that we aren't using any skipped combinations.
|
||||
// Asserts to make sure that we are setting all of the combination vars.
|
||||
#ifdef _DEBUG
|
||||
#endif // _DEBUG
|
||||
return 0;
|
||||
}
|
||||
};
|
||||
#define shaderStaticTest_emissive_scroll_blended_pass_ps20 0
|
||||
class emissive_scroll_blended_pass_ps20_Dynamic_Index
|
||||
{
|
||||
public:
|
||||
// CONSTRUCTOR
|
||||
emissive_scroll_blended_pass_ps20_Dynamic_Index( IShaderDynamicAPI *pShaderAPI )
|
||||
{
|
||||
}
|
||||
int GetIndex()
|
||||
{
|
||||
// Asserts to make sure that we aren't using any skipped combinations.
|
||||
// Asserts to make sure that we are setting all of the combination vars.
|
||||
#ifdef _DEBUG
|
||||
#endif // _DEBUG
|
||||
return 0;
|
||||
}
|
||||
};
|
||||
#define shaderDynamicTest_emissive_scroll_blended_pass_ps20 0
|
||||
static const ShaderComboSemantics_t emissive_scroll_blended_pass_ps20_combos =
|
||||
{
|
||||
"emissive_scroll_blended_pass_ps20", NULL, 0, NULL, 0
|
||||
};
|
||||
|
||||
class ConstructMe_emissive_scroll_blended_pass_ps20
|
||||
{
|
||||
public:
|
||||
ConstructMe_emissive_scroll_blended_pass_ps20()
|
||||
{
|
||||
GetShaderDLL()->AddShaderComboInformation( &emissive_scroll_blended_pass_ps20_combos );
|
||||
}
|
||||
};
|
||||
|
||||
static ConstructMe_emissive_scroll_blended_pass_ps20 s_ConstructMe_emissive_scroll_blended_pass_ps20;
|
||||
@@ -0,0 +1,56 @@
|
||||
// ALL SKIP STATEMENTS THAT AFFECT THIS SHADER!!!
|
||||
// defined $PIXELFOGTYPE && defined $WRITEWATERFOGTODESTALPHA && ( $PIXELFOGTYPE != 1 ) && $WRITEWATERFOGTODESTALPHA
|
||||
// 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
|
||||
#include "shaderlib/cshader.h"
|
||||
class emissive_scroll_blended_pass_ps20b_Static_Index
|
||||
{
|
||||
public:
|
||||
// CONSTRUCTOR
|
||||
emissive_scroll_blended_pass_ps20b_Static_Index( IShaderShadow *pShaderShadow, IMaterialVar **params )
|
||||
{
|
||||
}
|
||||
int GetIndex()
|
||||
{
|
||||
// Asserts to make sure that we aren't using any skipped combinations.
|
||||
// Asserts to make sure that we are setting all of the combination vars.
|
||||
#ifdef _DEBUG
|
||||
#endif // _DEBUG
|
||||
return 0;
|
||||
}
|
||||
};
|
||||
#define shaderStaticTest_emissive_scroll_blended_pass_ps20b 0
|
||||
class emissive_scroll_blended_pass_ps20b_Dynamic_Index
|
||||
{
|
||||
public:
|
||||
// CONSTRUCTOR
|
||||
emissive_scroll_blended_pass_ps20b_Dynamic_Index( IShaderDynamicAPI *pShaderAPI )
|
||||
{
|
||||
}
|
||||
int GetIndex()
|
||||
{
|
||||
// Asserts to make sure that we aren't using any skipped combinations.
|
||||
// Asserts to make sure that we are setting all of the combination vars.
|
||||
#ifdef _DEBUG
|
||||
#endif // _DEBUG
|
||||
return 0;
|
||||
}
|
||||
};
|
||||
#define shaderDynamicTest_emissive_scroll_blended_pass_ps20b 0
|
||||
static const ShaderComboSemantics_t emissive_scroll_blended_pass_ps20b_combos =
|
||||
{
|
||||
"emissive_scroll_blended_pass_ps20b", NULL, 0, NULL, 0
|
||||
};
|
||||
|
||||
class ConstructMe_emissive_scroll_blended_pass_ps20b
|
||||
{
|
||||
public:
|
||||
ConstructMe_emissive_scroll_blended_pass_ps20b()
|
||||
{
|
||||
GetShaderDLL()->AddShaderComboInformation( &emissive_scroll_blended_pass_ps20b_combos );
|
||||
}
|
||||
};
|
||||
|
||||
static ConstructMe_emissive_scroll_blended_pass_ps20b s_ConstructMe_emissive_scroll_blended_pass_ps20b;
|
||||
@@ -0,0 +1,139 @@
|
||||
// ALL SKIP STATEMENTS THAT AFFECT THIS SHADER!!!
|
||||
// defined $LIGHTING_PREVIEW && defined $FASTPATH && $LIGHTING_PREVIEW && $FASTPATH
|
||||
#include "shaderlib/cshader.h"
|
||||
class emissive_scroll_blended_pass_vs20_Static_Index
|
||||
{
|
||||
public:
|
||||
// CONSTRUCTOR
|
||||
emissive_scroll_blended_pass_vs20_Static_Index( IShaderShadow *pShaderShadow, IMaterialVar **params )
|
||||
{
|
||||
}
|
||||
int GetIndex()
|
||||
{
|
||||
// Asserts to make sure that we aren't using any skipped combinations.
|
||||
// Asserts to make sure that we are setting all of the combination vars.
|
||||
#ifdef _DEBUG
|
||||
#endif // _DEBUG
|
||||
return 0;
|
||||
}
|
||||
};
|
||||
#define shaderStaticTest_emissive_scroll_blended_pass_vs20 0
|
||||
class emissive_scroll_blended_pass_vs20_Dynamic_Index
|
||||
{
|
||||
private:
|
||||
int m_nCOMPRESSED_VERTS;
|
||||
#ifdef _DEBUG
|
||||
bool m_bCOMPRESSED_VERTS;
|
||||
#endif
|
||||
public:
|
||||
void SetCOMPRESSED_VERTS( int i )
|
||||
{
|
||||
Assert( i >= 0 && i <= 1 );
|
||||
m_nCOMPRESSED_VERTS = i;
|
||||
#ifdef _DEBUG
|
||||
m_bCOMPRESSED_VERTS = true;
|
||||
#endif
|
||||
}
|
||||
void SetCOMPRESSED_VERTS( bool i )
|
||||
{
|
||||
Assert( ( i ? 1 : 0 ) >= 0 && ( i ? 1 : 0 ) <= 1 );
|
||||
m_nCOMPRESSED_VERTS = i ? 1 : 0;
|
||||
#ifdef _DEBUG
|
||||
m_bCOMPRESSED_VERTS = true;
|
||||
#endif
|
||||
}
|
||||
private:
|
||||
int m_nSKINNING;
|
||||
#ifdef _DEBUG
|
||||
bool m_bSKINNING;
|
||||
#endif
|
||||
public:
|
||||
void SetSKINNING( int i )
|
||||
{
|
||||
Assert( i >= 0 && i <= 1 );
|
||||
m_nSKINNING = i;
|
||||
#ifdef _DEBUG
|
||||
m_bSKINNING = true;
|
||||
#endif
|
||||
}
|
||||
void SetSKINNING( bool i )
|
||||
{
|
||||
Assert( ( i ? 1 : 0 ) >= 0 && ( i ? 1 : 0 ) <= 1 );
|
||||
m_nSKINNING = i ? 1 : 0;
|
||||
#ifdef _DEBUG
|
||||
m_bSKINNING = true;
|
||||
#endif
|
||||
}
|
||||
private:
|
||||
int m_nMORPHING;
|
||||
#ifdef _DEBUG
|
||||
bool m_bMORPHING;
|
||||
#endif
|
||||
public:
|
||||
void SetMORPHING( int i )
|
||||
{
|
||||
Assert( i >= 0 && i <= 0 );
|
||||
m_nMORPHING = i;
|
||||
#ifdef _DEBUG
|
||||
m_bMORPHING = true;
|
||||
#endif
|
||||
}
|
||||
void SetMORPHING( bool i )
|
||||
{
|
||||
Assert( ( i ? 1 : 0 ) >= 0 && ( i ? 1 : 0 ) <= 0 );
|
||||
m_nMORPHING = i ? 1 : 0;
|
||||
#ifdef _DEBUG
|
||||
m_bMORPHING = true;
|
||||
#endif
|
||||
}
|
||||
public:
|
||||
// CONSTRUCTOR
|
||||
emissive_scroll_blended_pass_vs20_Dynamic_Index( IShaderDynamicAPI *pShaderAPI )
|
||||
{
|
||||
#ifdef _DEBUG
|
||||
m_bCOMPRESSED_VERTS = false;
|
||||
#endif // _DEBUG
|
||||
m_nCOMPRESSED_VERTS = 0;
|
||||
#ifdef _DEBUG
|
||||
m_bSKINNING = false;
|
||||
#endif // _DEBUG
|
||||
m_nSKINNING = 0;
|
||||
#ifdef _DEBUG
|
||||
m_bMORPHING = true;
|
||||
#endif // _DEBUG
|
||||
m_nMORPHING = false ;
|
||||
}
|
||||
int GetIndex()
|
||||
{
|
||||
// Asserts to make sure that we aren't using any skipped combinations.
|
||||
// Asserts to make sure that we are setting all of the combination vars.
|
||||
#ifdef _DEBUG
|
||||
bool bAllDynamicVarsDefined = m_bCOMPRESSED_VERTS && m_bSKINNING && m_bMORPHING;
|
||||
Assert( bAllDynamicVarsDefined );
|
||||
#endif // _DEBUG
|
||||
return ( 1 * m_nCOMPRESSED_VERTS ) + ( 2 * m_nSKINNING ) + ( 4 * m_nMORPHING ) + 0;
|
||||
}
|
||||
};
|
||||
#define shaderDynamicTest_emissive_scroll_blended_pass_vs20 vsh_forgot_to_set_dynamic_COMPRESSED_VERTS + vsh_forgot_to_set_dynamic_SKINNING + 0
|
||||
|
||||
static const ShaderComboInformation_t s_DynamicComboArray_emissive_scroll_blended_pass_vs20[3] =
|
||||
{
|
||||
{ "COMPRESSED_VERTS", 0, 1 },
|
||||
{ "SKINNING", 0, 1 },
|
||||
{ "MORPHING", 0, 0 },
|
||||
};
|
||||
static const ShaderComboSemantics_t emissive_scroll_blended_pass_vs20_combos =
|
||||
{
|
||||
"emissive_scroll_blended_pass_vs20", s_DynamicComboArray_emissive_scroll_blended_pass_vs20, 3, NULL, 0
|
||||
};
|
||||
|
||||
class ConstructMe_emissive_scroll_blended_pass_vs20
|
||||
{
|
||||
public:
|
||||
ConstructMe_emissive_scroll_blended_pass_vs20()
|
||||
{
|
||||
GetShaderDLL()->AddShaderComboInformation( &emissive_scroll_blended_pass_vs20_combos );
|
||||
}
|
||||
};
|
||||
|
||||
static ConstructMe_emissive_scroll_blended_pass_vs20 s_ConstructMe_emissive_scroll_blended_pass_vs20;
|
||||
265
materialsystem/stdshaders/fxctmp9_ps3/engine_post_ps20.inc
Normal file
265
materialsystem/stdshaders/fxctmp9_ps3/engine_post_ps20.inc
Normal file
@@ -0,0 +1,265 @@
|
||||
// ALL SKIP STATEMENTS THAT AFFECT THIS SHADER!!!
|
||||
// ( $CONVERT_FROM_LINEAR == 0 ) && ( $CONVERT_TO_LINEAR == 1 )
|
||||
// ( $TOOL_MODE == 0 ) && ( $CONVERT_FROM_LINEAR == 1 )
|
||||
// ( $TOOL_MODE == 0 ) && ( $CONVERT_TO_LINEAR == 1 )
|
||||
// ( $CONVERT_FROM_LINEAR == 1 ) && ( $LINEAR_INPUT == 1 )
|
||||
// ( $CONVERT_TO_LINEAR == 1 ) && ( $LINEAR_OUTPUT == 1 )
|
||||
// ( $LOCAL_CONTRAST_ENABLE == 0 ) && ( $BLURRED_VIGNETTE_ENABLE == 1 )
|
||||
// ( $TOOL_MODE == 0 ) && $TV_GAMMA
|
||||
// ( $TOOL_MODE == 0 ) && $DESATURATEENABLE
|
||||
// defined $PIXELFOGTYPE && defined $WRITEWATERFOGTODESTALPHA && ( $PIXELFOGTYPE != 1 ) && $WRITEWATERFOGTODESTALPHA
|
||||
// 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
|
||||
#include "shaderlib/cshader.h"
|
||||
class engine_post_ps20_Static_Index
|
||||
{
|
||||
private:
|
||||
int m_nTOOL_MODE;
|
||||
#ifdef _DEBUG
|
||||
bool m_bTOOL_MODE;
|
||||
#endif
|
||||
public:
|
||||
void SetTOOL_MODE( int i )
|
||||
{
|
||||
Assert( i >= 0 && i <= 1 );
|
||||
m_nTOOL_MODE = i;
|
||||
#ifdef _DEBUG
|
||||
m_bTOOL_MODE = true;
|
||||
#endif
|
||||
}
|
||||
void SetTOOL_MODE( bool i )
|
||||
{
|
||||
Assert( ( i ? 1 : 0 ) >= 0 && ( i ? 1 : 0 ) <= 1 );
|
||||
m_nTOOL_MODE = i ? 1 : 0;
|
||||
#ifdef _DEBUG
|
||||
m_bTOOL_MODE = true;
|
||||
#endif
|
||||
}
|
||||
private:
|
||||
int m_nDEPTH_BLUR_ENABLE;
|
||||
#ifdef _DEBUG
|
||||
bool m_bDEPTH_BLUR_ENABLE;
|
||||
#endif
|
||||
public:
|
||||
void SetDEPTH_BLUR_ENABLE( int i )
|
||||
{
|
||||
Assert( i >= 0 && i <= 1 );
|
||||
m_nDEPTH_BLUR_ENABLE = i;
|
||||
#ifdef _DEBUG
|
||||
m_bDEPTH_BLUR_ENABLE = true;
|
||||
#endif
|
||||
}
|
||||
void SetDEPTH_BLUR_ENABLE( bool i )
|
||||
{
|
||||
Assert( ( i ? 1 : 0 ) >= 0 && ( i ? 1 : 0 ) <= 1 );
|
||||
m_nDEPTH_BLUR_ENABLE = i ? 1 : 0;
|
||||
#ifdef _DEBUG
|
||||
m_bDEPTH_BLUR_ENABLE = true;
|
||||
#endif
|
||||
}
|
||||
public:
|
||||
// CONSTRUCTOR
|
||||
engine_post_ps20_Static_Index( IShaderShadow *pShaderShadow, IMaterialVar **params )
|
||||
{
|
||||
#ifdef _DEBUG
|
||||
m_bTOOL_MODE = false;
|
||||
#endif // _DEBUG
|
||||
m_nTOOL_MODE = 0;
|
||||
#ifdef _DEBUG
|
||||
m_bDEPTH_BLUR_ENABLE = false;
|
||||
#endif // _DEBUG
|
||||
m_nDEPTH_BLUR_ENABLE = 0;
|
||||
}
|
||||
int GetIndex()
|
||||
{
|
||||
// Asserts to make sure that we aren't using any skipped combinations.
|
||||
// Asserts to make sure that we are setting all of the combination vars.
|
||||
#ifdef _DEBUG
|
||||
bool bAllStaticVarsDefined = m_bTOOL_MODE && m_bDEPTH_BLUR_ENABLE;
|
||||
Assert( bAllStaticVarsDefined );
|
||||
#endif // _DEBUG
|
||||
return ( 48 * m_nTOOL_MODE ) + ( 96 * m_nDEPTH_BLUR_ENABLE ) + 0;
|
||||
}
|
||||
};
|
||||
#define shaderStaticTest_engine_post_ps20 psh_forgot_to_set_static_TOOL_MODE + psh_forgot_to_set_static_DEPTH_BLUR_ENABLE + 0
|
||||
class engine_post_ps20_Dynamic_Index
|
||||
{
|
||||
private:
|
||||
int m_nAA_ENABLE;
|
||||
#ifdef _DEBUG
|
||||
bool m_bAA_ENABLE;
|
||||
#endif
|
||||
public:
|
||||
void SetAA_ENABLE( int i )
|
||||
{
|
||||
Assert( i >= 0 && i <= 1 );
|
||||
m_nAA_ENABLE = i;
|
||||
#ifdef _DEBUG
|
||||
m_bAA_ENABLE = true;
|
||||
#endif
|
||||
}
|
||||
void SetAA_ENABLE( bool i )
|
||||
{
|
||||
Assert( ( i ? 1 : 0 ) >= 0 && ( i ? 1 : 0 ) <= 1 );
|
||||
m_nAA_ENABLE = i ? 1 : 0;
|
||||
#ifdef _DEBUG
|
||||
m_bAA_ENABLE = true;
|
||||
#endif
|
||||
}
|
||||
private:
|
||||
int m_nCOL_CORRECT_NUM_LOOKUPS;
|
||||
#ifdef _DEBUG
|
||||
bool m_bCOL_CORRECT_NUM_LOOKUPS;
|
||||
#endif
|
||||
public:
|
||||
void SetCOL_CORRECT_NUM_LOOKUPS( int i )
|
||||
{
|
||||
Assert( i >= 0 && i <= 3 );
|
||||
m_nCOL_CORRECT_NUM_LOOKUPS = i;
|
||||
#ifdef _DEBUG
|
||||
m_bCOL_CORRECT_NUM_LOOKUPS = true;
|
||||
#endif
|
||||
}
|
||||
void SetCOL_CORRECT_NUM_LOOKUPS( bool i )
|
||||
{
|
||||
Assert( ( i ? 1 : 0 ) >= 0 && ( i ? 1 : 0 ) <= 3 );
|
||||
m_nCOL_CORRECT_NUM_LOOKUPS = i ? 1 : 0;
|
||||
#ifdef _DEBUG
|
||||
m_bCOL_CORRECT_NUM_LOOKUPS = true;
|
||||
#endif
|
||||
}
|
||||
private:
|
||||
int m_nFADE_TO_BLACK;
|
||||
#ifdef _DEBUG
|
||||
bool m_bFADE_TO_BLACK;
|
||||
#endif
|
||||
public:
|
||||
void SetFADE_TO_BLACK( int i )
|
||||
{
|
||||
Assert( i >= 0 && i <= 1 );
|
||||
m_nFADE_TO_BLACK = i;
|
||||
#ifdef _DEBUG
|
||||
m_bFADE_TO_BLACK = true;
|
||||
#endif
|
||||
}
|
||||
void SetFADE_TO_BLACK( bool i )
|
||||
{
|
||||
Assert( ( i ? 1 : 0 ) >= 0 && ( i ? 1 : 0 ) <= 1 );
|
||||
m_nFADE_TO_BLACK = i ? 1 : 0;
|
||||
#ifdef _DEBUG
|
||||
m_bFADE_TO_BLACK = true;
|
||||
#endif
|
||||
}
|
||||
private:
|
||||
int m_nFADE_TYPE;
|
||||
#ifdef _DEBUG
|
||||
bool m_bFADE_TYPE;
|
||||
#endif
|
||||
public:
|
||||
void SetFADE_TYPE( int i )
|
||||
{
|
||||
Assert( i >= 0 && i <= 2 );
|
||||
m_nFADE_TYPE = i;
|
||||
#ifdef _DEBUG
|
||||
m_bFADE_TYPE = true;
|
||||
#endif
|
||||
}
|
||||
void SetFADE_TYPE( bool i )
|
||||
{
|
||||
Assert( ( i ? 1 : 0 ) >= 0 && ( i ? 1 : 0 ) <= 2 );
|
||||
m_nFADE_TYPE = i ? 1 : 0;
|
||||
#ifdef _DEBUG
|
||||
m_bFADE_TYPE = true;
|
||||
#endif
|
||||
}
|
||||
private:
|
||||
int m_nVOMIT_ENABLE;
|
||||
#ifdef _DEBUG
|
||||
bool m_bVOMIT_ENABLE;
|
||||
#endif
|
||||
public:
|
||||
void SetVOMIT_ENABLE( int i )
|
||||
{
|
||||
Assert( i >= 0 && i <= 0 );
|
||||
m_nVOMIT_ENABLE = i;
|
||||
#ifdef _DEBUG
|
||||
m_bVOMIT_ENABLE = true;
|
||||
#endif
|
||||
}
|
||||
void SetVOMIT_ENABLE( bool i )
|
||||
{
|
||||
Assert( ( i ? 1 : 0 ) >= 0 && ( i ? 1 : 0 ) <= 0 );
|
||||
m_nVOMIT_ENABLE = i ? 1 : 0;
|
||||
#ifdef _DEBUG
|
||||
m_bVOMIT_ENABLE = true;
|
||||
#endif
|
||||
}
|
||||
public:
|
||||
// CONSTRUCTOR
|
||||
engine_post_ps20_Dynamic_Index( IShaderDynamicAPI *pShaderAPI )
|
||||
{
|
||||
#ifdef _DEBUG
|
||||
m_bAA_ENABLE = false;
|
||||
#endif // _DEBUG
|
||||
m_nAA_ENABLE = 0;
|
||||
#ifdef _DEBUG
|
||||
m_bCOL_CORRECT_NUM_LOOKUPS = false;
|
||||
#endif // _DEBUG
|
||||
m_nCOL_CORRECT_NUM_LOOKUPS = 0;
|
||||
#ifdef _DEBUG
|
||||
m_bFADE_TO_BLACK = false;
|
||||
#endif // _DEBUG
|
||||
m_nFADE_TO_BLACK = 0;
|
||||
#ifdef _DEBUG
|
||||
m_bFADE_TYPE = false;
|
||||
#endif // _DEBUG
|
||||
m_nFADE_TYPE = 0;
|
||||
#ifdef _DEBUG
|
||||
m_bVOMIT_ENABLE = false;
|
||||
#endif // _DEBUG
|
||||
m_nVOMIT_ENABLE = 0;
|
||||
}
|
||||
int GetIndex()
|
||||
{
|
||||
// Asserts to make sure that we aren't using any skipped combinations.
|
||||
// Asserts to make sure that we are setting all of the combination vars.
|
||||
#ifdef _DEBUG
|
||||
bool bAllDynamicVarsDefined = m_bAA_ENABLE && m_bCOL_CORRECT_NUM_LOOKUPS && m_bFADE_TO_BLACK && m_bFADE_TYPE && m_bVOMIT_ENABLE;
|
||||
Assert( bAllDynamicVarsDefined );
|
||||
#endif // _DEBUG
|
||||
return ( 1 * m_nAA_ENABLE ) + ( 2 * m_nCOL_CORRECT_NUM_LOOKUPS ) + ( 8 * m_nFADE_TO_BLACK ) + ( 16 * m_nFADE_TYPE ) + ( 48 * m_nVOMIT_ENABLE ) + 0;
|
||||
}
|
||||
};
|
||||
#define shaderDynamicTest_engine_post_ps20 psh_forgot_to_set_dynamic_AA_ENABLE + psh_forgot_to_set_dynamic_COL_CORRECT_NUM_LOOKUPS + psh_forgot_to_set_dynamic_FADE_TO_BLACK + psh_forgot_to_set_dynamic_FADE_TYPE + psh_forgot_to_set_dynamic_VOMIT_ENABLE + 0
|
||||
|
||||
static const ShaderComboInformation_t s_DynamicComboArray_engine_post_ps20[5] =
|
||||
{
|
||||
{ "AA_ENABLE", 0, 1 },
|
||||
{ "COL_CORRECT_NUM_LOOKUPS", 0, 3 },
|
||||
{ "FADE_TO_BLACK", 0, 1 },
|
||||
{ "FADE_TYPE", 0, 2 },
|
||||
{ "VOMIT_ENABLE", 0, 0 },
|
||||
};
|
||||
|
||||
static const ShaderComboInformation_t s_StaticComboArray_engine_post_ps20[2] =
|
||||
{
|
||||
{ "TOOL_MODE", 0, 1 },
|
||||
{ "DEPTH_BLUR_ENABLE", 0, 1 },
|
||||
};
|
||||
static const ShaderComboSemantics_t engine_post_ps20_combos =
|
||||
{
|
||||
"engine_post_ps20", s_DynamicComboArray_engine_post_ps20, 5, s_StaticComboArray_engine_post_ps20, 2
|
||||
};
|
||||
|
||||
class ConstructMe_engine_post_ps20
|
||||
{
|
||||
public:
|
||||
ConstructMe_engine_post_ps20()
|
||||
{
|
||||
GetShaderDLL()->AddShaderComboInformation( &engine_post_ps20_combos );
|
||||
}
|
||||
};
|
||||
|
||||
static ConstructMe_engine_post_ps20 s_ConstructMe_engine_post_ps20;
|
||||
481
materialsystem/stdshaders/fxctmp9_ps3/engine_post_ps20b.inc
Normal file
481
materialsystem/stdshaders/fxctmp9_ps3/engine_post_ps20b.inc
Normal file
@@ -0,0 +1,481 @@
|
||||
// ALL SKIP STATEMENTS THAT AFFECT THIS SHADER!!!
|
||||
// ( $CONVERT_FROM_LINEAR == 0 ) && ( $CONVERT_TO_LINEAR == 1 )
|
||||
// ( $TOOL_MODE == 0 ) && ( $CONVERT_FROM_LINEAR == 1 )
|
||||
// ( $TOOL_MODE == 0 ) && ( $CONVERT_TO_LINEAR == 1 )
|
||||
// ( $CONVERT_FROM_LINEAR == 1 ) && ( $LINEAR_INPUT == 1 )
|
||||
// ( $CONVERT_TO_LINEAR == 1 ) && ( $LINEAR_OUTPUT == 1 )
|
||||
// ( $LOCAL_CONTRAST_ENABLE == 0 ) && ( $BLURRED_VIGNETTE_ENABLE == 1 )
|
||||
// ( $TOOL_MODE == 0 ) && $TV_GAMMA
|
||||
// ( $TOOL_MODE == 0 ) && $DESATURATEENABLE
|
||||
// defined $PIXELFOGTYPE && defined $WRITEWATERFOGTODESTALPHA && ( $PIXELFOGTYPE != 1 ) && $WRITEWATERFOGTODESTALPHA
|
||||
// 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
|
||||
#include "shaderlib/cshader.h"
|
||||
class engine_post_ps20b_Static_Index
|
||||
{
|
||||
private:
|
||||
int m_nTOOL_MODE;
|
||||
#ifdef _DEBUG
|
||||
bool m_bTOOL_MODE;
|
||||
#endif
|
||||
public:
|
||||
void SetTOOL_MODE( int i )
|
||||
{
|
||||
Assert( i >= 0 && i <= 1 );
|
||||
m_nTOOL_MODE = i;
|
||||
#ifdef _DEBUG
|
||||
m_bTOOL_MODE = true;
|
||||
#endif
|
||||
}
|
||||
void SetTOOL_MODE( bool i )
|
||||
{
|
||||
Assert( ( i ? 1 : 0 ) >= 0 && ( i ? 1 : 0 ) <= 1 );
|
||||
m_nTOOL_MODE = i ? 1 : 0;
|
||||
#ifdef _DEBUG
|
||||
m_bTOOL_MODE = true;
|
||||
#endif
|
||||
}
|
||||
private:
|
||||
int m_nDEPTH_BLUR_ENABLE;
|
||||
#ifdef _DEBUG
|
||||
bool m_bDEPTH_BLUR_ENABLE;
|
||||
#endif
|
||||
public:
|
||||
void SetDEPTH_BLUR_ENABLE( int i )
|
||||
{
|
||||
Assert( i >= 0 && i <= 1 );
|
||||
m_nDEPTH_BLUR_ENABLE = i;
|
||||
#ifdef _DEBUG
|
||||
m_bDEPTH_BLUR_ENABLE = true;
|
||||
#endif
|
||||
}
|
||||
void SetDEPTH_BLUR_ENABLE( bool i )
|
||||
{
|
||||
Assert( ( i ? 1 : 0 ) >= 0 && ( i ? 1 : 0 ) <= 1 );
|
||||
m_nDEPTH_BLUR_ENABLE = i ? 1 : 0;
|
||||
#ifdef _DEBUG
|
||||
m_bDEPTH_BLUR_ENABLE = true;
|
||||
#endif
|
||||
}
|
||||
private:
|
||||
int m_nLINEAR_INPUT;
|
||||
#ifdef _DEBUG
|
||||
bool m_bLINEAR_INPUT;
|
||||
#endif
|
||||
public:
|
||||
void SetLINEAR_INPUT( int i )
|
||||
{
|
||||
Assert( i >= 0 && i <= 0 );
|
||||
m_nLINEAR_INPUT = i;
|
||||
#ifdef _DEBUG
|
||||
m_bLINEAR_INPUT = true;
|
||||
#endif
|
||||
}
|
||||
void SetLINEAR_INPUT( bool i )
|
||||
{
|
||||
Assert( ( i ? 1 : 0 ) >= 0 && ( i ? 1 : 0 ) <= 0 );
|
||||
m_nLINEAR_INPUT = i ? 1 : 0;
|
||||
#ifdef _DEBUG
|
||||
m_bLINEAR_INPUT = true;
|
||||
#endif
|
||||
}
|
||||
private:
|
||||
int m_nLINEAR_OUTPUT;
|
||||
#ifdef _DEBUG
|
||||
bool m_bLINEAR_OUTPUT;
|
||||
#endif
|
||||
public:
|
||||
void SetLINEAR_OUTPUT( int i )
|
||||
{
|
||||
Assert( i >= 0 && i <= 0 );
|
||||
m_nLINEAR_OUTPUT = i;
|
||||
#ifdef _DEBUG
|
||||
m_bLINEAR_OUTPUT = true;
|
||||
#endif
|
||||
}
|
||||
void SetLINEAR_OUTPUT( bool i )
|
||||
{
|
||||
Assert( ( i ? 1 : 0 ) >= 0 && ( i ? 1 : 0 ) <= 0 );
|
||||
m_nLINEAR_OUTPUT = i ? 1 : 0;
|
||||
#ifdef _DEBUG
|
||||
m_bLINEAR_OUTPUT = true;
|
||||
#endif
|
||||
}
|
||||
public:
|
||||
// CONSTRUCTOR
|
||||
engine_post_ps20b_Static_Index( IShaderShadow *pShaderShadow, IMaterialVar **params )
|
||||
{
|
||||
#ifdef _DEBUG
|
||||
m_bTOOL_MODE = false;
|
||||
#endif // _DEBUG
|
||||
m_nTOOL_MODE = 0;
|
||||
#ifdef _DEBUG
|
||||
m_bDEPTH_BLUR_ENABLE = false;
|
||||
#endif // _DEBUG
|
||||
m_nDEPTH_BLUR_ENABLE = 0;
|
||||
#ifdef _DEBUG
|
||||
m_bLINEAR_INPUT = false;
|
||||
#endif // _DEBUG
|
||||
m_nLINEAR_INPUT = 0;
|
||||
#ifdef _DEBUG
|
||||
m_bLINEAR_OUTPUT = false;
|
||||
#endif // _DEBUG
|
||||
m_nLINEAR_OUTPUT = 0;
|
||||
}
|
||||
int GetIndex()
|
||||
{
|
||||
// Asserts to make sure that we aren't using any skipped combinations.
|
||||
// Asserts to make sure that we are setting all of the combination vars.
|
||||
#ifdef _DEBUG
|
||||
bool bAllStaticVarsDefined = m_bTOOL_MODE && m_bDEPTH_BLUR_ENABLE && m_bLINEAR_INPUT && m_bLINEAR_OUTPUT;
|
||||
Assert( bAllStaticVarsDefined );
|
||||
#endif // _DEBUG
|
||||
return ( 384 * m_nTOOL_MODE ) + ( 768 * m_nDEPTH_BLUR_ENABLE ) + ( 1536 * m_nLINEAR_INPUT ) + ( 1536 * m_nLINEAR_OUTPUT ) + 0;
|
||||
}
|
||||
};
|
||||
#define shaderStaticTest_engine_post_ps20b psh_forgot_to_set_static_TOOL_MODE + psh_forgot_to_set_static_DEPTH_BLUR_ENABLE + psh_forgot_to_set_static_LINEAR_INPUT + psh_forgot_to_set_static_LINEAR_OUTPUT + 0
|
||||
class engine_post_ps20b_Dynamic_Index
|
||||
{
|
||||
private:
|
||||
int m_nAA_ENABLE;
|
||||
#ifdef _DEBUG
|
||||
bool m_bAA_ENABLE;
|
||||
#endif
|
||||
public:
|
||||
void SetAA_ENABLE( int i )
|
||||
{
|
||||
Assert( i >= 0 && i <= 1 );
|
||||
m_nAA_ENABLE = i;
|
||||
#ifdef _DEBUG
|
||||
m_bAA_ENABLE = true;
|
||||
#endif
|
||||
}
|
||||
void SetAA_ENABLE( bool i )
|
||||
{
|
||||
Assert( ( i ? 1 : 0 ) >= 0 && ( i ? 1 : 0 ) <= 1 );
|
||||
m_nAA_ENABLE = i ? 1 : 0;
|
||||
#ifdef _DEBUG
|
||||
m_bAA_ENABLE = true;
|
||||
#endif
|
||||
}
|
||||
private:
|
||||
int m_nCOL_CORRECT_NUM_LOOKUPS;
|
||||
#ifdef _DEBUG
|
||||
bool m_bCOL_CORRECT_NUM_LOOKUPS;
|
||||
#endif
|
||||
public:
|
||||
void SetCOL_CORRECT_NUM_LOOKUPS( int i )
|
||||
{
|
||||
Assert( i >= 0 && i <= 3 );
|
||||
m_nCOL_CORRECT_NUM_LOOKUPS = i;
|
||||
#ifdef _DEBUG
|
||||
m_bCOL_CORRECT_NUM_LOOKUPS = true;
|
||||
#endif
|
||||
}
|
||||
void SetCOL_CORRECT_NUM_LOOKUPS( bool i )
|
||||
{
|
||||
Assert( ( i ? 1 : 0 ) >= 0 && ( i ? 1 : 0 ) <= 3 );
|
||||
m_nCOL_CORRECT_NUM_LOOKUPS = i ? 1 : 0;
|
||||
#ifdef _DEBUG
|
||||
m_bCOL_CORRECT_NUM_LOOKUPS = true;
|
||||
#endif
|
||||
}
|
||||
private:
|
||||
int m_nCONVERT_FROM_LINEAR;
|
||||
#ifdef _DEBUG
|
||||
bool m_bCONVERT_FROM_LINEAR;
|
||||
#endif
|
||||
public:
|
||||
void SetCONVERT_FROM_LINEAR( int i )
|
||||
{
|
||||
Assert( i >= 0 && i <= 0 );
|
||||
m_nCONVERT_FROM_LINEAR = i;
|
||||
#ifdef _DEBUG
|
||||
m_bCONVERT_FROM_LINEAR = true;
|
||||
#endif
|
||||
}
|
||||
void SetCONVERT_FROM_LINEAR( bool i )
|
||||
{
|
||||
Assert( ( i ? 1 : 0 ) >= 0 && ( i ? 1 : 0 ) <= 0 );
|
||||
m_nCONVERT_FROM_LINEAR = i ? 1 : 0;
|
||||
#ifdef _DEBUG
|
||||
m_bCONVERT_FROM_LINEAR = true;
|
||||
#endif
|
||||
}
|
||||
private:
|
||||
int m_nCONVERT_TO_LINEAR;
|
||||
#ifdef _DEBUG
|
||||
bool m_bCONVERT_TO_LINEAR;
|
||||
#endif
|
||||
public:
|
||||
void SetCONVERT_TO_LINEAR( int i )
|
||||
{
|
||||
Assert( i >= 0 && i <= 0 );
|
||||
m_nCONVERT_TO_LINEAR = i;
|
||||
#ifdef _DEBUG
|
||||
m_bCONVERT_TO_LINEAR = true;
|
||||
#endif
|
||||
}
|
||||
void SetCONVERT_TO_LINEAR( bool i )
|
||||
{
|
||||
Assert( ( i ? 1 : 0 ) >= 0 && ( i ? 1 : 0 ) <= 0 );
|
||||
m_nCONVERT_TO_LINEAR = i ? 1 : 0;
|
||||
#ifdef _DEBUG
|
||||
m_bCONVERT_TO_LINEAR = true;
|
||||
#endif
|
||||
}
|
||||
private:
|
||||
int m_nFADE_TO_BLACK;
|
||||
#ifdef _DEBUG
|
||||
bool m_bFADE_TO_BLACK;
|
||||
#endif
|
||||
public:
|
||||
void SetFADE_TO_BLACK( int i )
|
||||
{
|
||||
Assert( i >= 0 && i <= 1 );
|
||||
m_nFADE_TO_BLACK = i;
|
||||
#ifdef _DEBUG
|
||||
m_bFADE_TO_BLACK = true;
|
||||
#endif
|
||||
}
|
||||
void SetFADE_TO_BLACK( bool i )
|
||||
{
|
||||
Assert( ( i ? 1 : 0 ) >= 0 && ( i ? 1 : 0 ) <= 1 );
|
||||
m_nFADE_TO_BLACK = i ? 1 : 0;
|
||||
#ifdef _DEBUG
|
||||
m_bFADE_TO_BLACK = true;
|
||||
#endif
|
||||
}
|
||||
private:
|
||||
int m_nFADE_TYPE;
|
||||
#ifdef _DEBUG
|
||||
bool m_bFADE_TYPE;
|
||||
#endif
|
||||
public:
|
||||
void SetFADE_TYPE( int i )
|
||||
{
|
||||
Assert( i >= 0 && i <= 2 );
|
||||
m_nFADE_TYPE = i;
|
||||
#ifdef _DEBUG
|
||||
m_bFADE_TYPE = true;
|
||||
#endif
|
||||
}
|
||||
void SetFADE_TYPE( bool i )
|
||||
{
|
||||
Assert( ( i ? 1 : 0 ) >= 0 && ( i ? 1 : 0 ) <= 2 );
|
||||
m_nFADE_TYPE = i ? 1 : 0;
|
||||
#ifdef _DEBUG
|
||||
m_bFADE_TYPE = true;
|
||||
#endif
|
||||
}
|
||||
private:
|
||||
int m_nNOISE_ENABLE;
|
||||
#ifdef _DEBUG
|
||||
bool m_bNOISE_ENABLE;
|
||||
#endif
|
||||
public:
|
||||
void SetNOISE_ENABLE( int i )
|
||||
{
|
||||
Assert( i >= 0 && i <= 0 );
|
||||
m_nNOISE_ENABLE = i;
|
||||
#ifdef _DEBUG
|
||||
m_bNOISE_ENABLE = true;
|
||||
#endif
|
||||
}
|
||||
void SetNOISE_ENABLE( bool i )
|
||||
{
|
||||
Assert( ( i ? 1 : 0 ) >= 0 && ( i ? 1 : 0 ) <= 0 );
|
||||
m_nNOISE_ENABLE = i ? 1 : 0;
|
||||
#ifdef _DEBUG
|
||||
m_bNOISE_ENABLE = true;
|
||||
#endif
|
||||
}
|
||||
private:
|
||||
int m_nVIGNETTE_ENABLE;
|
||||
#ifdef _DEBUG
|
||||
bool m_bVIGNETTE_ENABLE;
|
||||
#endif
|
||||
public:
|
||||
void SetVIGNETTE_ENABLE( int i )
|
||||
{
|
||||
Assert( i >= 0 && i <= 1 );
|
||||
m_nVIGNETTE_ENABLE = i;
|
||||
#ifdef _DEBUG
|
||||
m_bVIGNETTE_ENABLE = true;
|
||||
#endif
|
||||
}
|
||||
void SetVIGNETTE_ENABLE( bool i )
|
||||
{
|
||||
Assert( ( i ? 1 : 0 ) >= 0 && ( i ? 1 : 0 ) <= 1 );
|
||||
m_nVIGNETTE_ENABLE = i ? 1 : 0;
|
||||
#ifdef _DEBUG
|
||||
m_bVIGNETTE_ENABLE = true;
|
||||
#endif
|
||||
}
|
||||
private:
|
||||
int m_nLOCAL_CONTRAST_ENABLE;
|
||||
#ifdef _DEBUG
|
||||
bool m_bLOCAL_CONTRAST_ENABLE;
|
||||
#endif
|
||||
public:
|
||||
void SetLOCAL_CONTRAST_ENABLE( int i )
|
||||
{
|
||||
Assert( i >= 0 && i <= 1 );
|
||||
m_nLOCAL_CONTRAST_ENABLE = i;
|
||||
#ifdef _DEBUG
|
||||
m_bLOCAL_CONTRAST_ENABLE = true;
|
||||
#endif
|
||||
}
|
||||
void SetLOCAL_CONTRAST_ENABLE( bool i )
|
||||
{
|
||||
Assert( ( i ? 1 : 0 ) >= 0 && ( i ? 1 : 0 ) <= 1 );
|
||||
m_nLOCAL_CONTRAST_ENABLE = i ? 1 : 0;
|
||||
#ifdef _DEBUG
|
||||
m_bLOCAL_CONTRAST_ENABLE = true;
|
||||
#endif
|
||||
}
|
||||
private:
|
||||
int m_nBLURRED_VIGNETTE_ENABLE;
|
||||
#ifdef _DEBUG
|
||||
bool m_bBLURRED_VIGNETTE_ENABLE;
|
||||
#endif
|
||||
public:
|
||||
void SetBLURRED_VIGNETTE_ENABLE( int i )
|
||||
{
|
||||
Assert( i >= 0 && i <= 1 );
|
||||
m_nBLURRED_VIGNETTE_ENABLE = i;
|
||||
#ifdef _DEBUG
|
||||
m_bBLURRED_VIGNETTE_ENABLE = true;
|
||||
#endif
|
||||
}
|
||||
void SetBLURRED_VIGNETTE_ENABLE( bool i )
|
||||
{
|
||||
Assert( ( i ? 1 : 0 ) >= 0 && ( i ? 1 : 0 ) <= 1 );
|
||||
m_nBLURRED_VIGNETTE_ENABLE = i ? 1 : 0;
|
||||
#ifdef _DEBUG
|
||||
m_bBLURRED_VIGNETTE_ENABLE = true;
|
||||
#endif
|
||||
}
|
||||
private:
|
||||
int m_nVOMIT_ENABLE;
|
||||
#ifdef _DEBUG
|
||||
bool m_bVOMIT_ENABLE;
|
||||
#endif
|
||||
public:
|
||||
void SetVOMIT_ENABLE( int i )
|
||||
{
|
||||
Assert( i >= 0 && i <= 0 );
|
||||
m_nVOMIT_ENABLE = i;
|
||||
#ifdef _DEBUG
|
||||
m_bVOMIT_ENABLE = true;
|
||||
#endif
|
||||
}
|
||||
void SetVOMIT_ENABLE( bool i )
|
||||
{
|
||||
Assert( ( i ? 1 : 0 ) >= 0 && ( i ? 1 : 0 ) <= 0 );
|
||||
m_nVOMIT_ENABLE = i ? 1 : 0;
|
||||
#ifdef _DEBUG
|
||||
m_bVOMIT_ENABLE = true;
|
||||
#endif
|
||||
}
|
||||
public:
|
||||
// CONSTRUCTOR
|
||||
engine_post_ps20b_Dynamic_Index( IShaderDynamicAPI *pShaderAPI )
|
||||
{
|
||||
#ifdef _DEBUG
|
||||
m_bAA_ENABLE = false;
|
||||
#endif // _DEBUG
|
||||
m_nAA_ENABLE = 0;
|
||||
#ifdef _DEBUG
|
||||
m_bCOL_CORRECT_NUM_LOOKUPS = false;
|
||||
#endif // _DEBUG
|
||||
m_nCOL_CORRECT_NUM_LOOKUPS = 0;
|
||||
#ifdef _DEBUG
|
||||
m_bCONVERT_FROM_LINEAR = false;
|
||||
#endif // _DEBUG
|
||||
m_nCONVERT_FROM_LINEAR = 0;
|
||||
#ifdef _DEBUG
|
||||
m_bCONVERT_TO_LINEAR = false;
|
||||
#endif // _DEBUG
|
||||
m_nCONVERT_TO_LINEAR = 0;
|
||||
#ifdef _DEBUG
|
||||
m_bFADE_TO_BLACK = false;
|
||||
#endif // _DEBUG
|
||||
m_nFADE_TO_BLACK = 0;
|
||||
#ifdef _DEBUG
|
||||
m_bFADE_TYPE = false;
|
||||
#endif // _DEBUG
|
||||
m_nFADE_TYPE = 0;
|
||||
#ifdef _DEBUG
|
||||
m_bNOISE_ENABLE = false;
|
||||
#endif // _DEBUG
|
||||
m_nNOISE_ENABLE = 0;
|
||||
#ifdef _DEBUG
|
||||
m_bVIGNETTE_ENABLE = false;
|
||||
#endif // _DEBUG
|
||||
m_nVIGNETTE_ENABLE = 0;
|
||||
#ifdef _DEBUG
|
||||
m_bLOCAL_CONTRAST_ENABLE = false;
|
||||
#endif // _DEBUG
|
||||
m_nLOCAL_CONTRAST_ENABLE = 0;
|
||||
#ifdef _DEBUG
|
||||
m_bBLURRED_VIGNETTE_ENABLE = false;
|
||||
#endif // _DEBUG
|
||||
m_nBLURRED_VIGNETTE_ENABLE = 0;
|
||||
#ifdef _DEBUG
|
||||
m_bVOMIT_ENABLE = false;
|
||||
#endif // _DEBUG
|
||||
m_nVOMIT_ENABLE = 0;
|
||||
}
|
||||
int GetIndex()
|
||||
{
|
||||
// Asserts to make sure that we aren't using any skipped combinations.
|
||||
// Asserts to make sure that we are setting all of the combination vars.
|
||||
#ifdef _DEBUG
|
||||
bool bAllDynamicVarsDefined = m_bAA_ENABLE && m_bCOL_CORRECT_NUM_LOOKUPS && m_bCONVERT_FROM_LINEAR && m_bCONVERT_TO_LINEAR && m_bFADE_TO_BLACK && m_bFADE_TYPE && m_bNOISE_ENABLE && m_bVIGNETTE_ENABLE && m_bLOCAL_CONTRAST_ENABLE && m_bBLURRED_VIGNETTE_ENABLE && m_bVOMIT_ENABLE;
|
||||
Assert( bAllDynamicVarsDefined );
|
||||
#endif // _DEBUG
|
||||
return ( 1 * m_nAA_ENABLE ) + ( 2 * m_nCOL_CORRECT_NUM_LOOKUPS ) + ( 8 * m_nCONVERT_FROM_LINEAR ) + ( 8 * m_nCONVERT_TO_LINEAR ) + ( 8 * m_nFADE_TO_BLACK ) + ( 16 * m_nFADE_TYPE ) + ( 48 * m_nNOISE_ENABLE ) + ( 48 * m_nVIGNETTE_ENABLE ) + ( 96 * m_nLOCAL_CONTRAST_ENABLE ) + ( 192 * m_nBLURRED_VIGNETTE_ENABLE ) + ( 384 * m_nVOMIT_ENABLE ) + 0;
|
||||
}
|
||||
};
|
||||
#define shaderDynamicTest_engine_post_ps20b psh_forgot_to_set_dynamic_AA_ENABLE + psh_forgot_to_set_dynamic_COL_CORRECT_NUM_LOOKUPS + psh_forgot_to_set_dynamic_CONVERT_FROM_LINEAR + psh_forgot_to_set_dynamic_CONVERT_TO_LINEAR + psh_forgot_to_set_dynamic_FADE_TO_BLACK + psh_forgot_to_set_dynamic_FADE_TYPE + psh_forgot_to_set_dynamic_NOISE_ENABLE + psh_forgot_to_set_dynamic_VIGNETTE_ENABLE + psh_forgot_to_set_dynamic_LOCAL_CONTRAST_ENABLE + psh_forgot_to_set_dynamic_BLURRED_VIGNETTE_ENABLE + psh_forgot_to_set_dynamic_VOMIT_ENABLE + 0
|
||||
|
||||
static const ShaderComboInformation_t s_DynamicComboArray_engine_post_ps20b[11] =
|
||||
{
|
||||
{ "AA_ENABLE", 0, 1 },
|
||||
{ "COL_CORRECT_NUM_LOOKUPS", 0, 3 },
|
||||
{ "CONVERT_FROM_LINEAR", 0, 0 },
|
||||
{ "CONVERT_TO_LINEAR", 0, 0 },
|
||||
{ "FADE_TO_BLACK", 0, 1 },
|
||||
{ "FADE_TYPE", 0, 2 },
|
||||
{ "NOISE_ENABLE", 0, 0 },
|
||||
{ "VIGNETTE_ENABLE", 0, 1 },
|
||||
{ "LOCAL_CONTRAST_ENABLE", 0, 1 },
|
||||
{ "BLURRED_VIGNETTE_ENABLE", 0, 1 },
|
||||
{ "VOMIT_ENABLE", 0, 0 },
|
||||
};
|
||||
|
||||
static const ShaderComboInformation_t s_StaticComboArray_engine_post_ps20b[4] =
|
||||
{
|
||||
{ "TOOL_MODE", 0, 1 },
|
||||
{ "DEPTH_BLUR_ENABLE", 0, 1 },
|
||||
{ "LINEAR_INPUT", 0, 0 },
|
||||
{ "LINEAR_OUTPUT", 0, 0 },
|
||||
};
|
||||
static const ShaderComboSemantics_t engine_post_ps20b_combos =
|
||||
{
|
||||
"engine_post_ps20b", s_DynamicComboArray_engine_post_ps20b, 11, s_StaticComboArray_engine_post_ps20b, 4
|
||||
};
|
||||
|
||||
class ConstructMe_engine_post_ps20b
|
||||
{
|
||||
public:
|
||||
ConstructMe_engine_post_ps20b()
|
||||
{
|
||||
GetShaderDLL()->AddShaderComboInformation( &engine_post_ps20b_combos );
|
||||
}
|
||||
};
|
||||
|
||||
static ConstructMe_engine_post_ps20b s_ConstructMe_engine_post_ps20b;
|
||||
52
materialsystem/stdshaders/fxctmp9_ps3/engine_post_vs20.inc
Normal file
52
materialsystem/stdshaders/fxctmp9_ps3/engine_post_vs20.inc
Normal file
@@ -0,0 +1,52 @@
|
||||
// ALL SKIP STATEMENTS THAT AFFECT THIS SHADER!!!
|
||||
// defined $LIGHTING_PREVIEW && defined $FASTPATH && $LIGHTING_PREVIEW && $FASTPATH
|
||||
#include "shaderlib/cshader.h"
|
||||
class engine_post_vs20_Static_Index
|
||||
{
|
||||
public:
|
||||
// CONSTRUCTOR
|
||||
engine_post_vs20_Static_Index( IShaderShadow *pShaderShadow, IMaterialVar **params )
|
||||
{
|
||||
}
|
||||
int GetIndex()
|
||||
{
|
||||
// Asserts to make sure that we aren't using any skipped combinations.
|
||||
// Asserts to make sure that we are setting all of the combination vars.
|
||||
#ifdef _DEBUG
|
||||
#endif // _DEBUG
|
||||
return 0;
|
||||
}
|
||||
};
|
||||
#define shaderStaticTest_engine_post_vs20 0
|
||||
class engine_post_vs20_Dynamic_Index
|
||||
{
|
||||
public:
|
||||
// CONSTRUCTOR
|
||||
engine_post_vs20_Dynamic_Index( IShaderDynamicAPI *pShaderAPI )
|
||||
{
|
||||
}
|
||||
int GetIndex()
|
||||
{
|
||||
// Asserts to make sure that we aren't using any skipped combinations.
|
||||
// Asserts to make sure that we are setting all of the combination vars.
|
||||
#ifdef _DEBUG
|
||||
#endif // _DEBUG
|
||||
return 0;
|
||||
}
|
||||
};
|
||||
#define shaderDynamicTest_engine_post_vs20 0
|
||||
static const ShaderComboSemantics_t engine_post_vs20_combos =
|
||||
{
|
||||
"engine_post_vs20", NULL, 0, NULL, 0
|
||||
};
|
||||
|
||||
class ConstructMe_engine_post_vs20
|
||||
{
|
||||
public:
|
||||
ConstructMe_engine_post_vs20()
|
||||
{
|
||||
GetShaderDLL()->AddShaderComboInformation( &engine_post_vs20_combos );
|
||||
}
|
||||
};
|
||||
|
||||
static ConstructMe_engine_post_vs20 s_ConstructMe_engine_post_vs20;
|
||||
209
materialsystem/stdshaders/fxctmp9_ps3/eye_refract_ps20.inc
Normal file
209
materialsystem/stdshaders/fxctmp9_ps3/eye_refract_ps20.inc
Normal file
@@ -0,0 +1,209 @@
|
||||
// ALL SKIP STATEMENTS THAT AFFECT THIS SHADER!!!
|
||||
// ( $FLASHLIGHT != 0 ) && ( $NUM_LIGHTS > 0 )
|
||||
// defined $PIXELFOGTYPE && defined $WRITEWATERFOGTODESTALPHA && ( $PIXELFOGTYPE != 1 ) && $WRITEWATERFOGTODESTALPHA
|
||||
// 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 $PIXELFOGTYPE && defined $WRITEWATERFOGTODESTALPHA && ( $PIXELFOGTYPE != 1 ) && $WRITEWATERFOGTODESTALPHA
|
||||
// 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
|
||||
#include "shaderlib/cshader.h"
|
||||
class eye_refract_ps20_Static_Index
|
||||
{
|
||||
private:
|
||||
int m_nFLASHLIGHT;
|
||||
#ifdef _DEBUG
|
||||
bool m_bFLASHLIGHT;
|
||||
#endif
|
||||
public:
|
||||
void SetFLASHLIGHT( int i )
|
||||
{
|
||||
Assert( i >= 0 && i <= 1 );
|
||||
m_nFLASHLIGHT = i;
|
||||
#ifdef _DEBUG
|
||||
m_bFLASHLIGHT = true;
|
||||
#endif
|
||||
}
|
||||
void SetFLASHLIGHT( bool i )
|
||||
{
|
||||
Assert( ( i ? 1 : 0 ) >= 0 && ( i ? 1 : 0 ) <= 1 );
|
||||
m_nFLASHLIGHT = i ? 1 : 0;
|
||||
#ifdef _DEBUG
|
||||
m_bFLASHLIGHT = true;
|
||||
#endif
|
||||
}
|
||||
private:
|
||||
int m_nLIGHTWARPTEXTURE;
|
||||
#ifdef _DEBUG
|
||||
bool m_bLIGHTWARPTEXTURE;
|
||||
#endif
|
||||
public:
|
||||
void SetLIGHTWARPTEXTURE( int i )
|
||||
{
|
||||
Assert( i >= 0 && i <= 1 );
|
||||
m_nLIGHTWARPTEXTURE = i;
|
||||
#ifdef _DEBUG
|
||||
m_bLIGHTWARPTEXTURE = true;
|
||||
#endif
|
||||
}
|
||||
void SetLIGHTWARPTEXTURE( bool i )
|
||||
{
|
||||
Assert( ( i ? 1 : 0 ) >= 0 && ( i ? 1 : 0 ) <= 1 );
|
||||
m_nLIGHTWARPTEXTURE = i ? 1 : 0;
|
||||
#ifdef _DEBUG
|
||||
m_bLIGHTWARPTEXTURE = true;
|
||||
#endif
|
||||
}
|
||||
private:
|
||||
int m_nWORLD_NORMAL;
|
||||
#ifdef _DEBUG
|
||||
bool m_bWORLD_NORMAL;
|
||||
#endif
|
||||
public:
|
||||
void SetWORLD_NORMAL( int i )
|
||||
{
|
||||
Assert( i >= 0 && i <= 0 );
|
||||
m_nWORLD_NORMAL = i;
|
||||
#ifdef _DEBUG
|
||||
m_bWORLD_NORMAL = true;
|
||||
#endif
|
||||
}
|
||||
void SetWORLD_NORMAL( bool i )
|
||||
{
|
||||
Assert( ( i ? 1 : 0 ) >= 0 && ( i ? 1 : 0 ) <= 0 );
|
||||
m_nWORLD_NORMAL = i ? 1 : 0;
|
||||
#ifdef _DEBUG
|
||||
m_bWORLD_NORMAL = true;
|
||||
#endif
|
||||
}
|
||||
public:
|
||||
// CONSTRUCTOR
|
||||
eye_refract_ps20_Static_Index( IShaderShadow *pShaderShadow, IMaterialVar **params )
|
||||
{
|
||||
#ifdef _DEBUG
|
||||
m_bFLASHLIGHT = false;
|
||||
#endif // _DEBUG
|
||||
m_nFLASHLIGHT = 0;
|
||||
#ifdef _DEBUG
|
||||
m_bLIGHTWARPTEXTURE = false;
|
||||
#endif // _DEBUG
|
||||
m_nLIGHTWARPTEXTURE = 0;
|
||||
#ifdef _DEBUG
|
||||
m_bWORLD_NORMAL = false;
|
||||
#endif // _DEBUG
|
||||
m_nWORLD_NORMAL = 0;
|
||||
}
|
||||
int GetIndex()
|
||||
{
|
||||
// Asserts to make sure that we aren't using any skipped combinations.
|
||||
// Asserts to make sure that we are setting all of the combination vars.
|
||||
#ifdef _DEBUG
|
||||
bool bAllStaticVarsDefined = m_bFLASHLIGHT && m_bLIGHTWARPTEXTURE && m_bWORLD_NORMAL;
|
||||
Assert( bAllStaticVarsDefined );
|
||||
#endif // _DEBUG
|
||||
return ( 6 * m_nFLASHLIGHT ) + ( 12 * m_nLIGHTWARPTEXTURE ) + ( 24 * m_nWORLD_NORMAL ) + 0;
|
||||
}
|
||||
};
|
||||
#define shaderStaticTest_eye_refract_ps20 psh_forgot_to_set_static_FLASHLIGHT + psh_forgot_to_set_static_LIGHTWARPTEXTURE + psh_forgot_to_set_static_WORLD_NORMAL + 0
|
||||
class eye_refract_ps20_Dynamic_Index
|
||||
{
|
||||
private:
|
||||
int m_nPIXELFOGTYPE;
|
||||
#ifdef _DEBUG
|
||||
bool m_bPIXELFOGTYPE;
|
||||
#endif
|
||||
public:
|
||||
void SetPIXELFOGTYPE( int i )
|
||||
{
|
||||
Assert( i >= 0 && i <= 1 );
|
||||
m_nPIXELFOGTYPE = i;
|
||||
#ifdef _DEBUG
|
||||
m_bPIXELFOGTYPE = true;
|
||||
#endif
|
||||
}
|
||||
void SetPIXELFOGTYPE( bool i )
|
||||
{
|
||||
Assert( ( i ? 1 : 0 ) >= 0 && ( i ? 1 : 0 ) <= 1 );
|
||||
m_nPIXELFOGTYPE = i ? 1 : 0;
|
||||
#ifdef _DEBUG
|
||||
m_bPIXELFOGTYPE = true;
|
||||
#endif
|
||||
}
|
||||
private:
|
||||
int m_nNUM_LIGHTS;
|
||||
#ifdef _DEBUG
|
||||
bool m_bNUM_LIGHTS;
|
||||
#endif
|
||||
public:
|
||||
void SetNUM_LIGHTS( int i )
|
||||
{
|
||||
Assert( i >= 0 && i <= 2 );
|
||||
m_nNUM_LIGHTS = i;
|
||||
#ifdef _DEBUG
|
||||
m_bNUM_LIGHTS = true;
|
||||
#endif
|
||||
}
|
||||
void SetNUM_LIGHTS( bool i )
|
||||
{
|
||||
Assert( ( i ? 1 : 0 ) >= 0 && ( i ? 1 : 0 ) <= 2 );
|
||||
m_nNUM_LIGHTS = i ? 1 : 0;
|
||||
#ifdef _DEBUG
|
||||
m_bNUM_LIGHTS = true;
|
||||
#endif
|
||||
}
|
||||
public:
|
||||
// CONSTRUCTOR
|
||||
eye_refract_ps20_Dynamic_Index( IShaderDynamicAPI *pShaderAPI )
|
||||
{
|
||||
#ifdef _DEBUG
|
||||
m_bPIXELFOGTYPE = true;
|
||||
#endif // _DEBUG
|
||||
m_nPIXELFOGTYPE = ( pShaderAPI->GetSceneFogMode() == MATERIAL_FOG_LINEAR_BELOW_FOG_Z ) ;
|
||||
#ifdef _DEBUG
|
||||
m_bNUM_LIGHTS = false;
|
||||
#endif // _DEBUG
|
||||
m_nNUM_LIGHTS = 0;
|
||||
}
|
||||
int GetIndex()
|
||||
{
|
||||
// Asserts to make sure that we aren't using any skipped combinations.
|
||||
// Asserts to make sure that we are setting all of the combination vars.
|
||||
#ifdef _DEBUG
|
||||
bool bAllDynamicVarsDefined = m_bPIXELFOGTYPE && m_bNUM_LIGHTS;
|
||||
Assert( bAllDynamicVarsDefined );
|
||||
#endif // _DEBUG
|
||||
return ( 1 * m_nPIXELFOGTYPE ) + ( 2 * m_nNUM_LIGHTS ) + 0;
|
||||
}
|
||||
};
|
||||
#define shaderDynamicTest_eye_refract_ps20 psh_forgot_to_set_dynamic_NUM_LIGHTS + 0
|
||||
|
||||
static const ShaderComboInformation_t s_DynamicComboArray_eye_refract_ps20[2] =
|
||||
{
|
||||
{ "PIXELFOGTYPE", 0, 1 },
|
||||
{ "NUM_LIGHTS", 0, 2 },
|
||||
};
|
||||
|
||||
static const ShaderComboInformation_t s_StaticComboArray_eye_refract_ps20[3] =
|
||||
{
|
||||
{ "FLASHLIGHT", 0, 1 },
|
||||
{ "LIGHTWARPTEXTURE", 0, 1 },
|
||||
{ "WORLD_NORMAL", 0, 0 },
|
||||
};
|
||||
static const ShaderComboSemantics_t eye_refract_ps20_combos =
|
||||
{
|
||||
"eye_refract_ps20", s_DynamicComboArray_eye_refract_ps20, 2, s_StaticComboArray_eye_refract_ps20, 3
|
||||
};
|
||||
|
||||
class ConstructMe_eye_refract_ps20
|
||||
{
|
||||
public:
|
||||
ConstructMe_eye_refract_ps20()
|
||||
{
|
||||
GetShaderDLL()->AddShaderComboInformation( &eye_refract_ps20_combos );
|
||||
}
|
||||
};
|
||||
|
||||
static ConstructMe_eye_refract_ps20 s_ConstructMe_eye_refract_ps20;
|
||||
319
materialsystem/stdshaders/fxctmp9_ps3/eye_refract_ps20b.inc
Normal file
319
materialsystem/stdshaders/fxctmp9_ps3/eye_refract_ps20b.inc
Normal file
@@ -0,0 +1,319 @@
|
||||
// ALL SKIP STATEMENTS THAT AFFECT THIS SHADER!!!
|
||||
// ( $FLASHLIGHT != 0 ) && ( $NUM_LIGHTS > 0 )
|
||||
// ( $FLASHLIGHT == 0 ) && ( $FLASHLIGHTSHADOWS == 1 )
|
||||
// ( $RAYTRACESPHERE == 0 ) && ( $SPHERETEXKILLCOMBO == 1 )
|
||||
// defined $PIXELFOGTYPE && defined $WRITEWATERFOGTODESTALPHA && ( $PIXELFOGTYPE != 1 ) && $WRITEWATERFOGTODESTALPHA
|
||||
// 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 $PIXELFOGTYPE && defined $WRITEWATERFOGTODESTALPHA && ( $PIXELFOGTYPE != 1 ) && $WRITEWATERFOGTODESTALPHA
|
||||
// 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
|
||||
#include "shaderlib/cshader.h"
|
||||
class eye_refract_ps20b_Static_Index
|
||||
{
|
||||
private:
|
||||
int m_nFLASHLIGHT;
|
||||
#ifdef _DEBUG
|
||||
bool m_bFLASHLIGHT;
|
||||
#endif
|
||||
public:
|
||||
void SetFLASHLIGHT( int i )
|
||||
{
|
||||
Assert( i >= 0 && i <= 1 );
|
||||
m_nFLASHLIGHT = i;
|
||||
#ifdef _DEBUG
|
||||
m_bFLASHLIGHT = true;
|
||||
#endif
|
||||
}
|
||||
void SetFLASHLIGHT( bool i )
|
||||
{
|
||||
Assert( ( i ? 1 : 0 ) >= 0 && ( i ? 1 : 0 ) <= 1 );
|
||||
m_nFLASHLIGHT = i ? 1 : 0;
|
||||
#ifdef _DEBUG
|
||||
m_bFLASHLIGHT = true;
|
||||
#endif
|
||||
}
|
||||
private:
|
||||
int m_nLIGHTWARPTEXTURE;
|
||||
#ifdef _DEBUG
|
||||
bool m_bLIGHTWARPTEXTURE;
|
||||
#endif
|
||||
public:
|
||||
void SetLIGHTWARPTEXTURE( int i )
|
||||
{
|
||||
Assert( i >= 0 && i <= 1 );
|
||||
m_nLIGHTWARPTEXTURE = i;
|
||||
#ifdef _DEBUG
|
||||
m_bLIGHTWARPTEXTURE = true;
|
||||
#endif
|
||||
}
|
||||
void SetLIGHTWARPTEXTURE( bool i )
|
||||
{
|
||||
Assert( ( i ? 1 : 0 ) >= 0 && ( i ? 1 : 0 ) <= 1 );
|
||||
m_nLIGHTWARPTEXTURE = i ? 1 : 0;
|
||||
#ifdef _DEBUG
|
||||
m_bLIGHTWARPTEXTURE = true;
|
||||
#endif
|
||||
}
|
||||
private:
|
||||
int m_nSPHERETEXKILLCOMBO;
|
||||
#ifdef _DEBUG
|
||||
bool m_bSPHERETEXKILLCOMBO;
|
||||
#endif
|
||||
public:
|
||||
void SetSPHERETEXKILLCOMBO( int i )
|
||||
{
|
||||
Assert( i >= 0 && i <= 1 );
|
||||
m_nSPHERETEXKILLCOMBO = i;
|
||||
#ifdef _DEBUG
|
||||
m_bSPHERETEXKILLCOMBO = true;
|
||||
#endif
|
||||
}
|
||||
void SetSPHERETEXKILLCOMBO( bool i )
|
||||
{
|
||||
Assert( ( i ? 1 : 0 ) >= 0 && ( i ? 1 : 0 ) <= 1 );
|
||||
m_nSPHERETEXKILLCOMBO = i ? 1 : 0;
|
||||
#ifdef _DEBUG
|
||||
m_bSPHERETEXKILLCOMBO = true;
|
||||
#endif
|
||||
}
|
||||
private:
|
||||
int m_nRAYTRACESPHERE;
|
||||
#ifdef _DEBUG
|
||||
bool m_bRAYTRACESPHERE;
|
||||
#endif
|
||||
public:
|
||||
void SetRAYTRACESPHERE( int i )
|
||||
{
|
||||
Assert( i >= 0 && i <= 1 );
|
||||
m_nRAYTRACESPHERE = i;
|
||||
#ifdef _DEBUG
|
||||
m_bRAYTRACESPHERE = true;
|
||||
#endif
|
||||
}
|
||||
void SetRAYTRACESPHERE( bool i )
|
||||
{
|
||||
Assert( ( i ? 1 : 0 ) >= 0 && ( i ? 1 : 0 ) <= 1 );
|
||||
m_nRAYTRACESPHERE = i ? 1 : 0;
|
||||
#ifdef _DEBUG
|
||||
m_bRAYTRACESPHERE = true;
|
||||
#endif
|
||||
}
|
||||
private:
|
||||
int m_nFLASHLIGHTDEPTHFILTERMODE;
|
||||
#ifdef _DEBUG
|
||||
bool m_bFLASHLIGHTDEPTHFILTERMODE;
|
||||
#endif
|
||||
public:
|
||||
void SetFLASHLIGHTDEPTHFILTERMODE( int i )
|
||||
{
|
||||
Assert( i >= 0 && i <= 0 );
|
||||
m_nFLASHLIGHTDEPTHFILTERMODE = i;
|
||||
#ifdef _DEBUG
|
||||
m_bFLASHLIGHTDEPTHFILTERMODE = true;
|
||||
#endif
|
||||
}
|
||||
void SetFLASHLIGHTDEPTHFILTERMODE( bool i )
|
||||
{
|
||||
Assert( ( i ? 1 : 0 ) >= 0 && ( i ? 1 : 0 ) <= 0 );
|
||||
m_nFLASHLIGHTDEPTHFILTERMODE = i ? 1 : 0;
|
||||
#ifdef _DEBUG
|
||||
m_bFLASHLIGHTDEPTHFILTERMODE = true;
|
||||
#endif
|
||||
}
|
||||
private:
|
||||
int m_nWORLD_NORMAL;
|
||||
#ifdef _DEBUG
|
||||
bool m_bWORLD_NORMAL;
|
||||
#endif
|
||||
public:
|
||||
void SetWORLD_NORMAL( int i )
|
||||
{
|
||||
Assert( i >= 0 && i <= 0 );
|
||||
m_nWORLD_NORMAL = i;
|
||||
#ifdef _DEBUG
|
||||
m_bWORLD_NORMAL = true;
|
||||
#endif
|
||||
}
|
||||
void SetWORLD_NORMAL( bool i )
|
||||
{
|
||||
Assert( ( i ? 1 : 0 ) >= 0 && ( i ? 1 : 0 ) <= 0 );
|
||||
m_nWORLD_NORMAL = i ? 1 : 0;
|
||||
#ifdef _DEBUG
|
||||
m_bWORLD_NORMAL = true;
|
||||
#endif
|
||||
}
|
||||
public:
|
||||
// CONSTRUCTOR
|
||||
eye_refract_ps20b_Static_Index( IShaderShadow *pShaderShadow, IMaterialVar **params )
|
||||
{
|
||||
#ifdef _DEBUG
|
||||
m_bFLASHLIGHT = false;
|
||||
#endif // _DEBUG
|
||||
m_nFLASHLIGHT = 0;
|
||||
#ifdef _DEBUG
|
||||
m_bLIGHTWARPTEXTURE = false;
|
||||
#endif // _DEBUG
|
||||
m_nLIGHTWARPTEXTURE = 0;
|
||||
#ifdef _DEBUG
|
||||
m_bSPHERETEXKILLCOMBO = false;
|
||||
#endif // _DEBUG
|
||||
m_nSPHERETEXKILLCOMBO = 0;
|
||||
#ifdef _DEBUG
|
||||
m_bRAYTRACESPHERE = false;
|
||||
#endif // _DEBUG
|
||||
m_nRAYTRACESPHERE = 0;
|
||||
#ifdef _DEBUG
|
||||
m_bFLASHLIGHTDEPTHFILTERMODE = false;
|
||||
#endif // _DEBUG
|
||||
m_nFLASHLIGHTDEPTHFILTERMODE = 0;
|
||||
#ifdef _DEBUG
|
||||
m_bWORLD_NORMAL = false;
|
||||
#endif // _DEBUG
|
||||
m_nWORLD_NORMAL = 0;
|
||||
}
|
||||
int GetIndex()
|
||||
{
|
||||
// Asserts to make sure that we aren't using any skipped combinations.
|
||||
// Asserts to make sure that we are setting all of the combination vars.
|
||||
#ifdef _DEBUG
|
||||
bool bAllStaticVarsDefined = m_bFLASHLIGHT && m_bLIGHTWARPTEXTURE && m_bSPHERETEXKILLCOMBO && m_bRAYTRACESPHERE && m_bFLASHLIGHTDEPTHFILTERMODE && m_bWORLD_NORMAL;
|
||||
Assert( bAllStaticVarsDefined );
|
||||
#endif // _DEBUG
|
||||
return ( 20 * m_nFLASHLIGHT ) + ( 40 * m_nLIGHTWARPTEXTURE ) + ( 80 * m_nSPHERETEXKILLCOMBO ) + ( 160 * m_nRAYTRACESPHERE ) + ( 320 * m_nFLASHLIGHTDEPTHFILTERMODE ) + ( 320 * m_nWORLD_NORMAL ) + 0;
|
||||
}
|
||||
};
|
||||
#define shaderStaticTest_eye_refract_ps20b psh_forgot_to_set_static_FLASHLIGHT + psh_forgot_to_set_static_LIGHTWARPTEXTURE + psh_forgot_to_set_static_SPHERETEXKILLCOMBO + psh_forgot_to_set_static_RAYTRACESPHERE + psh_forgot_to_set_static_FLASHLIGHTDEPTHFILTERMODE + psh_forgot_to_set_static_WORLD_NORMAL + 0
|
||||
class eye_refract_ps20b_Dynamic_Index
|
||||
{
|
||||
private:
|
||||
int m_nPIXELFOGTYPE;
|
||||
#ifdef _DEBUG
|
||||
bool m_bPIXELFOGTYPE;
|
||||
#endif
|
||||
public:
|
||||
void SetPIXELFOGTYPE( int i )
|
||||
{
|
||||
Assert( i >= 0 && i <= 1 );
|
||||
m_nPIXELFOGTYPE = i;
|
||||
#ifdef _DEBUG
|
||||
m_bPIXELFOGTYPE = true;
|
||||
#endif
|
||||
}
|
||||
void SetPIXELFOGTYPE( bool i )
|
||||
{
|
||||
Assert( ( i ? 1 : 0 ) >= 0 && ( i ? 1 : 0 ) <= 1 );
|
||||
m_nPIXELFOGTYPE = i ? 1 : 0;
|
||||
#ifdef _DEBUG
|
||||
m_bPIXELFOGTYPE = true;
|
||||
#endif
|
||||
}
|
||||
private:
|
||||
int m_nNUM_LIGHTS;
|
||||
#ifdef _DEBUG
|
||||
bool m_bNUM_LIGHTS;
|
||||
#endif
|
||||
public:
|
||||
void SetNUM_LIGHTS( int i )
|
||||
{
|
||||
Assert( i >= 0 && i <= 4 );
|
||||
m_nNUM_LIGHTS = i;
|
||||
#ifdef _DEBUG
|
||||
m_bNUM_LIGHTS = true;
|
||||
#endif
|
||||
}
|
||||
void SetNUM_LIGHTS( bool i )
|
||||
{
|
||||
Assert( ( i ? 1 : 0 ) >= 0 && ( i ? 1 : 0 ) <= 4 );
|
||||
m_nNUM_LIGHTS = i ? 1 : 0;
|
||||
#ifdef _DEBUG
|
||||
m_bNUM_LIGHTS = true;
|
||||
#endif
|
||||
}
|
||||
private:
|
||||
int m_nFLASHLIGHTSHADOWS;
|
||||
#ifdef _DEBUG
|
||||
bool m_bFLASHLIGHTSHADOWS;
|
||||
#endif
|
||||
public:
|
||||
void SetFLASHLIGHTSHADOWS( int i )
|
||||
{
|
||||
Assert( i >= 0 && i <= 1 );
|
||||
m_nFLASHLIGHTSHADOWS = i;
|
||||
#ifdef _DEBUG
|
||||
m_bFLASHLIGHTSHADOWS = true;
|
||||
#endif
|
||||
}
|
||||
void SetFLASHLIGHTSHADOWS( bool i )
|
||||
{
|
||||
Assert( ( i ? 1 : 0 ) >= 0 && ( i ? 1 : 0 ) <= 1 );
|
||||
m_nFLASHLIGHTSHADOWS = i ? 1 : 0;
|
||||
#ifdef _DEBUG
|
||||
m_bFLASHLIGHTSHADOWS = true;
|
||||
#endif
|
||||
}
|
||||
public:
|
||||
// CONSTRUCTOR
|
||||
eye_refract_ps20b_Dynamic_Index( IShaderDynamicAPI *pShaderAPI )
|
||||
{
|
||||
#ifdef _DEBUG
|
||||
m_bPIXELFOGTYPE = true;
|
||||
#endif // _DEBUG
|
||||
m_nPIXELFOGTYPE = ( pShaderAPI->GetSceneFogMode() == MATERIAL_FOG_LINEAR_BELOW_FOG_Z ) ;
|
||||
#ifdef _DEBUG
|
||||
m_bNUM_LIGHTS = false;
|
||||
#endif // _DEBUG
|
||||
m_nNUM_LIGHTS = 0;
|
||||
#ifdef _DEBUG
|
||||
m_bFLASHLIGHTSHADOWS = false;
|
||||
#endif // _DEBUG
|
||||
m_nFLASHLIGHTSHADOWS = 0;
|
||||
}
|
||||
int GetIndex()
|
||||
{
|
||||
// Asserts to make sure that we aren't using any skipped combinations.
|
||||
// Asserts to make sure that we are setting all of the combination vars.
|
||||
#ifdef _DEBUG
|
||||
bool bAllDynamicVarsDefined = m_bPIXELFOGTYPE && m_bNUM_LIGHTS && m_bFLASHLIGHTSHADOWS;
|
||||
Assert( bAllDynamicVarsDefined );
|
||||
#endif // _DEBUG
|
||||
return ( 1 * m_nPIXELFOGTYPE ) + ( 2 * m_nNUM_LIGHTS ) + ( 10 * m_nFLASHLIGHTSHADOWS ) + 0;
|
||||
}
|
||||
};
|
||||
#define shaderDynamicTest_eye_refract_ps20b psh_forgot_to_set_dynamic_NUM_LIGHTS + psh_forgot_to_set_dynamic_FLASHLIGHTSHADOWS + 0
|
||||
|
||||
static const ShaderComboInformation_t s_DynamicComboArray_eye_refract_ps20b[3] =
|
||||
{
|
||||
{ "PIXELFOGTYPE", 0, 1 },
|
||||
{ "NUM_LIGHTS", 0, 4 },
|
||||
{ "FLASHLIGHTSHADOWS", 0, 1 },
|
||||
};
|
||||
|
||||
static const ShaderComboInformation_t s_StaticComboArray_eye_refract_ps20b[6] =
|
||||
{
|
||||
{ "FLASHLIGHT", 0, 1 },
|
||||
{ "LIGHTWARPTEXTURE", 0, 1 },
|
||||
{ "SPHERETEXKILLCOMBO", 0, 1 },
|
||||
{ "RAYTRACESPHERE", 0, 1 },
|
||||
{ "FLASHLIGHTDEPTHFILTERMODE", 0, 0 },
|
||||
{ "WORLD_NORMAL", 0, 0 },
|
||||
};
|
||||
static const ShaderComboSemantics_t eye_refract_ps20b_combos =
|
||||
{
|
||||
"eye_refract_ps20b", s_DynamicComboArray_eye_refract_ps20b, 3, s_StaticComboArray_eye_refract_ps20b, 6
|
||||
};
|
||||
|
||||
class ConstructMe_eye_refract_ps20b
|
||||
{
|
||||
public:
|
||||
ConstructMe_eye_refract_ps20b()
|
||||
{
|
||||
GetShaderDLL()->AddShaderComboInformation( &eye_refract_ps20b_combos );
|
||||
}
|
||||
};
|
||||
|
||||
static ConstructMe_eye_refract_ps20b s_ConstructMe_eye_refract_ps20b;
|
||||
391
materialsystem/stdshaders/fxctmp9_ps3/eye_refract_vs20.inc
Normal file
391
materialsystem/stdshaders/fxctmp9_ps3/eye_refract_vs20.inc
Normal file
@@ -0,0 +1,391 @@
|
||||
// ALL SKIP STATEMENTS THAT AFFECT THIS SHADER!!!
|
||||
// ( $DOWATERFOG == 0 ) && ( $DOPIXELFOG && $HARDWAREFOGBLEND )
|
||||
// ( $DOWATERFOG == 0 ) && ( $HARDWAREFOGBLEND == 0 ) && ( $DOPIXELFOG == 0 )
|
||||
// ( $MORPHING || $SKINNING || $COMPRESSED_VERTS ) && $TESSELLATION
|
||||
// defined $LIGHTING_PREVIEW && defined $FASTPATH && $LIGHTING_PREVIEW && $FASTPATH
|
||||
#include "shaderlib/cshader.h"
|
||||
class eye_refract_vs20_Static_Index
|
||||
{
|
||||
private:
|
||||
int m_nHALFLAMBERT;
|
||||
#ifdef _DEBUG
|
||||
bool m_bHALFLAMBERT;
|
||||
#endif
|
||||
public:
|
||||
void SetHALFLAMBERT( int i )
|
||||
{
|
||||
Assert( i >= 0 && i <= 1 );
|
||||
m_nHALFLAMBERT = i;
|
||||
#ifdef _DEBUG
|
||||
m_bHALFLAMBERT = true;
|
||||
#endif
|
||||
}
|
||||
void SetHALFLAMBERT( bool i )
|
||||
{
|
||||
Assert( ( i ? 1 : 0 ) >= 0 && ( i ? 1 : 0 ) <= 1 );
|
||||
m_nHALFLAMBERT = i ? 1 : 0;
|
||||
#ifdef _DEBUG
|
||||
m_bHALFLAMBERT = true;
|
||||
#endif
|
||||
}
|
||||
private:
|
||||
int m_nFLASHLIGHT;
|
||||
#ifdef _DEBUG
|
||||
bool m_bFLASHLIGHT;
|
||||
#endif
|
||||
public:
|
||||
void SetFLASHLIGHT( int i )
|
||||
{
|
||||
Assert( i >= 0 && i <= 1 );
|
||||
m_nFLASHLIGHT = i;
|
||||
#ifdef _DEBUG
|
||||
m_bFLASHLIGHT = true;
|
||||
#endif
|
||||
}
|
||||
void SetFLASHLIGHT( bool i )
|
||||
{
|
||||
Assert( ( i ? 1 : 0 ) >= 0 && ( i ? 1 : 0 ) <= 1 );
|
||||
m_nFLASHLIGHT = i ? 1 : 0;
|
||||
#ifdef _DEBUG
|
||||
m_bFLASHLIGHT = true;
|
||||
#endif
|
||||
}
|
||||
private:
|
||||
int m_nLIGHTWARPTEXTURE;
|
||||
#ifdef _DEBUG
|
||||
bool m_bLIGHTWARPTEXTURE;
|
||||
#endif
|
||||
public:
|
||||
void SetLIGHTWARPTEXTURE( int i )
|
||||
{
|
||||
Assert( i >= 0 && i <= 1 );
|
||||
m_nLIGHTWARPTEXTURE = i;
|
||||
#ifdef _DEBUG
|
||||
m_bLIGHTWARPTEXTURE = true;
|
||||
#endif
|
||||
}
|
||||
void SetLIGHTWARPTEXTURE( bool i )
|
||||
{
|
||||
Assert( ( i ? 1 : 0 ) >= 0 && ( i ? 1 : 0 ) <= 1 );
|
||||
m_nLIGHTWARPTEXTURE = i ? 1 : 0;
|
||||
#ifdef _DEBUG
|
||||
m_bLIGHTWARPTEXTURE = true;
|
||||
#endif
|
||||
}
|
||||
private:
|
||||
int m_nWORLD_NORMAL;
|
||||
#ifdef _DEBUG
|
||||
bool m_bWORLD_NORMAL;
|
||||
#endif
|
||||
public:
|
||||
void SetWORLD_NORMAL( int i )
|
||||
{
|
||||
Assert( i >= 0 && i <= 0 );
|
||||
m_nWORLD_NORMAL = i;
|
||||
#ifdef _DEBUG
|
||||
m_bWORLD_NORMAL = true;
|
||||
#endif
|
||||
}
|
||||
void SetWORLD_NORMAL( bool i )
|
||||
{
|
||||
Assert( ( i ? 1 : 0 ) >= 0 && ( i ? 1 : 0 ) <= 0 );
|
||||
m_nWORLD_NORMAL = i ? 1 : 0;
|
||||
#ifdef _DEBUG
|
||||
m_bWORLD_NORMAL = true;
|
||||
#endif
|
||||
}
|
||||
private:
|
||||
int m_nDOPIXELFOG;
|
||||
#ifdef _DEBUG
|
||||
bool m_bDOPIXELFOG;
|
||||
#endif
|
||||
public:
|
||||
void SetDOPIXELFOG( int i )
|
||||
{
|
||||
Assert( i >= 0 && i <= 1 );
|
||||
m_nDOPIXELFOG = i;
|
||||
#ifdef _DEBUG
|
||||
m_bDOPIXELFOG = true;
|
||||
#endif
|
||||
}
|
||||
void SetDOPIXELFOG( bool i )
|
||||
{
|
||||
Assert( ( i ? 1 : 0 ) >= 0 && ( i ? 1 : 0 ) <= 1 );
|
||||
m_nDOPIXELFOG = i ? 1 : 0;
|
||||
#ifdef _DEBUG
|
||||
m_bDOPIXELFOG = true;
|
||||
#endif
|
||||
}
|
||||
public:
|
||||
// CONSTRUCTOR
|
||||
eye_refract_vs20_Static_Index( IShaderShadow *pShaderShadow, IMaterialVar **params )
|
||||
{
|
||||
#ifdef _DEBUG
|
||||
m_bHALFLAMBERT = false;
|
||||
#endif // _DEBUG
|
||||
m_nHALFLAMBERT = 0;
|
||||
#ifdef _DEBUG
|
||||
m_bFLASHLIGHT = false;
|
||||
#endif // _DEBUG
|
||||
m_nFLASHLIGHT = 0;
|
||||
#ifdef _DEBUG
|
||||
m_bLIGHTWARPTEXTURE = false;
|
||||
#endif // _DEBUG
|
||||
m_nLIGHTWARPTEXTURE = 0;
|
||||
#ifdef _DEBUG
|
||||
m_bWORLD_NORMAL = false;
|
||||
#endif // _DEBUG
|
||||
m_nWORLD_NORMAL = 0;
|
||||
#ifdef _DEBUG
|
||||
m_bDOPIXELFOG = true;
|
||||
#endif // _DEBUG
|
||||
m_nDOPIXELFOG = g_pHardwareConfig->SupportsPixelShaders_2_b() ;
|
||||
}
|
||||
int GetIndex()
|
||||
{
|
||||
// Asserts to make sure that we aren't using any skipped combinations.
|
||||
// Asserts to make sure that we are setting all of the combination vars.
|
||||
#ifdef _DEBUG
|
||||
bool bAllStaticVarsDefined = m_bHALFLAMBERT && m_bFLASHLIGHT && m_bLIGHTWARPTEXTURE && m_bWORLD_NORMAL && m_bDOPIXELFOG;
|
||||
Assert( bAllStaticVarsDefined );
|
||||
#endif // _DEBUG
|
||||
return ( 80 * m_nHALFLAMBERT ) + ( 160 * m_nFLASHLIGHT ) + ( 320 * m_nLIGHTWARPTEXTURE ) + ( 640 * m_nWORLD_NORMAL ) + ( 640 * m_nDOPIXELFOG ) + 0;
|
||||
}
|
||||
};
|
||||
#define shaderStaticTest_eye_refract_vs20 vsh_forgot_to_set_static_HALFLAMBERT + vsh_forgot_to_set_static_FLASHLIGHT + vsh_forgot_to_set_static_LIGHTWARPTEXTURE + vsh_forgot_to_set_static_WORLD_NORMAL + 0
|
||||
class eye_refract_vs20_Dynamic_Index
|
||||
{
|
||||
private:
|
||||
int m_nCOMPRESSED_VERTS;
|
||||
#ifdef _DEBUG
|
||||
bool m_bCOMPRESSED_VERTS;
|
||||
#endif
|
||||
public:
|
||||
void SetCOMPRESSED_VERTS( int i )
|
||||
{
|
||||
Assert( i >= 0 && i <= 1 );
|
||||
m_nCOMPRESSED_VERTS = i;
|
||||
#ifdef _DEBUG
|
||||
m_bCOMPRESSED_VERTS = true;
|
||||
#endif
|
||||
}
|
||||
void SetCOMPRESSED_VERTS( bool i )
|
||||
{
|
||||
Assert( ( i ? 1 : 0 ) >= 0 && ( i ? 1 : 0 ) <= 1 );
|
||||
m_nCOMPRESSED_VERTS = i ? 1 : 0;
|
||||
#ifdef _DEBUG
|
||||
m_bCOMPRESSED_VERTS = true;
|
||||
#endif
|
||||
}
|
||||
private:
|
||||
int m_nSKINNING;
|
||||
#ifdef _DEBUG
|
||||
bool m_bSKINNING;
|
||||
#endif
|
||||
public:
|
||||
void SetSKINNING( int i )
|
||||
{
|
||||
Assert( i >= 0 && i <= 1 );
|
||||
m_nSKINNING = i;
|
||||
#ifdef _DEBUG
|
||||
m_bSKINNING = true;
|
||||
#endif
|
||||
}
|
||||
void SetSKINNING( bool i )
|
||||
{
|
||||
Assert( ( i ? 1 : 0 ) >= 0 && ( i ? 1 : 0 ) <= 1 );
|
||||
m_nSKINNING = i ? 1 : 0;
|
||||
#ifdef _DEBUG
|
||||
m_bSKINNING = true;
|
||||
#endif
|
||||
}
|
||||
private:
|
||||
int m_nDOWATERFOG;
|
||||
#ifdef _DEBUG
|
||||
bool m_bDOWATERFOG;
|
||||
#endif
|
||||
public:
|
||||
void SetDOWATERFOG( int i )
|
||||
{
|
||||
Assert( i >= 0 && i <= 1 );
|
||||
m_nDOWATERFOG = i;
|
||||
#ifdef _DEBUG
|
||||
m_bDOWATERFOG = true;
|
||||
#endif
|
||||
}
|
||||
void SetDOWATERFOG( bool i )
|
||||
{
|
||||
Assert( ( i ? 1 : 0 ) >= 0 && ( i ? 1 : 0 ) <= 1 );
|
||||
m_nDOWATERFOG = i ? 1 : 0;
|
||||
#ifdef _DEBUG
|
||||
m_bDOWATERFOG = true;
|
||||
#endif
|
||||
}
|
||||
private:
|
||||
int m_nDYNAMIC_LIGHT;
|
||||
#ifdef _DEBUG
|
||||
bool m_bDYNAMIC_LIGHT;
|
||||
#endif
|
||||
public:
|
||||
void SetDYNAMIC_LIGHT( int i )
|
||||
{
|
||||
Assert( i >= 0 && i <= 1 );
|
||||
m_nDYNAMIC_LIGHT = i;
|
||||
#ifdef _DEBUG
|
||||
m_bDYNAMIC_LIGHT = true;
|
||||
#endif
|
||||
}
|
||||
void SetDYNAMIC_LIGHT( bool i )
|
||||
{
|
||||
Assert( ( i ? 1 : 0 ) >= 0 && ( i ? 1 : 0 ) <= 1 );
|
||||
m_nDYNAMIC_LIGHT = i ? 1 : 0;
|
||||
#ifdef _DEBUG
|
||||
m_bDYNAMIC_LIGHT = true;
|
||||
#endif
|
||||
}
|
||||
private:
|
||||
int m_nNUM_LIGHTS;
|
||||
#ifdef _DEBUG
|
||||
bool m_bNUM_LIGHTS;
|
||||
#endif
|
||||
public:
|
||||
void SetNUM_LIGHTS( int i )
|
||||
{
|
||||
Assert( i >= 0 && i <= 4 );
|
||||
m_nNUM_LIGHTS = i;
|
||||
#ifdef _DEBUG
|
||||
m_bNUM_LIGHTS = true;
|
||||
#endif
|
||||
}
|
||||
void SetNUM_LIGHTS( bool i )
|
||||
{
|
||||
Assert( ( i ? 1 : 0 ) >= 0 && ( i ? 1 : 0 ) <= 4 );
|
||||
m_nNUM_LIGHTS = i ? 1 : 0;
|
||||
#ifdef _DEBUG
|
||||
m_bNUM_LIGHTS = true;
|
||||
#endif
|
||||
}
|
||||
private:
|
||||
int m_nTESSELLATION;
|
||||
#ifdef _DEBUG
|
||||
bool m_bTESSELLATION;
|
||||
#endif
|
||||
public:
|
||||
void SetTESSELLATION( int i )
|
||||
{
|
||||
Assert( i >= 0 && i <= 0 );
|
||||
m_nTESSELLATION = i;
|
||||
#ifdef _DEBUG
|
||||
m_bTESSELLATION = true;
|
||||
#endif
|
||||
}
|
||||
void SetTESSELLATION( bool i )
|
||||
{
|
||||
Assert( ( i ? 1 : 0 ) >= 0 && ( i ? 1 : 0 ) <= 0 );
|
||||
m_nTESSELLATION = i ? 1 : 0;
|
||||
#ifdef _DEBUG
|
||||
m_bTESSELLATION = true;
|
||||
#endif
|
||||
}
|
||||
private:
|
||||
int m_nMORPHING;
|
||||
#ifdef _DEBUG
|
||||
bool m_bMORPHING;
|
||||
#endif
|
||||
public:
|
||||
void SetMORPHING( int i )
|
||||
{
|
||||
Assert( i >= 0 && i <= 0 );
|
||||
m_nMORPHING = i;
|
||||
#ifdef _DEBUG
|
||||
m_bMORPHING = true;
|
||||
#endif
|
||||
}
|
||||
void SetMORPHING( bool i )
|
||||
{
|
||||
Assert( ( i ? 1 : 0 ) >= 0 && ( i ? 1 : 0 ) <= 0 );
|
||||
m_nMORPHING = i ? 1 : 0;
|
||||
#ifdef _DEBUG
|
||||
m_bMORPHING = true;
|
||||
#endif
|
||||
}
|
||||
public:
|
||||
// CONSTRUCTOR
|
||||
eye_refract_vs20_Dynamic_Index( IShaderDynamicAPI *pShaderAPI )
|
||||
{
|
||||
#ifdef _DEBUG
|
||||
m_bCOMPRESSED_VERTS = false;
|
||||
#endif // _DEBUG
|
||||
m_nCOMPRESSED_VERTS = 0;
|
||||
#ifdef _DEBUG
|
||||
m_bSKINNING = false;
|
||||
#endif // _DEBUG
|
||||
m_nSKINNING = 0;
|
||||
#ifdef _DEBUG
|
||||
m_bDOWATERFOG = true;
|
||||
#endif // _DEBUG
|
||||
m_nDOWATERFOG = ( pShaderAPI->GetSceneFogMode() == MATERIAL_FOG_LINEAR_BELOW_FOG_Z ) ;
|
||||
#ifdef _DEBUG
|
||||
m_bDYNAMIC_LIGHT = false;
|
||||
#endif // _DEBUG
|
||||
m_nDYNAMIC_LIGHT = 0;
|
||||
#ifdef _DEBUG
|
||||
m_bNUM_LIGHTS = false;
|
||||
#endif // _DEBUG
|
||||
m_nNUM_LIGHTS = 0;
|
||||
#ifdef _DEBUG
|
||||
m_bTESSELLATION = false;
|
||||
#endif // _DEBUG
|
||||
m_nTESSELLATION = 0;
|
||||
#ifdef _DEBUG
|
||||
m_bMORPHING = true;
|
||||
#endif // _DEBUG
|
||||
m_nMORPHING = false ;
|
||||
}
|
||||
int GetIndex()
|
||||
{
|
||||
// Asserts to make sure that we aren't using any skipped combinations.
|
||||
// Asserts to make sure that we are setting all of the combination vars.
|
||||
#ifdef _DEBUG
|
||||
bool bAllDynamicVarsDefined = m_bCOMPRESSED_VERTS && m_bSKINNING && m_bDOWATERFOG && m_bDYNAMIC_LIGHT && m_bNUM_LIGHTS && m_bTESSELLATION && m_bMORPHING;
|
||||
Assert( bAllDynamicVarsDefined );
|
||||
#endif // _DEBUG
|
||||
return ( 1 * m_nCOMPRESSED_VERTS ) + ( 2 * m_nSKINNING ) + ( 4 * m_nDOWATERFOG ) + ( 8 * m_nDYNAMIC_LIGHT ) + ( 16 * m_nNUM_LIGHTS ) + ( 80 * m_nTESSELLATION ) + ( 80 * m_nMORPHING ) + 0;
|
||||
}
|
||||
};
|
||||
#define shaderDynamicTest_eye_refract_vs20 vsh_forgot_to_set_dynamic_COMPRESSED_VERTS + vsh_forgot_to_set_dynamic_SKINNING + vsh_forgot_to_set_dynamic_DYNAMIC_LIGHT + vsh_forgot_to_set_dynamic_NUM_LIGHTS + vsh_forgot_to_set_dynamic_TESSELLATION + 0
|
||||
|
||||
static const ShaderComboInformation_t s_DynamicComboArray_eye_refract_vs20[7] =
|
||||
{
|
||||
{ "COMPRESSED_VERTS", 0, 1 },
|
||||
{ "SKINNING", 0, 1 },
|
||||
{ "DOWATERFOG", 0, 1 },
|
||||
{ "DYNAMIC_LIGHT", 0, 1 },
|
||||
{ "NUM_LIGHTS", 0, 4 },
|
||||
{ "TESSELLATION", 0, 0 },
|
||||
{ "MORPHING", 0, 0 },
|
||||
};
|
||||
|
||||
static const ShaderComboInformation_t s_StaticComboArray_eye_refract_vs20[5] =
|
||||
{
|
||||
{ "HALFLAMBERT", 0, 1 },
|
||||
{ "FLASHLIGHT", 0, 1 },
|
||||
{ "LIGHTWARPTEXTURE", 0, 1 },
|
||||
{ "WORLD_NORMAL", 0, 0 },
|
||||
{ "DOPIXELFOG", 0, 1 },
|
||||
};
|
||||
static const ShaderComboSemantics_t eye_refract_vs20_combos =
|
||||
{
|
||||
"eye_refract_vs20", s_DynamicComboArray_eye_refract_vs20, 7, s_StaticComboArray_eye_refract_vs20, 5
|
||||
};
|
||||
|
||||
class ConstructMe_eye_refract_vs20
|
||||
{
|
||||
public:
|
||||
ConstructMe_eye_refract_vs20()
|
||||
{
|
||||
GetShaderDLL()->AddShaderComboInformation( &eye_refract_vs20_combos );
|
||||
}
|
||||
};
|
||||
|
||||
static ConstructMe_eye_refract_vs20 s_ConstructMe_eye_refract_vs20;
|
||||
51
materialsystem/stdshaders/fxctmp9_ps3/eyeglint_ps20.inc
Normal file
51
materialsystem/stdshaders/fxctmp9_ps3/eyeglint_ps20.inc
Normal file
@@ -0,0 +1,51 @@
|
||||
// ALL SKIP STATEMENTS THAT AFFECT THIS SHADER!!!
|
||||
#include "shaderlib/cshader.h"
|
||||
class eyeglint_ps20_Static_Index
|
||||
{
|
||||
public:
|
||||
// CONSTRUCTOR
|
||||
eyeglint_ps20_Static_Index( IShaderShadow *pShaderShadow, IMaterialVar **params )
|
||||
{
|
||||
}
|
||||
int GetIndex()
|
||||
{
|
||||
// Asserts to make sure that we aren't using any skipped combinations.
|
||||
// Asserts to make sure that we are setting all of the combination vars.
|
||||
#ifdef _DEBUG
|
||||
#endif // _DEBUG
|
||||
return 0;
|
||||
}
|
||||
};
|
||||
#define shaderStaticTest_eyeglint_ps20 0
|
||||
class eyeglint_ps20_Dynamic_Index
|
||||
{
|
||||
public:
|
||||
// CONSTRUCTOR
|
||||
eyeglint_ps20_Dynamic_Index( IShaderDynamicAPI *pShaderAPI )
|
||||
{
|
||||
}
|
||||
int GetIndex()
|
||||
{
|
||||
// Asserts to make sure that we aren't using any skipped combinations.
|
||||
// Asserts to make sure that we are setting all of the combination vars.
|
||||
#ifdef _DEBUG
|
||||
#endif // _DEBUG
|
||||
return 0;
|
||||
}
|
||||
};
|
||||
#define shaderDynamicTest_eyeglint_ps20 0
|
||||
static const ShaderComboSemantics_t eyeglint_ps20_combos =
|
||||
{
|
||||
"eyeglint_ps20", NULL, 0, NULL, 0
|
||||
};
|
||||
|
||||
class ConstructMe_eyeglint_ps20
|
||||
{
|
||||
public:
|
||||
ConstructMe_eyeglint_ps20()
|
||||
{
|
||||
GetShaderDLL()->AddShaderComboInformation( &eyeglint_ps20_combos );
|
||||
}
|
||||
};
|
||||
|
||||
static ConstructMe_eyeglint_ps20 s_ConstructMe_eyeglint_ps20;
|
||||
51
materialsystem/stdshaders/fxctmp9_ps3/eyeglint_ps20b.inc
Normal file
51
materialsystem/stdshaders/fxctmp9_ps3/eyeglint_ps20b.inc
Normal file
@@ -0,0 +1,51 @@
|
||||
// ALL SKIP STATEMENTS THAT AFFECT THIS SHADER!!!
|
||||
#include "shaderlib/cshader.h"
|
||||
class eyeglint_ps20b_Static_Index
|
||||
{
|
||||
public:
|
||||
// CONSTRUCTOR
|
||||
eyeglint_ps20b_Static_Index( IShaderShadow *pShaderShadow, IMaterialVar **params )
|
||||
{
|
||||
}
|
||||
int GetIndex()
|
||||
{
|
||||
// Asserts to make sure that we aren't using any skipped combinations.
|
||||
// Asserts to make sure that we are setting all of the combination vars.
|
||||
#ifdef _DEBUG
|
||||
#endif // _DEBUG
|
||||
return 0;
|
||||
}
|
||||
};
|
||||
#define shaderStaticTest_eyeglint_ps20b 0
|
||||
class eyeglint_ps20b_Dynamic_Index
|
||||
{
|
||||
public:
|
||||
// CONSTRUCTOR
|
||||
eyeglint_ps20b_Dynamic_Index( IShaderDynamicAPI *pShaderAPI )
|
||||
{
|
||||
}
|
||||
int GetIndex()
|
||||
{
|
||||
// Asserts to make sure that we aren't using any skipped combinations.
|
||||
// Asserts to make sure that we are setting all of the combination vars.
|
||||
#ifdef _DEBUG
|
||||
#endif // _DEBUG
|
||||
return 0;
|
||||
}
|
||||
};
|
||||
#define shaderDynamicTest_eyeglint_ps20b 0
|
||||
static const ShaderComboSemantics_t eyeglint_ps20b_combos =
|
||||
{
|
||||
"eyeglint_ps20b", NULL, 0, NULL, 0
|
||||
};
|
||||
|
||||
class ConstructMe_eyeglint_ps20b
|
||||
{
|
||||
public:
|
||||
ConstructMe_eyeglint_ps20b()
|
||||
{
|
||||
GetShaderDLL()->AddShaderComboInformation( &eyeglint_ps20b_combos );
|
||||
}
|
||||
};
|
||||
|
||||
static ConstructMe_eyeglint_ps20b s_ConstructMe_eyeglint_ps20b;
|
||||
52
materialsystem/stdshaders/fxctmp9_ps3/eyeglint_vs20.inc
Normal file
52
materialsystem/stdshaders/fxctmp9_ps3/eyeglint_vs20.inc
Normal file
@@ -0,0 +1,52 @@
|
||||
// ALL SKIP STATEMENTS THAT AFFECT THIS SHADER!!!
|
||||
// defined $LIGHTING_PREVIEW && defined $FASTPATH && $LIGHTING_PREVIEW && $FASTPATH
|
||||
#include "shaderlib/cshader.h"
|
||||
class eyeglint_vs20_Static_Index
|
||||
{
|
||||
public:
|
||||
// CONSTRUCTOR
|
||||
eyeglint_vs20_Static_Index( IShaderShadow *pShaderShadow, IMaterialVar **params )
|
||||
{
|
||||
}
|
||||
int GetIndex()
|
||||
{
|
||||
// Asserts to make sure that we aren't using any skipped combinations.
|
||||
// Asserts to make sure that we are setting all of the combination vars.
|
||||
#ifdef _DEBUG
|
||||
#endif // _DEBUG
|
||||
return 0;
|
||||
}
|
||||
};
|
||||
#define shaderStaticTest_eyeglint_vs20 0
|
||||
class eyeglint_vs20_Dynamic_Index
|
||||
{
|
||||
public:
|
||||
// CONSTRUCTOR
|
||||
eyeglint_vs20_Dynamic_Index( IShaderDynamicAPI *pShaderAPI )
|
||||
{
|
||||
}
|
||||
int GetIndex()
|
||||
{
|
||||
// Asserts to make sure that we aren't using any skipped combinations.
|
||||
// Asserts to make sure that we are setting all of the combination vars.
|
||||
#ifdef _DEBUG
|
||||
#endif // _DEBUG
|
||||
return 0;
|
||||
}
|
||||
};
|
||||
#define shaderDynamicTest_eyeglint_vs20 0
|
||||
static const ShaderComboSemantics_t eyeglint_vs20_combos =
|
||||
{
|
||||
"eyeglint_vs20", NULL, 0, NULL, 0
|
||||
};
|
||||
|
||||
class ConstructMe_eyeglint_vs20
|
||||
{
|
||||
public:
|
||||
ConstructMe_eyeglint_vs20()
|
||||
{
|
||||
GetShaderDLL()->AddShaderComboInformation( &eyeglint_vs20_combos );
|
||||
}
|
||||
};
|
||||
|
||||
static ConstructMe_eyeglint_vs20 s_ConstructMe_eyeglint_vs20;
|
||||
@@ -0,0 +1,94 @@
|
||||
// ALL SKIP STATEMENTS THAT AFFECT THIS SHADER!!!
|
||||
// defined $PIXELFOGTYPE && defined $WRITEWATERFOGTODESTALPHA && ( $PIXELFOGTYPE != 1 ) && $WRITEWATERFOGTODESTALPHA
|
||||
// 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 $PIXELFOGTYPE && defined $WRITEWATERFOGTODESTALPHA && ( $PIXELFOGTYPE != 1 ) && $WRITEWATERFOGTODESTALPHA
|
||||
// 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
|
||||
#include "shaderlib/cshader.h"
|
||||
class eyes_flashlight_ps20_Static_Index
|
||||
{
|
||||
public:
|
||||
// CONSTRUCTOR
|
||||
eyes_flashlight_ps20_Static_Index( IShaderShadow *pShaderShadow, IMaterialVar **params )
|
||||
{
|
||||
}
|
||||
int GetIndex()
|
||||
{
|
||||
// Asserts to make sure that we aren't using any skipped combinations.
|
||||
// Asserts to make sure that we are setting all of the combination vars.
|
||||
#ifdef _DEBUG
|
||||
#endif // _DEBUG
|
||||
return 0;
|
||||
}
|
||||
};
|
||||
#define shaderStaticTest_eyes_flashlight_ps20 0
|
||||
class eyes_flashlight_ps20_Dynamic_Index
|
||||
{
|
||||
private:
|
||||
int m_nPIXELFOGTYPE;
|
||||
#ifdef _DEBUG
|
||||
bool m_bPIXELFOGTYPE;
|
||||
#endif
|
||||
public:
|
||||
void SetPIXELFOGTYPE( int i )
|
||||
{
|
||||
Assert( i >= 0 && i <= 1 );
|
||||
m_nPIXELFOGTYPE = i;
|
||||
#ifdef _DEBUG
|
||||
m_bPIXELFOGTYPE = true;
|
||||
#endif
|
||||
}
|
||||
void SetPIXELFOGTYPE( bool i )
|
||||
{
|
||||
Assert( ( i ? 1 : 0 ) >= 0 && ( i ? 1 : 0 ) <= 1 );
|
||||
m_nPIXELFOGTYPE = i ? 1 : 0;
|
||||
#ifdef _DEBUG
|
||||
m_bPIXELFOGTYPE = true;
|
||||
#endif
|
||||
}
|
||||
public:
|
||||
// CONSTRUCTOR
|
||||
eyes_flashlight_ps20_Dynamic_Index( IShaderDynamicAPI *pShaderAPI )
|
||||
{
|
||||
#ifdef _DEBUG
|
||||
m_bPIXELFOGTYPE = true;
|
||||
#endif // _DEBUG
|
||||
m_nPIXELFOGTYPE = ( pShaderAPI->GetSceneFogMode() == MATERIAL_FOG_LINEAR_BELOW_FOG_Z ) ;
|
||||
}
|
||||
int GetIndex()
|
||||
{
|
||||
// Asserts to make sure that we aren't using any skipped combinations.
|
||||
// Asserts to make sure that we are setting all of the combination vars.
|
||||
#ifdef _DEBUG
|
||||
bool bAllDynamicVarsDefined = m_bPIXELFOGTYPE;
|
||||
Assert( bAllDynamicVarsDefined );
|
||||
#endif // _DEBUG
|
||||
return ( 1 * m_nPIXELFOGTYPE ) + 0;
|
||||
}
|
||||
};
|
||||
#define shaderDynamicTest_eyes_flashlight_ps20 0
|
||||
|
||||
static const ShaderComboInformation_t s_DynamicComboArray_eyes_flashlight_ps20[1] =
|
||||
{
|
||||
{ "PIXELFOGTYPE", 0, 1 },
|
||||
};
|
||||
static const ShaderComboSemantics_t eyes_flashlight_ps20_combos =
|
||||
{
|
||||
"eyes_flashlight_ps20", s_DynamicComboArray_eyes_flashlight_ps20, 1, NULL, 0
|
||||
};
|
||||
|
||||
class ConstructMe_eyes_flashlight_ps20
|
||||
{
|
||||
public:
|
||||
ConstructMe_eyes_flashlight_ps20()
|
||||
{
|
||||
GetShaderDLL()->AddShaderComboInformation( &eyes_flashlight_ps20_combos );
|
||||
}
|
||||
};
|
||||
|
||||
static ConstructMe_eyes_flashlight_ps20 s_ConstructMe_eyes_flashlight_ps20;
|
||||
154
materialsystem/stdshaders/fxctmp9_ps3/eyes_flashlight_ps20b.inc
Normal file
154
materialsystem/stdshaders/fxctmp9_ps3/eyes_flashlight_ps20b.inc
Normal file
@@ -0,0 +1,154 @@
|
||||
// ALL SKIP STATEMENTS THAT AFFECT THIS SHADER!!!
|
||||
// defined $PIXELFOGTYPE && defined $WRITEWATERFOGTODESTALPHA && ( $PIXELFOGTYPE != 1 ) && $WRITEWATERFOGTODESTALPHA
|
||||
// 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 $PIXELFOGTYPE && defined $WRITEWATERFOGTODESTALPHA && ( $PIXELFOGTYPE != 1 ) && $WRITEWATERFOGTODESTALPHA
|
||||
// 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
|
||||
#include "shaderlib/cshader.h"
|
||||
class eyes_flashlight_ps20b_Static_Index
|
||||
{
|
||||
private:
|
||||
int m_nFLASHLIGHTDEPTHFILTERMODE;
|
||||
#ifdef _DEBUG
|
||||
bool m_bFLASHLIGHTDEPTHFILTERMODE;
|
||||
#endif
|
||||
public:
|
||||
void SetFLASHLIGHTDEPTHFILTERMODE( int i )
|
||||
{
|
||||
Assert( i >= 0 && i <= 0 );
|
||||
m_nFLASHLIGHTDEPTHFILTERMODE = i;
|
||||
#ifdef _DEBUG
|
||||
m_bFLASHLIGHTDEPTHFILTERMODE = true;
|
||||
#endif
|
||||
}
|
||||
void SetFLASHLIGHTDEPTHFILTERMODE( bool i )
|
||||
{
|
||||
Assert( ( i ? 1 : 0 ) >= 0 && ( i ? 1 : 0 ) <= 0 );
|
||||
m_nFLASHLIGHTDEPTHFILTERMODE = i ? 1 : 0;
|
||||
#ifdef _DEBUG
|
||||
m_bFLASHLIGHTDEPTHFILTERMODE = true;
|
||||
#endif
|
||||
}
|
||||
public:
|
||||
// CONSTRUCTOR
|
||||
eyes_flashlight_ps20b_Static_Index( IShaderShadow *pShaderShadow, IMaterialVar **params )
|
||||
{
|
||||
#ifdef _DEBUG
|
||||
m_bFLASHLIGHTDEPTHFILTERMODE = false;
|
||||
#endif // _DEBUG
|
||||
m_nFLASHLIGHTDEPTHFILTERMODE = 0;
|
||||
}
|
||||
int GetIndex()
|
||||
{
|
||||
// Asserts to make sure that we aren't using any skipped combinations.
|
||||
// Asserts to make sure that we are setting all of the combination vars.
|
||||
#ifdef _DEBUG
|
||||
bool bAllStaticVarsDefined = m_bFLASHLIGHTDEPTHFILTERMODE;
|
||||
Assert( bAllStaticVarsDefined );
|
||||
#endif // _DEBUG
|
||||
return ( 4 * m_nFLASHLIGHTDEPTHFILTERMODE ) + 0;
|
||||
}
|
||||
};
|
||||
#define shaderStaticTest_eyes_flashlight_ps20b psh_forgot_to_set_static_FLASHLIGHTDEPTHFILTERMODE + 0
|
||||
class eyes_flashlight_ps20b_Dynamic_Index
|
||||
{
|
||||
private:
|
||||
int m_nPIXELFOGTYPE;
|
||||
#ifdef _DEBUG
|
||||
bool m_bPIXELFOGTYPE;
|
||||
#endif
|
||||
public:
|
||||
void SetPIXELFOGTYPE( int i )
|
||||
{
|
||||
Assert( i >= 0 && i <= 1 );
|
||||
m_nPIXELFOGTYPE = i;
|
||||
#ifdef _DEBUG
|
||||
m_bPIXELFOGTYPE = true;
|
||||
#endif
|
||||
}
|
||||
void SetPIXELFOGTYPE( bool i )
|
||||
{
|
||||
Assert( ( i ? 1 : 0 ) >= 0 && ( i ? 1 : 0 ) <= 1 );
|
||||
m_nPIXELFOGTYPE = i ? 1 : 0;
|
||||
#ifdef _DEBUG
|
||||
m_bPIXELFOGTYPE = true;
|
||||
#endif
|
||||
}
|
||||
private:
|
||||
int m_nFLASHLIGHTSHADOWS;
|
||||
#ifdef _DEBUG
|
||||
bool m_bFLASHLIGHTSHADOWS;
|
||||
#endif
|
||||
public:
|
||||
void SetFLASHLIGHTSHADOWS( int i )
|
||||
{
|
||||
Assert( i >= 0 && i <= 1 );
|
||||
m_nFLASHLIGHTSHADOWS = i;
|
||||
#ifdef _DEBUG
|
||||
m_bFLASHLIGHTSHADOWS = true;
|
||||
#endif
|
||||
}
|
||||
void SetFLASHLIGHTSHADOWS( bool i )
|
||||
{
|
||||
Assert( ( i ? 1 : 0 ) >= 0 && ( i ? 1 : 0 ) <= 1 );
|
||||
m_nFLASHLIGHTSHADOWS = i ? 1 : 0;
|
||||
#ifdef _DEBUG
|
||||
m_bFLASHLIGHTSHADOWS = true;
|
||||
#endif
|
||||
}
|
||||
public:
|
||||
// CONSTRUCTOR
|
||||
eyes_flashlight_ps20b_Dynamic_Index( IShaderDynamicAPI *pShaderAPI )
|
||||
{
|
||||
#ifdef _DEBUG
|
||||
m_bPIXELFOGTYPE = true;
|
||||
#endif // _DEBUG
|
||||
m_nPIXELFOGTYPE = ( pShaderAPI->GetSceneFogMode() == MATERIAL_FOG_LINEAR_BELOW_FOG_Z ) ;
|
||||
#ifdef _DEBUG
|
||||
m_bFLASHLIGHTSHADOWS = false;
|
||||
#endif // _DEBUG
|
||||
m_nFLASHLIGHTSHADOWS = 0;
|
||||
}
|
||||
int GetIndex()
|
||||
{
|
||||
// Asserts to make sure that we aren't using any skipped combinations.
|
||||
// Asserts to make sure that we are setting all of the combination vars.
|
||||
#ifdef _DEBUG
|
||||
bool bAllDynamicVarsDefined = m_bPIXELFOGTYPE && m_bFLASHLIGHTSHADOWS;
|
||||
Assert( bAllDynamicVarsDefined );
|
||||
#endif // _DEBUG
|
||||
return ( 1 * m_nPIXELFOGTYPE ) + ( 2 * m_nFLASHLIGHTSHADOWS ) + 0;
|
||||
}
|
||||
};
|
||||
#define shaderDynamicTest_eyes_flashlight_ps20b psh_forgot_to_set_dynamic_FLASHLIGHTSHADOWS + 0
|
||||
|
||||
static const ShaderComboInformation_t s_DynamicComboArray_eyes_flashlight_ps20b[2] =
|
||||
{
|
||||
{ "PIXELFOGTYPE", 0, 1 },
|
||||
{ "FLASHLIGHTSHADOWS", 0, 1 },
|
||||
};
|
||||
|
||||
static const ShaderComboInformation_t s_StaticComboArray_eyes_flashlight_ps20b[1] =
|
||||
{
|
||||
{ "FLASHLIGHTDEPTHFILTERMODE", 0, 0 },
|
||||
};
|
||||
static const ShaderComboSemantics_t eyes_flashlight_ps20b_combos =
|
||||
{
|
||||
"eyes_flashlight_ps20b", s_DynamicComboArray_eyes_flashlight_ps20b, 2, s_StaticComboArray_eyes_flashlight_ps20b, 1
|
||||
};
|
||||
|
||||
class ConstructMe_eyes_flashlight_ps20b
|
||||
{
|
||||
public:
|
||||
ConstructMe_eyes_flashlight_ps20b()
|
||||
{
|
||||
GetShaderDLL()->AddShaderComboInformation( &eyes_flashlight_ps20b_combos );
|
||||
}
|
||||
};
|
||||
|
||||
static ConstructMe_eyes_flashlight_ps20b s_ConstructMe_eyes_flashlight_ps20b;
|
||||
201
materialsystem/stdshaders/fxctmp9_ps3/eyes_flashlight_vs20.inc
Normal file
201
materialsystem/stdshaders/fxctmp9_ps3/eyes_flashlight_vs20.inc
Normal file
@@ -0,0 +1,201 @@
|
||||
// ALL SKIP STATEMENTS THAT AFFECT THIS SHADER!!!
|
||||
// ( $DOWATERFOG == 0 ) && ( $DOPIXELFOG && $HARDWAREFOGBLEND )
|
||||
// ( $DOWATERFOG == 0 ) && ( $HARDWAREFOGBLEND == 0 ) && ( $DOPIXELFOG == 0 )
|
||||
// defined $LIGHTING_PREVIEW && defined $FASTPATH && $LIGHTING_PREVIEW && $FASTPATH
|
||||
#include "shaderlib/cshader.h"
|
||||
class eyes_flashlight_vs20_Static_Index
|
||||
{
|
||||
private:
|
||||
int m_nDOPIXELFOG;
|
||||
#ifdef _DEBUG
|
||||
bool m_bDOPIXELFOG;
|
||||
#endif
|
||||
public:
|
||||
void SetDOPIXELFOG( int i )
|
||||
{
|
||||
Assert( i >= 0 && i <= 1 );
|
||||
m_nDOPIXELFOG = i;
|
||||
#ifdef _DEBUG
|
||||
m_bDOPIXELFOG = true;
|
||||
#endif
|
||||
}
|
||||
void SetDOPIXELFOG( bool i )
|
||||
{
|
||||
Assert( ( i ? 1 : 0 ) >= 0 && ( i ? 1 : 0 ) <= 1 );
|
||||
m_nDOPIXELFOG = i ? 1 : 0;
|
||||
#ifdef _DEBUG
|
||||
m_bDOPIXELFOG = true;
|
||||
#endif
|
||||
}
|
||||
public:
|
||||
// CONSTRUCTOR
|
||||
eyes_flashlight_vs20_Static_Index( IShaderShadow *pShaderShadow, IMaterialVar **params )
|
||||
{
|
||||
#ifdef _DEBUG
|
||||
m_bDOPIXELFOG = true;
|
||||
#endif // _DEBUG
|
||||
m_nDOPIXELFOG = g_pHardwareConfig->SupportsPixelShaders_2_b() ;
|
||||
}
|
||||
int GetIndex()
|
||||
{
|
||||
// Asserts to make sure that we aren't using any skipped combinations.
|
||||
// Asserts to make sure that we are setting all of the combination vars.
|
||||
#ifdef _DEBUG
|
||||
bool bAllStaticVarsDefined = m_bDOPIXELFOG;
|
||||
Assert( bAllStaticVarsDefined );
|
||||
#endif // _DEBUG
|
||||
return ( 8 * m_nDOPIXELFOG ) + 0;
|
||||
}
|
||||
};
|
||||
#define shaderStaticTest_eyes_flashlight_vs20 0
|
||||
class eyes_flashlight_vs20_Dynamic_Index
|
||||
{
|
||||
private:
|
||||
int m_nCOMPRESSED_VERTS;
|
||||
#ifdef _DEBUG
|
||||
bool m_bCOMPRESSED_VERTS;
|
||||
#endif
|
||||
public:
|
||||
void SetCOMPRESSED_VERTS( int i )
|
||||
{
|
||||
Assert( i >= 0 && i <= 1 );
|
||||
m_nCOMPRESSED_VERTS = i;
|
||||
#ifdef _DEBUG
|
||||
m_bCOMPRESSED_VERTS = true;
|
||||
#endif
|
||||
}
|
||||
void SetCOMPRESSED_VERTS( bool i )
|
||||
{
|
||||
Assert( ( i ? 1 : 0 ) >= 0 && ( i ? 1 : 0 ) <= 1 );
|
||||
m_nCOMPRESSED_VERTS = i ? 1 : 0;
|
||||
#ifdef _DEBUG
|
||||
m_bCOMPRESSED_VERTS = true;
|
||||
#endif
|
||||
}
|
||||
private:
|
||||
int m_nSKINNING;
|
||||
#ifdef _DEBUG
|
||||
bool m_bSKINNING;
|
||||
#endif
|
||||
public:
|
||||
void SetSKINNING( int i )
|
||||
{
|
||||
Assert( i >= 0 && i <= 1 );
|
||||
m_nSKINNING = i;
|
||||
#ifdef _DEBUG
|
||||
m_bSKINNING = true;
|
||||
#endif
|
||||
}
|
||||
void SetSKINNING( bool i )
|
||||
{
|
||||
Assert( ( i ? 1 : 0 ) >= 0 && ( i ? 1 : 0 ) <= 1 );
|
||||
m_nSKINNING = i ? 1 : 0;
|
||||
#ifdef _DEBUG
|
||||
m_bSKINNING = true;
|
||||
#endif
|
||||
}
|
||||
private:
|
||||
int m_nDOWATERFOG;
|
||||
#ifdef _DEBUG
|
||||
bool m_bDOWATERFOG;
|
||||
#endif
|
||||
public:
|
||||
void SetDOWATERFOG( int i )
|
||||
{
|
||||
Assert( i >= 0 && i <= 1 );
|
||||
m_nDOWATERFOG = i;
|
||||
#ifdef _DEBUG
|
||||
m_bDOWATERFOG = true;
|
||||
#endif
|
||||
}
|
||||
void SetDOWATERFOG( bool i )
|
||||
{
|
||||
Assert( ( i ? 1 : 0 ) >= 0 && ( i ? 1 : 0 ) <= 1 );
|
||||
m_nDOWATERFOG = i ? 1 : 0;
|
||||
#ifdef _DEBUG
|
||||
m_bDOWATERFOG = true;
|
||||
#endif
|
||||
}
|
||||
private:
|
||||
int m_nMORPHING;
|
||||
#ifdef _DEBUG
|
||||
bool m_bMORPHING;
|
||||
#endif
|
||||
public:
|
||||
void SetMORPHING( int i )
|
||||
{
|
||||
Assert( i >= 0 && i <= 0 );
|
||||
m_nMORPHING = i;
|
||||
#ifdef _DEBUG
|
||||
m_bMORPHING = true;
|
||||
#endif
|
||||
}
|
||||
void SetMORPHING( bool i )
|
||||
{
|
||||
Assert( ( i ? 1 : 0 ) >= 0 && ( i ? 1 : 0 ) <= 0 );
|
||||
m_nMORPHING = i ? 1 : 0;
|
||||
#ifdef _DEBUG
|
||||
m_bMORPHING = true;
|
||||
#endif
|
||||
}
|
||||
public:
|
||||
// CONSTRUCTOR
|
||||
eyes_flashlight_vs20_Dynamic_Index( IShaderDynamicAPI *pShaderAPI )
|
||||
{
|
||||
#ifdef _DEBUG
|
||||
m_bCOMPRESSED_VERTS = false;
|
||||
#endif // _DEBUG
|
||||
m_nCOMPRESSED_VERTS = 0;
|
||||
#ifdef _DEBUG
|
||||
m_bSKINNING = false;
|
||||
#endif // _DEBUG
|
||||
m_nSKINNING = 0;
|
||||
#ifdef _DEBUG
|
||||
m_bDOWATERFOG = true;
|
||||
#endif // _DEBUG
|
||||
m_nDOWATERFOG = ( pShaderAPI->GetSceneFogMode() == MATERIAL_FOG_LINEAR_BELOW_FOG_Z ) ;
|
||||
#ifdef _DEBUG
|
||||
m_bMORPHING = true;
|
||||
#endif // _DEBUG
|
||||
m_nMORPHING = false ;
|
||||
}
|
||||
int GetIndex()
|
||||
{
|
||||
// Asserts to make sure that we aren't using any skipped combinations.
|
||||
// Asserts to make sure that we are setting all of the combination vars.
|
||||
#ifdef _DEBUG
|
||||
bool bAllDynamicVarsDefined = m_bCOMPRESSED_VERTS && m_bSKINNING && m_bDOWATERFOG && m_bMORPHING;
|
||||
Assert( bAllDynamicVarsDefined );
|
||||
#endif // _DEBUG
|
||||
return ( 1 * m_nCOMPRESSED_VERTS ) + ( 2 * m_nSKINNING ) + ( 4 * m_nDOWATERFOG ) + ( 8 * m_nMORPHING ) + 0;
|
||||
}
|
||||
};
|
||||
#define shaderDynamicTest_eyes_flashlight_vs20 vsh_forgot_to_set_dynamic_COMPRESSED_VERTS + vsh_forgot_to_set_dynamic_SKINNING + 0
|
||||
|
||||
static const ShaderComboInformation_t s_DynamicComboArray_eyes_flashlight_vs20[4] =
|
||||
{
|
||||
{ "COMPRESSED_VERTS", 0, 1 },
|
||||
{ "SKINNING", 0, 1 },
|
||||
{ "DOWATERFOG", 0, 1 },
|
||||
{ "MORPHING", 0, 0 },
|
||||
};
|
||||
|
||||
static const ShaderComboInformation_t s_StaticComboArray_eyes_flashlight_vs20[1] =
|
||||
{
|
||||
{ "DOPIXELFOG", 0, 1 },
|
||||
};
|
||||
static const ShaderComboSemantics_t eyes_flashlight_vs20_combos =
|
||||
{
|
||||
"eyes_flashlight_vs20", s_DynamicComboArray_eyes_flashlight_vs20, 4, s_StaticComboArray_eyes_flashlight_vs20, 1
|
||||
};
|
||||
|
||||
class ConstructMe_eyes_flashlight_vs20
|
||||
{
|
||||
public:
|
||||
ConstructMe_eyes_flashlight_vs20()
|
||||
{
|
||||
GetShaderDLL()->AddShaderComboInformation( &eyes_flashlight_vs20_combos );
|
||||
}
|
||||
};
|
||||
|
||||
static ConstructMe_eyes_flashlight_vs20 s_ConstructMe_eyes_flashlight_vs20;
|
||||
94
materialsystem/stdshaders/fxctmp9_ps3/eyes_ps20.inc
Normal file
94
materialsystem/stdshaders/fxctmp9_ps3/eyes_ps20.inc
Normal file
@@ -0,0 +1,94 @@
|
||||
// ALL SKIP STATEMENTS THAT AFFECT THIS SHADER!!!
|
||||
// defined $PIXELFOGTYPE && defined $WRITEWATERFOGTODESTALPHA && ( $PIXELFOGTYPE != 1 ) && $WRITEWATERFOGTODESTALPHA
|
||||
// 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 $PIXELFOGTYPE && defined $WRITEWATERFOGTODESTALPHA && ( $PIXELFOGTYPE != 1 ) && $WRITEWATERFOGTODESTALPHA
|
||||
// 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
|
||||
#include "shaderlib/cshader.h"
|
||||
class eyes_ps20_Static_Index
|
||||
{
|
||||
public:
|
||||
// CONSTRUCTOR
|
||||
eyes_ps20_Static_Index( IShaderShadow *pShaderShadow, IMaterialVar **params )
|
||||
{
|
||||
}
|
||||
int GetIndex()
|
||||
{
|
||||
// Asserts to make sure that we aren't using any skipped combinations.
|
||||
// Asserts to make sure that we are setting all of the combination vars.
|
||||
#ifdef _DEBUG
|
||||
#endif // _DEBUG
|
||||
return 0;
|
||||
}
|
||||
};
|
||||
#define shaderStaticTest_eyes_ps20 0
|
||||
class eyes_ps20_Dynamic_Index
|
||||
{
|
||||
private:
|
||||
int m_nPIXELFOGTYPE;
|
||||
#ifdef _DEBUG
|
||||
bool m_bPIXELFOGTYPE;
|
||||
#endif
|
||||
public:
|
||||
void SetPIXELFOGTYPE( int i )
|
||||
{
|
||||
Assert( i >= 0 && i <= 1 );
|
||||
m_nPIXELFOGTYPE = i;
|
||||
#ifdef _DEBUG
|
||||
m_bPIXELFOGTYPE = true;
|
||||
#endif
|
||||
}
|
||||
void SetPIXELFOGTYPE( bool i )
|
||||
{
|
||||
Assert( ( i ? 1 : 0 ) >= 0 && ( i ? 1 : 0 ) <= 1 );
|
||||
m_nPIXELFOGTYPE = i ? 1 : 0;
|
||||
#ifdef _DEBUG
|
||||
m_bPIXELFOGTYPE = true;
|
||||
#endif
|
||||
}
|
||||
public:
|
||||
// CONSTRUCTOR
|
||||
eyes_ps20_Dynamic_Index( IShaderDynamicAPI *pShaderAPI )
|
||||
{
|
||||
#ifdef _DEBUG
|
||||
m_bPIXELFOGTYPE = true;
|
||||
#endif // _DEBUG
|
||||
m_nPIXELFOGTYPE = ( pShaderAPI->GetSceneFogMode() == MATERIAL_FOG_LINEAR_BELOW_FOG_Z ) ;
|
||||
}
|
||||
int GetIndex()
|
||||
{
|
||||
// Asserts to make sure that we aren't using any skipped combinations.
|
||||
// Asserts to make sure that we are setting all of the combination vars.
|
||||
#ifdef _DEBUG
|
||||
bool bAllDynamicVarsDefined = m_bPIXELFOGTYPE;
|
||||
Assert( bAllDynamicVarsDefined );
|
||||
#endif // _DEBUG
|
||||
return ( 1 * m_nPIXELFOGTYPE ) + 0;
|
||||
}
|
||||
};
|
||||
#define shaderDynamicTest_eyes_ps20 0
|
||||
|
||||
static const ShaderComboInformation_t s_DynamicComboArray_eyes_ps20[1] =
|
||||
{
|
||||
{ "PIXELFOGTYPE", 0, 1 },
|
||||
};
|
||||
static const ShaderComboSemantics_t eyes_ps20_combos =
|
||||
{
|
||||
"eyes_ps20", s_DynamicComboArray_eyes_ps20, 1, NULL, 0
|
||||
};
|
||||
|
||||
class ConstructMe_eyes_ps20
|
||||
{
|
||||
public:
|
||||
ConstructMe_eyes_ps20()
|
||||
{
|
||||
GetShaderDLL()->AddShaderComboInformation( &eyes_ps20_combos );
|
||||
}
|
||||
};
|
||||
|
||||
static ConstructMe_eyes_ps20 s_ConstructMe_eyes_ps20;
|
||||
121
materialsystem/stdshaders/fxctmp9_ps3/eyes_ps20b.inc
Normal file
121
materialsystem/stdshaders/fxctmp9_ps3/eyes_ps20b.inc
Normal file
@@ -0,0 +1,121 @@
|
||||
// ALL SKIP STATEMENTS THAT AFFECT THIS SHADER!!!
|
||||
// defined $PIXELFOGTYPE && defined $WRITEWATERFOGTODESTALPHA && ( $PIXELFOGTYPE != 1 ) && $WRITEWATERFOGTODESTALPHA
|
||||
// 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 $PIXELFOGTYPE && defined $WRITEWATERFOGTODESTALPHA && ( $PIXELFOGTYPE != 1 ) && $WRITEWATERFOGTODESTALPHA
|
||||
// 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
|
||||
#include "shaderlib/cshader.h"
|
||||
class eyes_ps20b_Static_Index
|
||||
{
|
||||
public:
|
||||
// CONSTRUCTOR
|
||||
eyes_ps20b_Static_Index( IShaderShadow *pShaderShadow, IMaterialVar **params )
|
||||
{
|
||||
}
|
||||
int GetIndex()
|
||||
{
|
||||
// Asserts to make sure that we aren't using any skipped combinations.
|
||||
// Asserts to make sure that we are setting all of the combination vars.
|
||||
#ifdef _DEBUG
|
||||
#endif // _DEBUG
|
||||
return 0;
|
||||
}
|
||||
};
|
||||
#define shaderStaticTest_eyes_ps20b 0
|
||||
class eyes_ps20b_Dynamic_Index
|
||||
{
|
||||
private:
|
||||
int m_nWRITE_DEPTH_TO_DESTALPHA;
|
||||
#ifdef _DEBUG
|
||||
bool m_bWRITE_DEPTH_TO_DESTALPHA;
|
||||
#endif
|
||||
public:
|
||||
void SetWRITE_DEPTH_TO_DESTALPHA( int i )
|
||||
{
|
||||
Assert( i >= 0 && i <= 0 );
|
||||
m_nWRITE_DEPTH_TO_DESTALPHA = i;
|
||||
#ifdef _DEBUG
|
||||
m_bWRITE_DEPTH_TO_DESTALPHA = true;
|
||||
#endif
|
||||
}
|
||||
void SetWRITE_DEPTH_TO_DESTALPHA( bool i )
|
||||
{
|
||||
Assert( ( i ? 1 : 0 ) >= 0 && ( i ? 1 : 0 ) <= 0 );
|
||||
m_nWRITE_DEPTH_TO_DESTALPHA = i ? 1 : 0;
|
||||
#ifdef _DEBUG
|
||||
m_bWRITE_DEPTH_TO_DESTALPHA = true;
|
||||
#endif
|
||||
}
|
||||
private:
|
||||
int m_nPIXELFOGTYPE;
|
||||
#ifdef _DEBUG
|
||||
bool m_bPIXELFOGTYPE;
|
||||
#endif
|
||||
public:
|
||||
void SetPIXELFOGTYPE( int i )
|
||||
{
|
||||
Assert( i >= 0 && i <= 1 );
|
||||
m_nPIXELFOGTYPE = i;
|
||||
#ifdef _DEBUG
|
||||
m_bPIXELFOGTYPE = true;
|
||||
#endif
|
||||
}
|
||||
void SetPIXELFOGTYPE( bool i )
|
||||
{
|
||||
Assert( ( i ? 1 : 0 ) >= 0 && ( i ? 1 : 0 ) <= 1 );
|
||||
m_nPIXELFOGTYPE = i ? 1 : 0;
|
||||
#ifdef _DEBUG
|
||||
m_bPIXELFOGTYPE = true;
|
||||
#endif
|
||||
}
|
||||
public:
|
||||
// CONSTRUCTOR
|
||||
eyes_ps20b_Dynamic_Index( IShaderDynamicAPI *pShaderAPI )
|
||||
{
|
||||
#ifdef _DEBUG
|
||||
m_bWRITE_DEPTH_TO_DESTALPHA = false;
|
||||
#endif // _DEBUG
|
||||
m_nWRITE_DEPTH_TO_DESTALPHA = 0;
|
||||
#ifdef _DEBUG
|
||||
m_bPIXELFOGTYPE = true;
|
||||
#endif // _DEBUG
|
||||
m_nPIXELFOGTYPE = ( pShaderAPI->GetSceneFogMode() == MATERIAL_FOG_LINEAR_BELOW_FOG_Z ) ;
|
||||
}
|
||||
int GetIndex()
|
||||
{
|
||||
// Asserts to make sure that we aren't using any skipped combinations.
|
||||
// Asserts to make sure that we are setting all of the combination vars.
|
||||
#ifdef _DEBUG
|
||||
bool bAllDynamicVarsDefined = m_bWRITE_DEPTH_TO_DESTALPHA && m_bPIXELFOGTYPE;
|
||||
Assert( bAllDynamicVarsDefined );
|
||||
#endif // _DEBUG
|
||||
return ( 1 * m_nWRITE_DEPTH_TO_DESTALPHA ) + ( 1 * m_nPIXELFOGTYPE ) + 0;
|
||||
}
|
||||
};
|
||||
#define shaderDynamicTest_eyes_ps20b psh_forgot_to_set_dynamic_WRITE_DEPTH_TO_DESTALPHA + 0
|
||||
|
||||
static const ShaderComboInformation_t s_DynamicComboArray_eyes_ps20b[2] =
|
||||
{
|
||||
{ "WRITE_DEPTH_TO_DESTALPHA", 0, 0 },
|
||||
{ "PIXELFOGTYPE", 0, 1 },
|
||||
};
|
||||
static const ShaderComboSemantics_t eyes_ps20b_combos =
|
||||
{
|
||||
"eyes_ps20b", s_DynamicComboArray_eyes_ps20b, 2, NULL, 0
|
||||
};
|
||||
|
||||
class ConstructMe_eyes_ps20b
|
||||
{
|
||||
public:
|
||||
ConstructMe_eyes_ps20b()
|
||||
{
|
||||
GetShaderDLL()->AddShaderComboInformation( &eyes_ps20b_combos );
|
||||
}
|
||||
};
|
||||
|
||||
static ConstructMe_eyes_ps20b s_ConstructMe_eyes_ps20b;
|
||||
336
materialsystem/stdshaders/fxctmp9_ps3/eyes_vs20.inc
Normal file
336
materialsystem/stdshaders/fxctmp9_ps3/eyes_vs20.inc
Normal file
@@ -0,0 +1,336 @@
|
||||
// ALL SKIP STATEMENTS THAT AFFECT THIS SHADER!!!
|
||||
// ( $DOWATERFOG == 0 ) && ( $DOPIXELFOG && $HARDWAREFOGBLEND )
|
||||
// ( $DOWATERFOG == 0 ) && ( $HARDWAREFOGBLEND == 0 ) && ( $DOPIXELFOG == 0 )
|
||||
// defined $LIGHTING_PREVIEW && defined $FASTPATH && $LIGHTING_PREVIEW && $FASTPATH
|
||||
#include "shaderlib/cshader.h"
|
||||
class eyes_vs20_Static_Index
|
||||
{
|
||||
private:
|
||||
int m_nHALFLAMBERT;
|
||||
#ifdef _DEBUG
|
||||
bool m_bHALFLAMBERT;
|
||||
#endif
|
||||
public:
|
||||
void SetHALFLAMBERT( int i )
|
||||
{
|
||||
Assert( i >= 0 && i <= 1 );
|
||||
m_nHALFLAMBERT = i;
|
||||
#ifdef _DEBUG
|
||||
m_bHALFLAMBERT = true;
|
||||
#endif
|
||||
}
|
||||
void SetHALFLAMBERT( bool i )
|
||||
{
|
||||
Assert( ( i ? 1 : 0 ) >= 0 && ( i ? 1 : 0 ) <= 1 );
|
||||
m_nHALFLAMBERT = i ? 1 : 0;
|
||||
#ifdef _DEBUG
|
||||
m_bHALFLAMBERT = true;
|
||||
#endif
|
||||
}
|
||||
private:
|
||||
int m_nFLATTEN_STATIC_CONTROL_FLOW;
|
||||
#ifdef _DEBUG
|
||||
bool m_bFLATTEN_STATIC_CONTROL_FLOW;
|
||||
#endif
|
||||
public:
|
||||
void SetFLATTEN_STATIC_CONTROL_FLOW( int i )
|
||||
{
|
||||
Assert( i >= 0 && i <= 0 );
|
||||
m_nFLATTEN_STATIC_CONTROL_FLOW = i;
|
||||
#ifdef _DEBUG
|
||||
m_bFLATTEN_STATIC_CONTROL_FLOW = true;
|
||||
#endif
|
||||
}
|
||||
void SetFLATTEN_STATIC_CONTROL_FLOW( bool i )
|
||||
{
|
||||
Assert( ( i ? 1 : 0 ) >= 0 && ( i ? 1 : 0 ) <= 0 );
|
||||
m_nFLATTEN_STATIC_CONTROL_FLOW = i ? 1 : 0;
|
||||
#ifdef _DEBUG
|
||||
m_bFLATTEN_STATIC_CONTROL_FLOW = true;
|
||||
#endif
|
||||
}
|
||||
private:
|
||||
int m_nDOPIXELFOG;
|
||||
#ifdef _DEBUG
|
||||
bool m_bDOPIXELFOG;
|
||||
#endif
|
||||
public:
|
||||
void SetDOPIXELFOG( int i )
|
||||
{
|
||||
Assert( i >= 0 && i <= 1 );
|
||||
m_nDOPIXELFOG = i;
|
||||
#ifdef _DEBUG
|
||||
m_bDOPIXELFOG = true;
|
||||
#endif
|
||||
}
|
||||
void SetDOPIXELFOG( bool i )
|
||||
{
|
||||
Assert( ( i ? 1 : 0 ) >= 0 && ( i ? 1 : 0 ) <= 1 );
|
||||
m_nDOPIXELFOG = i ? 1 : 0;
|
||||
#ifdef _DEBUG
|
||||
m_bDOPIXELFOG = true;
|
||||
#endif
|
||||
}
|
||||
public:
|
||||
// CONSTRUCTOR
|
||||
eyes_vs20_Static_Index( IShaderShadow *pShaderShadow, IMaterialVar **params )
|
||||
{
|
||||
#ifdef _DEBUG
|
||||
m_bHALFLAMBERT = false;
|
||||
#endif // _DEBUG
|
||||
m_nHALFLAMBERT = 0;
|
||||
#ifdef _DEBUG
|
||||
m_bFLATTEN_STATIC_CONTROL_FLOW = false;
|
||||
#endif // _DEBUG
|
||||
m_nFLATTEN_STATIC_CONTROL_FLOW = 0;
|
||||
#ifdef _DEBUG
|
||||
m_bDOPIXELFOG = true;
|
||||
#endif // _DEBUG
|
||||
m_nDOPIXELFOG = g_pHardwareConfig->SupportsPixelShaders_2_b() ;
|
||||
}
|
||||
int GetIndex()
|
||||
{
|
||||
// Asserts to make sure that we aren't using any skipped combinations.
|
||||
// Asserts to make sure that we are setting all of the combination vars.
|
||||
#ifdef _DEBUG
|
||||
bool bAllStaticVarsDefined = m_bHALFLAMBERT && m_bFLATTEN_STATIC_CONTROL_FLOW && m_bDOPIXELFOG;
|
||||
Assert( bAllStaticVarsDefined );
|
||||
#endif // _DEBUG
|
||||
return ( 32 * m_nHALFLAMBERT ) + ( 64 * m_nFLATTEN_STATIC_CONTROL_FLOW ) + ( 64 * m_nDOPIXELFOG ) + 0;
|
||||
}
|
||||
};
|
||||
#define shaderStaticTest_eyes_vs20 vsh_forgot_to_set_static_HALFLAMBERT + vsh_forgot_to_set_static_FLATTEN_STATIC_CONTROL_FLOW + 0
|
||||
class eyes_vs20_Dynamic_Index
|
||||
{
|
||||
private:
|
||||
int m_nCOMPRESSED_VERTS;
|
||||
#ifdef _DEBUG
|
||||
bool m_bCOMPRESSED_VERTS;
|
||||
#endif
|
||||
public:
|
||||
void SetCOMPRESSED_VERTS( int i )
|
||||
{
|
||||
Assert( i >= 0 && i <= 1 );
|
||||
m_nCOMPRESSED_VERTS = i;
|
||||
#ifdef _DEBUG
|
||||
m_bCOMPRESSED_VERTS = true;
|
||||
#endif
|
||||
}
|
||||
void SetCOMPRESSED_VERTS( bool i )
|
||||
{
|
||||
Assert( ( i ? 1 : 0 ) >= 0 && ( i ? 1 : 0 ) <= 1 );
|
||||
m_nCOMPRESSED_VERTS = i ? 1 : 0;
|
||||
#ifdef _DEBUG
|
||||
m_bCOMPRESSED_VERTS = true;
|
||||
#endif
|
||||
}
|
||||
private:
|
||||
int m_nSKINNING;
|
||||
#ifdef _DEBUG
|
||||
bool m_bSKINNING;
|
||||
#endif
|
||||
public:
|
||||
void SetSKINNING( int i )
|
||||
{
|
||||
Assert( i >= 0 && i <= 1 );
|
||||
m_nSKINNING = i;
|
||||
#ifdef _DEBUG
|
||||
m_bSKINNING = true;
|
||||
#endif
|
||||
}
|
||||
void SetSKINNING( bool i )
|
||||
{
|
||||
Assert( ( i ? 1 : 0 ) >= 0 && ( i ? 1 : 0 ) <= 1 );
|
||||
m_nSKINNING = i ? 1 : 0;
|
||||
#ifdef _DEBUG
|
||||
m_bSKINNING = true;
|
||||
#endif
|
||||
}
|
||||
private:
|
||||
int m_nDOWATERFOG;
|
||||
#ifdef _DEBUG
|
||||
bool m_bDOWATERFOG;
|
||||
#endif
|
||||
public:
|
||||
void SetDOWATERFOG( int i )
|
||||
{
|
||||
Assert( i >= 0 && i <= 1 );
|
||||
m_nDOWATERFOG = i;
|
||||
#ifdef _DEBUG
|
||||
m_bDOWATERFOG = true;
|
||||
#endif
|
||||
}
|
||||
void SetDOWATERFOG( bool i )
|
||||
{
|
||||
Assert( ( i ? 1 : 0 ) >= 0 && ( i ? 1 : 0 ) <= 1 );
|
||||
m_nDOWATERFOG = i ? 1 : 0;
|
||||
#ifdef _DEBUG
|
||||
m_bDOWATERFOG = true;
|
||||
#endif
|
||||
}
|
||||
private:
|
||||
int m_nDYNAMIC_LIGHT;
|
||||
#ifdef _DEBUG
|
||||
bool m_bDYNAMIC_LIGHT;
|
||||
#endif
|
||||
public:
|
||||
void SetDYNAMIC_LIGHT( int i )
|
||||
{
|
||||
Assert( i >= 0 && i <= 1 );
|
||||
m_nDYNAMIC_LIGHT = i;
|
||||
#ifdef _DEBUG
|
||||
m_bDYNAMIC_LIGHT = true;
|
||||
#endif
|
||||
}
|
||||
void SetDYNAMIC_LIGHT( bool i )
|
||||
{
|
||||
Assert( ( i ? 1 : 0 ) >= 0 && ( i ? 1 : 0 ) <= 1 );
|
||||
m_nDYNAMIC_LIGHT = i ? 1 : 0;
|
||||
#ifdef _DEBUG
|
||||
m_bDYNAMIC_LIGHT = true;
|
||||
#endif
|
||||
}
|
||||
private:
|
||||
int m_nSTATIC_LIGHT;
|
||||
#ifdef _DEBUG
|
||||
bool m_bSTATIC_LIGHT;
|
||||
#endif
|
||||
public:
|
||||
void SetSTATIC_LIGHT( int i )
|
||||
{
|
||||
Assert( i >= 0 && i <= 1 );
|
||||
m_nSTATIC_LIGHT = i;
|
||||
#ifdef _DEBUG
|
||||
m_bSTATIC_LIGHT = true;
|
||||
#endif
|
||||
}
|
||||
void SetSTATIC_LIGHT( bool i )
|
||||
{
|
||||
Assert( ( i ? 1 : 0 ) >= 0 && ( i ? 1 : 0 ) <= 1 );
|
||||
m_nSTATIC_LIGHT = i ? 1 : 0;
|
||||
#ifdef _DEBUG
|
||||
m_bSTATIC_LIGHT = true;
|
||||
#endif
|
||||
}
|
||||
private:
|
||||
int m_nMORPHING;
|
||||
#ifdef _DEBUG
|
||||
bool m_bMORPHING;
|
||||
#endif
|
||||
public:
|
||||
void SetMORPHING( int i )
|
||||
{
|
||||
Assert( i >= 0 && i <= 0 );
|
||||
m_nMORPHING = i;
|
||||
#ifdef _DEBUG
|
||||
m_bMORPHING = true;
|
||||
#endif
|
||||
}
|
||||
void SetMORPHING( bool i )
|
||||
{
|
||||
Assert( ( i ? 1 : 0 ) >= 0 && ( i ? 1 : 0 ) <= 0 );
|
||||
m_nMORPHING = i ? 1 : 0;
|
||||
#ifdef _DEBUG
|
||||
m_bMORPHING = true;
|
||||
#endif
|
||||
}
|
||||
private:
|
||||
int m_nNUM_LIGHTS;
|
||||
#ifdef _DEBUG
|
||||
bool m_bNUM_LIGHTS;
|
||||
#endif
|
||||
public:
|
||||
void SetNUM_LIGHTS( int i )
|
||||
{
|
||||
Assert( i >= 0 && i <= 0 );
|
||||
m_nNUM_LIGHTS = i;
|
||||
#ifdef _DEBUG
|
||||
m_bNUM_LIGHTS = true;
|
||||
#endif
|
||||
}
|
||||
void SetNUM_LIGHTS( bool i )
|
||||
{
|
||||
Assert( ( i ? 1 : 0 ) >= 0 && ( i ? 1 : 0 ) <= 0 );
|
||||
m_nNUM_LIGHTS = i ? 1 : 0;
|
||||
#ifdef _DEBUG
|
||||
m_bNUM_LIGHTS = true;
|
||||
#endif
|
||||
}
|
||||
public:
|
||||
// CONSTRUCTOR
|
||||
eyes_vs20_Dynamic_Index( IShaderDynamicAPI *pShaderAPI )
|
||||
{
|
||||
#ifdef _DEBUG
|
||||
m_bCOMPRESSED_VERTS = false;
|
||||
#endif // _DEBUG
|
||||
m_nCOMPRESSED_VERTS = 0;
|
||||
#ifdef _DEBUG
|
||||
m_bSKINNING = false;
|
||||
#endif // _DEBUG
|
||||
m_nSKINNING = 0;
|
||||
#ifdef _DEBUG
|
||||
m_bDOWATERFOG = true;
|
||||
#endif // _DEBUG
|
||||
m_nDOWATERFOG = ( pShaderAPI->GetSceneFogMode() == MATERIAL_FOG_LINEAR_BELOW_FOG_Z ) ;
|
||||
#ifdef _DEBUG
|
||||
m_bDYNAMIC_LIGHT = false;
|
||||
#endif // _DEBUG
|
||||
m_nDYNAMIC_LIGHT = 0;
|
||||
#ifdef _DEBUG
|
||||
m_bSTATIC_LIGHT = false;
|
||||
#endif // _DEBUG
|
||||
m_nSTATIC_LIGHT = 0;
|
||||
#ifdef _DEBUG
|
||||
m_bMORPHING = true;
|
||||
#endif // _DEBUG
|
||||
m_nMORPHING = false ;
|
||||
#ifdef _DEBUG
|
||||
m_bNUM_LIGHTS = false;
|
||||
#endif // _DEBUG
|
||||
m_nNUM_LIGHTS = 0;
|
||||
}
|
||||
int GetIndex()
|
||||
{
|
||||
// Asserts to make sure that we aren't using any skipped combinations.
|
||||
// Asserts to make sure that we are setting all of the combination vars.
|
||||
#ifdef _DEBUG
|
||||
bool bAllDynamicVarsDefined = m_bCOMPRESSED_VERTS && m_bSKINNING && m_bDOWATERFOG && m_bDYNAMIC_LIGHT && m_bSTATIC_LIGHT && m_bMORPHING && m_bNUM_LIGHTS;
|
||||
Assert( bAllDynamicVarsDefined );
|
||||
#endif // _DEBUG
|
||||
return ( 1 * m_nCOMPRESSED_VERTS ) + ( 2 * m_nSKINNING ) + ( 4 * m_nDOWATERFOG ) + ( 8 * m_nDYNAMIC_LIGHT ) + ( 16 * m_nSTATIC_LIGHT ) + ( 32 * m_nMORPHING ) + ( 32 * m_nNUM_LIGHTS ) + 0;
|
||||
}
|
||||
};
|
||||
#define shaderDynamicTest_eyes_vs20 vsh_forgot_to_set_dynamic_COMPRESSED_VERTS + vsh_forgot_to_set_dynamic_SKINNING + vsh_forgot_to_set_dynamic_DYNAMIC_LIGHT + vsh_forgot_to_set_dynamic_STATIC_LIGHT + vsh_forgot_to_set_dynamic_NUM_LIGHTS + 0
|
||||
|
||||
static const ShaderComboInformation_t s_DynamicComboArray_eyes_vs20[7] =
|
||||
{
|
||||
{ "COMPRESSED_VERTS", 0, 1 },
|
||||
{ "SKINNING", 0, 1 },
|
||||
{ "DOWATERFOG", 0, 1 },
|
||||
{ "DYNAMIC_LIGHT", 0, 1 },
|
||||
{ "STATIC_LIGHT", 0, 1 },
|
||||
{ "MORPHING", 0, 0 },
|
||||
{ "NUM_LIGHTS", 0, 0 },
|
||||
};
|
||||
|
||||
static const ShaderComboInformation_t s_StaticComboArray_eyes_vs20[3] =
|
||||
{
|
||||
{ "HALFLAMBERT", 0, 1 },
|
||||
{ "FLATTEN_STATIC_CONTROL_FLOW", 0, 0 },
|
||||
{ "DOPIXELFOG", 0, 1 },
|
||||
};
|
||||
static const ShaderComboSemantics_t eyes_vs20_combos =
|
||||
{
|
||||
"eyes_vs20", s_DynamicComboArray_eyes_vs20, 7, s_StaticComboArray_eyes_vs20, 3
|
||||
};
|
||||
|
||||
class ConstructMe_eyes_vs20
|
||||
{
|
||||
public:
|
||||
ConstructMe_eyes_vs20()
|
||||
{
|
||||
GetShaderDLL()->AddShaderComboInformation( &eyes_vs20_combos );
|
||||
}
|
||||
};
|
||||
|
||||
static ConstructMe_eyes_vs20 s_ConstructMe_eyes_vs20;
|
||||
51
materialsystem/stdshaders/fxctmp9_ps3/fade_blur_ps20.inc
Normal file
51
materialsystem/stdshaders/fxctmp9_ps3/fade_blur_ps20.inc
Normal file
@@ -0,0 +1,51 @@
|
||||
// ALL SKIP STATEMENTS THAT AFFECT THIS SHADER!!!
|
||||
#include "shaderlib/cshader.h"
|
||||
class fade_blur_ps20_Static_Index
|
||||
{
|
||||
public:
|
||||
// CONSTRUCTOR
|
||||
fade_blur_ps20_Static_Index( IShaderShadow *pShaderShadow, IMaterialVar **params )
|
||||
{
|
||||
}
|
||||
int GetIndex()
|
||||
{
|
||||
// Asserts to make sure that we aren't using any skipped combinations.
|
||||
// Asserts to make sure that we are setting all of the combination vars.
|
||||
#ifdef _DEBUG
|
||||
#endif // _DEBUG
|
||||
return 0;
|
||||
}
|
||||
};
|
||||
#define shaderStaticTest_fade_blur_ps20 0
|
||||
class fade_blur_ps20_Dynamic_Index
|
||||
{
|
||||
public:
|
||||
// CONSTRUCTOR
|
||||
fade_blur_ps20_Dynamic_Index( IShaderDynamicAPI *pShaderAPI )
|
||||
{
|
||||
}
|
||||
int GetIndex()
|
||||
{
|
||||
// Asserts to make sure that we aren't using any skipped combinations.
|
||||
// Asserts to make sure that we are setting all of the combination vars.
|
||||
#ifdef _DEBUG
|
||||
#endif // _DEBUG
|
||||
return 0;
|
||||
}
|
||||
};
|
||||
#define shaderDynamicTest_fade_blur_ps20 0
|
||||
static const ShaderComboSemantics_t fade_blur_ps20_combos =
|
||||
{
|
||||
"fade_blur_ps20", NULL, 0, NULL, 0
|
||||
};
|
||||
|
||||
class ConstructMe_fade_blur_ps20
|
||||
{
|
||||
public:
|
||||
ConstructMe_fade_blur_ps20()
|
||||
{
|
||||
GetShaderDLL()->AddShaderComboInformation( &fade_blur_ps20_combos );
|
||||
}
|
||||
};
|
||||
|
||||
static ConstructMe_fade_blur_ps20 s_ConstructMe_fade_blur_ps20;
|
||||
51
materialsystem/stdshaders/fxctmp9_ps3/fade_blur_ps20b.inc
Normal file
51
materialsystem/stdshaders/fxctmp9_ps3/fade_blur_ps20b.inc
Normal file
@@ -0,0 +1,51 @@
|
||||
// ALL SKIP STATEMENTS THAT AFFECT THIS SHADER!!!
|
||||
#include "shaderlib/cshader.h"
|
||||
class fade_blur_ps20b_Static_Index
|
||||
{
|
||||
public:
|
||||
// CONSTRUCTOR
|
||||
fade_blur_ps20b_Static_Index( IShaderShadow *pShaderShadow, IMaterialVar **params )
|
||||
{
|
||||
}
|
||||
int GetIndex()
|
||||
{
|
||||
// Asserts to make sure that we aren't using any skipped combinations.
|
||||
// Asserts to make sure that we are setting all of the combination vars.
|
||||
#ifdef _DEBUG
|
||||
#endif // _DEBUG
|
||||
return 0;
|
||||
}
|
||||
};
|
||||
#define shaderStaticTest_fade_blur_ps20b 0
|
||||
class fade_blur_ps20b_Dynamic_Index
|
||||
{
|
||||
public:
|
||||
// CONSTRUCTOR
|
||||
fade_blur_ps20b_Dynamic_Index( IShaderDynamicAPI *pShaderAPI )
|
||||
{
|
||||
}
|
||||
int GetIndex()
|
||||
{
|
||||
// Asserts to make sure that we aren't using any skipped combinations.
|
||||
// Asserts to make sure that we are setting all of the combination vars.
|
||||
#ifdef _DEBUG
|
||||
#endif // _DEBUG
|
||||
return 0;
|
||||
}
|
||||
};
|
||||
#define shaderDynamicTest_fade_blur_ps20b 0
|
||||
static const ShaderComboSemantics_t fade_blur_ps20b_combos =
|
||||
{
|
||||
"fade_blur_ps20b", NULL, 0, NULL, 0
|
||||
};
|
||||
|
||||
class ConstructMe_fade_blur_ps20b
|
||||
{
|
||||
public:
|
||||
ConstructMe_fade_blur_ps20b()
|
||||
{
|
||||
GetShaderDLL()->AddShaderComboInformation( &fade_blur_ps20b_combos );
|
||||
}
|
||||
};
|
||||
|
||||
static ConstructMe_fade_blur_ps20b s_ConstructMe_fade_blur_ps20b;
|
||||
56
materialsystem/stdshaders/fxctmp9_ps3/fillrate_ps20.inc
Normal file
56
materialsystem/stdshaders/fxctmp9_ps3/fillrate_ps20.inc
Normal file
@@ -0,0 +1,56 @@
|
||||
// ALL SKIP STATEMENTS THAT AFFECT THIS SHADER!!!
|
||||
// defined $PIXELFOGTYPE && defined $WRITEWATERFOGTODESTALPHA && ( $PIXELFOGTYPE != 1 ) && $WRITEWATERFOGTODESTALPHA
|
||||
// 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
|
||||
#include "shaderlib/cshader.h"
|
||||
class fillrate_ps20_Static_Index
|
||||
{
|
||||
public:
|
||||
// CONSTRUCTOR
|
||||
fillrate_ps20_Static_Index( IShaderShadow *pShaderShadow, IMaterialVar **params )
|
||||
{
|
||||
}
|
||||
int GetIndex()
|
||||
{
|
||||
// Asserts to make sure that we aren't using any skipped combinations.
|
||||
// Asserts to make sure that we are setting all of the combination vars.
|
||||
#ifdef _DEBUG
|
||||
#endif // _DEBUG
|
||||
return 0;
|
||||
}
|
||||
};
|
||||
#define shaderStaticTest_fillrate_ps20 0
|
||||
class fillrate_ps20_Dynamic_Index
|
||||
{
|
||||
public:
|
||||
// CONSTRUCTOR
|
||||
fillrate_ps20_Dynamic_Index( IShaderDynamicAPI *pShaderAPI )
|
||||
{
|
||||
}
|
||||
int GetIndex()
|
||||
{
|
||||
// Asserts to make sure that we aren't using any skipped combinations.
|
||||
// Asserts to make sure that we are setting all of the combination vars.
|
||||
#ifdef _DEBUG
|
||||
#endif // _DEBUG
|
||||
return 0;
|
||||
}
|
||||
};
|
||||
#define shaderDynamicTest_fillrate_ps20 0
|
||||
static const ShaderComboSemantics_t fillrate_ps20_combos =
|
||||
{
|
||||
"fillrate_ps20", NULL, 0, NULL, 0
|
||||
};
|
||||
|
||||
class ConstructMe_fillrate_ps20
|
||||
{
|
||||
public:
|
||||
ConstructMe_fillrate_ps20()
|
||||
{
|
||||
GetShaderDLL()->AddShaderComboInformation( &fillrate_ps20_combos );
|
||||
}
|
||||
};
|
||||
|
||||
static ConstructMe_fillrate_ps20 s_ConstructMe_fillrate_ps20;
|
||||
56
materialsystem/stdshaders/fxctmp9_ps3/fillrate_ps20b.inc
Normal file
56
materialsystem/stdshaders/fxctmp9_ps3/fillrate_ps20b.inc
Normal file
@@ -0,0 +1,56 @@
|
||||
// ALL SKIP STATEMENTS THAT AFFECT THIS SHADER!!!
|
||||
// defined $PIXELFOGTYPE && defined $WRITEWATERFOGTODESTALPHA && ( $PIXELFOGTYPE != 1 ) && $WRITEWATERFOGTODESTALPHA
|
||||
// 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
|
||||
#include "shaderlib/cshader.h"
|
||||
class fillrate_ps20b_Static_Index
|
||||
{
|
||||
public:
|
||||
// CONSTRUCTOR
|
||||
fillrate_ps20b_Static_Index( IShaderShadow *pShaderShadow, IMaterialVar **params )
|
||||
{
|
||||
}
|
||||
int GetIndex()
|
||||
{
|
||||
// Asserts to make sure that we aren't using any skipped combinations.
|
||||
// Asserts to make sure that we are setting all of the combination vars.
|
||||
#ifdef _DEBUG
|
||||
#endif // _DEBUG
|
||||
return 0;
|
||||
}
|
||||
};
|
||||
#define shaderStaticTest_fillrate_ps20b 0
|
||||
class fillrate_ps20b_Dynamic_Index
|
||||
{
|
||||
public:
|
||||
// CONSTRUCTOR
|
||||
fillrate_ps20b_Dynamic_Index( IShaderDynamicAPI *pShaderAPI )
|
||||
{
|
||||
}
|
||||
int GetIndex()
|
||||
{
|
||||
// Asserts to make sure that we aren't using any skipped combinations.
|
||||
// Asserts to make sure that we are setting all of the combination vars.
|
||||
#ifdef _DEBUG
|
||||
#endif // _DEBUG
|
||||
return 0;
|
||||
}
|
||||
};
|
||||
#define shaderDynamicTest_fillrate_ps20b 0
|
||||
static const ShaderComboSemantics_t fillrate_ps20b_combos =
|
||||
{
|
||||
"fillrate_ps20b", NULL, 0, NULL, 0
|
||||
};
|
||||
|
||||
class ConstructMe_fillrate_ps20b
|
||||
{
|
||||
public:
|
||||
ConstructMe_fillrate_ps20b()
|
||||
{
|
||||
GetShaderDLL()->AddShaderComboInformation( &fillrate_ps20b_combos );
|
||||
}
|
||||
};
|
||||
|
||||
static ConstructMe_fillrate_ps20b s_ConstructMe_fillrate_ps20b;
|
||||
174
materialsystem/stdshaders/fxctmp9_ps3/fillrate_vs20.inc
Normal file
174
materialsystem/stdshaders/fxctmp9_ps3/fillrate_vs20.inc
Normal file
@@ -0,0 +1,174 @@
|
||||
// ALL SKIP STATEMENTS THAT AFFECT THIS SHADER!!!
|
||||
// ( $DOWATERFOG == 0 ) && ( $DOPIXELFOG && $HARDWAREFOGBLEND )
|
||||
// ( $DOWATERFOG == 0 ) && ( $HARDWAREFOGBLEND == 0 ) && ( $DOPIXELFOG == 0 )
|
||||
// defined $LIGHTING_PREVIEW && defined $FASTPATH && $LIGHTING_PREVIEW && $FASTPATH
|
||||
#include "shaderlib/cshader.h"
|
||||
class fillrate_vs20_Static_Index
|
||||
{
|
||||
private:
|
||||
int m_nDOPIXELFOG;
|
||||
#ifdef _DEBUG
|
||||
bool m_bDOPIXELFOG;
|
||||
#endif
|
||||
public:
|
||||
void SetDOPIXELFOG( int i )
|
||||
{
|
||||
Assert( i >= 0 && i <= 1 );
|
||||
m_nDOPIXELFOG = i;
|
||||
#ifdef _DEBUG
|
||||
m_bDOPIXELFOG = true;
|
||||
#endif
|
||||
}
|
||||
void SetDOPIXELFOG( bool i )
|
||||
{
|
||||
Assert( ( i ? 1 : 0 ) >= 0 && ( i ? 1 : 0 ) <= 1 );
|
||||
m_nDOPIXELFOG = i ? 1 : 0;
|
||||
#ifdef _DEBUG
|
||||
m_bDOPIXELFOG = true;
|
||||
#endif
|
||||
}
|
||||
public:
|
||||
// CONSTRUCTOR
|
||||
fillrate_vs20_Static_Index( IShaderShadow *pShaderShadow, IMaterialVar **params )
|
||||
{
|
||||
#ifdef _DEBUG
|
||||
m_bDOPIXELFOG = true;
|
||||
#endif // _DEBUG
|
||||
m_nDOPIXELFOG = g_pHardwareConfig->SupportsPixelShaders_2_b() ;
|
||||
}
|
||||
int GetIndex()
|
||||
{
|
||||
// Asserts to make sure that we aren't using any skipped combinations.
|
||||
// Asserts to make sure that we are setting all of the combination vars.
|
||||
#ifdef _DEBUG
|
||||
bool bAllStaticVarsDefined = m_bDOPIXELFOG;
|
||||
Assert( bAllStaticVarsDefined );
|
||||
#endif // _DEBUG
|
||||
return ( 8 * m_nDOPIXELFOG ) + 0;
|
||||
}
|
||||
};
|
||||
#define shaderStaticTest_fillrate_vs20 0
|
||||
class fillrate_vs20_Dynamic_Index
|
||||
{
|
||||
private:
|
||||
int m_nDOWATERFOG;
|
||||
#ifdef _DEBUG
|
||||
bool m_bDOWATERFOG;
|
||||
#endif
|
||||
public:
|
||||
void SetDOWATERFOG( int i )
|
||||
{
|
||||
Assert( i >= 0 && i <= 1 );
|
||||
m_nDOWATERFOG = i;
|
||||
#ifdef _DEBUG
|
||||
m_bDOWATERFOG = true;
|
||||
#endif
|
||||
}
|
||||
void SetDOWATERFOG( bool i )
|
||||
{
|
||||
Assert( ( i ? 1 : 0 ) >= 0 && ( i ? 1 : 0 ) <= 1 );
|
||||
m_nDOWATERFOG = i ? 1 : 0;
|
||||
#ifdef _DEBUG
|
||||
m_bDOWATERFOG = true;
|
||||
#endif
|
||||
}
|
||||
private:
|
||||
int m_nCOMPRESSED_VERTS;
|
||||
#ifdef _DEBUG
|
||||
bool m_bCOMPRESSED_VERTS;
|
||||
#endif
|
||||
public:
|
||||
void SetCOMPRESSED_VERTS( int i )
|
||||
{
|
||||
Assert( i >= 0 && i <= 1 );
|
||||
m_nCOMPRESSED_VERTS = i;
|
||||
#ifdef _DEBUG
|
||||
m_bCOMPRESSED_VERTS = true;
|
||||
#endif
|
||||
}
|
||||
void SetCOMPRESSED_VERTS( bool i )
|
||||
{
|
||||
Assert( ( i ? 1 : 0 ) >= 0 && ( i ? 1 : 0 ) <= 1 );
|
||||
m_nCOMPRESSED_VERTS = i ? 1 : 0;
|
||||
#ifdef _DEBUG
|
||||
m_bCOMPRESSED_VERTS = true;
|
||||
#endif
|
||||
}
|
||||
private:
|
||||
int m_nSKINNING;
|
||||
#ifdef _DEBUG
|
||||
bool m_bSKINNING;
|
||||
#endif
|
||||
public:
|
||||
void SetSKINNING( int i )
|
||||
{
|
||||
Assert( i >= 0 && i <= 1 );
|
||||
m_nSKINNING = i;
|
||||
#ifdef _DEBUG
|
||||
m_bSKINNING = true;
|
||||
#endif
|
||||
}
|
||||
void SetSKINNING( bool i )
|
||||
{
|
||||
Assert( ( i ? 1 : 0 ) >= 0 && ( i ? 1 : 0 ) <= 1 );
|
||||
m_nSKINNING = i ? 1 : 0;
|
||||
#ifdef _DEBUG
|
||||
m_bSKINNING = true;
|
||||
#endif
|
||||
}
|
||||
public:
|
||||
// CONSTRUCTOR
|
||||
fillrate_vs20_Dynamic_Index( IShaderDynamicAPI *pShaderAPI )
|
||||
{
|
||||
#ifdef _DEBUG
|
||||
m_bDOWATERFOG = true;
|
||||
#endif // _DEBUG
|
||||
m_nDOWATERFOG = ( pShaderAPI->GetSceneFogMode() == MATERIAL_FOG_LINEAR_BELOW_FOG_Z ) ;
|
||||
#ifdef _DEBUG
|
||||
m_bCOMPRESSED_VERTS = false;
|
||||
#endif // _DEBUG
|
||||
m_nCOMPRESSED_VERTS = 0;
|
||||
#ifdef _DEBUG
|
||||
m_bSKINNING = false;
|
||||
#endif // _DEBUG
|
||||
m_nSKINNING = 0;
|
||||
}
|
||||
int GetIndex()
|
||||
{
|
||||
// Asserts to make sure that we aren't using any skipped combinations.
|
||||
// Asserts to make sure that we are setting all of the combination vars.
|
||||
#ifdef _DEBUG
|
||||
bool bAllDynamicVarsDefined = m_bDOWATERFOG && m_bCOMPRESSED_VERTS && m_bSKINNING;
|
||||
Assert( bAllDynamicVarsDefined );
|
||||
#endif // _DEBUG
|
||||
return ( 1 * m_nDOWATERFOG ) + ( 2 * m_nCOMPRESSED_VERTS ) + ( 4 * m_nSKINNING ) + 0;
|
||||
}
|
||||
};
|
||||
#define shaderDynamicTest_fillrate_vs20 vsh_forgot_to_set_dynamic_COMPRESSED_VERTS + vsh_forgot_to_set_dynamic_SKINNING + 0
|
||||
|
||||
static const ShaderComboInformation_t s_DynamicComboArray_fillrate_vs20[3] =
|
||||
{
|
||||
{ "DOWATERFOG", 0, 1 },
|
||||
{ "COMPRESSED_VERTS", 0, 1 },
|
||||
{ "SKINNING", 0, 1 },
|
||||
};
|
||||
|
||||
static const ShaderComboInformation_t s_StaticComboArray_fillrate_vs20[1] =
|
||||
{
|
||||
{ "DOPIXELFOG", 0, 1 },
|
||||
};
|
||||
static const ShaderComboSemantics_t fillrate_vs20_combos =
|
||||
{
|
||||
"fillrate_vs20", s_DynamicComboArray_fillrate_vs20, 3, s_StaticComboArray_fillrate_vs20, 1
|
||||
};
|
||||
|
||||
class ConstructMe_fillrate_vs20
|
||||
{
|
||||
public:
|
||||
ConstructMe_fillrate_vs20()
|
||||
{
|
||||
GetShaderDLL()->AddShaderComboInformation( &fillrate_vs20_combos );
|
||||
}
|
||||
};
|
||||
|
||||
static ConstructMe_fillrate_vs20 s_ConstructMe_fillrate_vs20;
|
||||
56
materialsystem/stdshaders/fxctmp9_ps3/filmdust_ps20.inc
Normal file
56
materialsystem/stdshaders/fxctmp9_ps3/filmdust_ps20.inc
Normal file
@@ -0,0 +1,56 @@
|
||||
// ALL SKIP STATEMENTS THAT AFFECT THIS SHADER!!!
|
||||
// defined $PIXELFOGTYPE && defined $WRITEWATERFOGTODESTALPHA && ( $PIXELFOGTYPE != 1 ) && $WRITEWATERFOGTODESTALPHA
|
||||
// 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
|
||||
#include "shaderlib/cshader.h"
|
||||
class filmdust_ps20_Static_Index
|
||||
{
|
||||
public:
|
||||
// CONSTRUCTOR
|
||||
filmdust_ps20_Static_Index( IShaderShadow *pShaderShadow, IMaterialVar **params )
|
||||
{
|
||||
}
|
||||
int GetIndex()
|
||||
{
|
||||
// Asserts to make sure that we aren't using any skipped combinations.
|
||||
// Asserts to make sure that we are setting all of the combination vars.
|
||||
#ifdef _DEBUG
|
||||
#endif // _DEBUG
|
||||
return 0;
|
||||
}
|
||||
};
|
||||
#define shaderStaticTest_filmdust_ps20 0
|
||||
class filmdust_ps20_Dynamic_Index
|
||||
{
|
||||
public:
|
||||
// CONSTRUCTOR
|
||||
filmdust_ps20_Dynamic_Index( IShaderDynamicAPI *pShaderAPI )
|
||||
{
|
||||
}
|
||||
int GetIndex()
|
||||
{
|
||||
// Asserts to make sure that we aren't using any skipped combinations.
|
||||
// Asserts to make sure that we are setting all of the combination vars.
|
||||
#ifdef _DEBUG
|
||||
#endif // _DEBUG
|
||||
return 0;
|
||||
}
|
||||
};
|
||||
#define shaderDynamicTest_filmdust_ps20 0
|
||||
static const ShaderComboSemantics_t filmdust_ps20_combos =
|
||||
{
|
||||
"filmdust_ps20", NULL, 0, NULL, 0
|
||||
};
|
||||
|
||||
class ConstructMe_filmdust_ps20
|
||||
{
|
||||
public:
|
||||
ConstructMe_filmdust_ps20()
|
||||
{
|
||||
GetShaderDLL()->AddShaderComboInformation( &filmdust_ps20_combos );
|
||||
}
|
||||
};
|
||||
|
||||
static ConstructMe_filmdust_ps20 s_ConstructMe_filmdust_ps20;
|
||||
56
materialsystem/stdshaders/fxctmp9_ps3/filmgrain_ps20.inc
Normal file
56
materialsystem/stdshaders/fxctmp9_ps3/filmgrain_ps20.inc
Normal file
@@ -0,0 +1,56 @@
|
||||
// ALL SKIP STATEMENTS THAT AFFECT THIS SHADER!!!
|
||||
// defined $PIXELFOGTYPE && defined $WRITEWATERFOGTODESTALPHA && ( $PIXELFOGTYPE != 1 ) && $WRITEWATERFOGTODESTALPHA
|
||||
// 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
|
||||
#include "shaderlib/cshader.h"
|
||||
class filmgrain_ps20_Static_Index
|
||||
{
|
||||
public:
|
||||
// CONSTRUCTOR
|
||||
filmgrain_ps20_Static_Index( IShaderShadow *pShaderShadow, IMaterialVar **params )
|
||||
{
|
||||
}
|
||||
int GetIndex()
|
||||
{
|
||||
// Asserts to make sure that we aren't using any skipped combinations.
|
||||
// Asserts to make sure that we are setting all of the combination vars.
|
||||
#ifdef _DEBUG
|
||||
#endif // _DEBUG
|
||||
return 0;
|
||||
}
|
||||
};
|
||||
#define shaderStaticTest_filmgrain_ps20 0
|
||||
class filmgrain_ps20_Dynamic_Index
|
||||
{
|
||||
public:
|
||||
// CONSTRUCTOR
|
||||
filmgrain_ps20_Dynamic_Index( IShaderDynamicAPI *pShaderAPI )
|
||||
{
|
||||
}
|
||||
int GetIndex()
|
||||
{
|
||||
// Asserts to make sure that we aren't using any skipped combinations.
|
||||
// Asserts to make sure that we are setting all of the combination vars.
|
||||
#ifdef _DEBUG
|
||||
#endif // _DEBUG
|
||||
return 0;
|
||||
}
|
||||
};
|
||||
#define shaderDynamicTest_filmgrain_ps20 0
|
||||
static const ShaderComboSemantics_t filmgrain_ps20_combos =
|
||||
{
|
||||
"filmgrain_ps20", NULL, 0, NULL, 0
|
||||
};
|
||||
|
||||
class ConstructMe_filmgrain_ps20
|
||||
{
|
||||
public:
|
||||
ConstructMe_filmgrain_ps20()
|
||||
{
|
||||
GetShaderDLL()->AddShaderComboInformation( &filmgrain_ps20_combos );
|
||||
}
|
||||
};
|
||||
|
||||
static ConstructMe_filmgrain_ps20 s_ConstructMe_filmgrain_ps20;
|
||||
52
materialsystem/stdshaders/fxctmp9_ps3/filmgrain_vs20.inc
Normal file
52
materialsystem/stdshaders/fxctmp9_ps3/filmgrain_vs20.inc
Normal file
@@ -0,0 +1,52 @@
|
||||
// ALL SKIP STATEMENTS THAT AFFECT THIS SHADER!!!
|
||||
// defined $LIGHTING_PREVIEW && defined $FASTPATH && $LIGHTING_PREVIEW && $FASTPATH
|
||||
#include "shaderlib/cshader.h"
|
||||
class filmgrain_vs20_Static_Index
|
||||
{
|
||||
public:
|
||||
// CONSTRUCTOR
|
||||
filmgrain_vs20_Static_Index( IShaderShadow *pShaderShadow, IMaterialVar **params )
|
||||
{
|
||||
}
|
||||
int GetIndex()
|
||||
{
|
||||
// Asserts to make sure that we aren't using any skipped combinations.
|
||||
// Asserts to make sure that we are setting all of the combination vars.
|
||||
#ifdef _DEBUG
|
||||
#endif // _DEBUG
|
||||
return 0;
|
||||
}
|
||||
};
|
||||
#define shaderStaticTest_filmgrain_vs20 0
|
||||
class filmgrain_vs20_Dynamic_Index
|
||||
{
|
||||
public:
|
||||
// CONSTRUCTOR
|
||||
filmgrain_vs20_Dynamic_Index( IShaderDynamicAPI *pShaderAPI )
|
||||
{
|
||||
}
|
||||
int GetIndex()
|
||||
{
|
||||
// Asserts to make sure that we aren't using any skipped combinations.
|
||||
// Asserts to make sure that we are setting all of the combination vars.
|
||||
#ifdef _DEBUG
|
||||
#endif // _DEBUG
|
||||
return 0;
|
||||
}
|
||||
};
|
||||
#define shaderDynamicTest_filmgrain_vs20 0
|
||||
static const ShaderComboSemantics_t filmgrain_vs20_combos =
|
||||
{
|
||||
"filmgrain_vs20", NULL, 0, NULL, 0
|
||||
};
|
||||
|
||||
class ConstructMe_filmgrain_vs20
|
||||
{
|
||||
public:
|
||||
ConstructMe_filmgrain_vs20()
|
||||
{
|
||||
GetShaderDLL()->AddShaderComboInformation( &filmgrain_vs20_combos );
|
||||
}
|
||||
};
|
||||
|
||||
static ConstructMe_filmgrain_vs20 s_ConstructMe_filmgrain_vs20;
|
||||
320
materialsystem/stdshaders/fxctmp9_ps3/flashlight_ps20.inc
Normal file
320
materialsystem/stdshaders/fxctmp9_ps3/flashlight_ps20.inc
Normal file
@@ -0,0 +1,320 @@
|
||||
// ALL SKIP STATEMENTS THAT AFFECT THIS SHADER!!!
|
||||
// ( $SFM == 0 ) && ( $UBERLIGHT == 1 )
|
||||
// !$WORLDVERTEXTRANSITION && $NORMALMAP2
|
||||
// !$NORMALMAP && $NORMALMAP2
|
||||
// !$DETAILTEXTURE && ( $DETAIL_BLEND_MODE != 0 )
|
||||
// defined $PIXELFOGTYPE && defined $WRITEWATERFOGTODESTALPHA && ( $PIXELFOGTYPE != 1 ) && $WRITEWATERFOGTODESTALPHA
|
||||
// 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 $PIXELFOGTYPE && defined $WRITEWATERFOGTODESTALPHA && ( $PIXELFOGTYPE != 1 ) && $WRITEWATERFOGTODESTALPHA
|
||||
// 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
|
||||
#include "shaderlib/cshader.h"
|
||||
class flashlight_ps20_Static_Index
|
||||
{
|
||||
private:
|
||||
int m_nSFM;
|
||||
#ifdef _DEBUG
|
||||
bool m_bSFM;
|
||||
#endif
|
||||
public:
|
||||
void SetSFM( int i )
|
||||
{
|
||||
Assert( i >= 0 && i <= 0 );
|
||||
m_nSFM = i;
|
||||
#ifdef _DEBUG
|
||||
m_bSFM = true;
|
||||
#endif
|
||||
}
|
||||
void SetSFM( bool i )
|
||||
{
|
||||
Assert( ( i ? 1 : 0 ) >= 0 && ( i ? 1 : 0 ) <= 0 );
|
||||
m_nSFM = i ? 1 : 0;
|
||||
#ifdef _DEBUG
|
||||
m_bSFM = true;
|
||||
#endif
|
||||
}
|
||||
private:
|
||||
int m_nNORMALMAP;
|
||||
#ifdef _DEBUG
|
||||
bool m_bNORMALMAP;
|
||||
#endif
|
||||
public:
|
||||
void SetNORMALMAP( int i )
|
||||
{
|
||||
Assert( i >= 0 && i <= 2 );
|
||||
m_nNORMALMAP = i;
|
||||
#ifdef _DEBUG
|
||||
m_bNORMALMAP = true;
|
||||
#endif
|
||||
}
|
||||
void SetNORMALMAP( bool i )
|
||||
{
|
||||
Assert( ( i ? 1 : 0 ) >= 0 && ( i ? 1 : 0 ) <= 2 );
|
||||
m_nNORMALMAP = i ? 1 : 0;
|
||||
#ifdef _DEBUG
|
||||
m_bNORMALMAP = true;
|
||||
#endif
|
||||
}
|
||||
private:
|
||||
int m_nNORMALMAP2;
|
||||
#ifdef _DEBUG
|
||||
bool m_bNORMALMAP2;
|
||||
#endif
|
||||
public:
|
||||
void SetNORMALMAP2( int i )
|
||||
{
|
||||
Assert( i >= 0 && i <= 1 );
|
||||
m_nNORMALMAP2 = i;
|
||||
#ifdef _DEBUG
|
||||
m_bNORMALMAP2 = true;
|
||||
#endif
|
||||
}
|
||||
void SetNORMALMAP2( bool i )
|
||||
{
|
||||
Assert( ( i ? 1 : 0 ) >= 0 && ( i ? 1 : 0 ) <= 1 );
|
||||
m_nNORMALMAP2 = i ? 1 : 0;
|
||||
#ifdef _DEBUG
|
||||
m_bNORMALMAP2 = true;
|
||||
#endif
|
||||
}
|
||||
private:
|
||||
int m_nWORLDVERTEXTRANSITION;
|
||||
#ifdef _DEBUG
|
||||
bool m_bWORLDVERTEXTRANSITION;
|
||||
#endif
|
||||
public:
|
||||
void SetWORLDVERTEXTRANSITION( int i )
|
||||
{
|
||||
Assert( i >= 0 && i <= 1 );
|
||||
m_nWORLDVERTEXTRANSITION = i;
|
||||
#ifdef _DEBUG
|
||||
m_bWORLDVERTEXTRANSITION = true;
|
||||
#endif
|
||||
}
|
||||
void SetWORLDVERTEXTRANSITION( bool i )
|
||||
{
|
||||
Assert( ( i ? 1 : 0 ) >= 0 && ( i ? 1 : 0 ) <= 1 );
|
||||
m_nWORLDVERTEXTRANSITION = i ? 1 : 0;
|
||||
#ifdef _DEBUG
|
||||
m_bWORLDVERTEXTRANSITION = true;
|
||||
#endif
|
||||
}
|
||||
private:
|
||||
int m_nSEAMLESS;
|
||||
#ifdef _DEBUG
|
||||
bool m_bSEAMLESS;
|
||||
#endif
|
||||
public:
|
||||
void SetSEAMLESS( int i )
|
||||
{
|
||||
Assert( i >= 0 && i <= 1 );
|
||||
m_nSEAMLESS = i;
|
||||
#ifdef _DEBUG
|
||||
m_bSEAMLESS = true;
|
||||
#endif
|
||||
}
|
||||
void SetSEAMLESS( bool i )
|
||||
{
|
||||
Assert( ( i ? 1 : 0 ) >= 0 && ( i ? 1 : 0 ) <= 1 );
|
||||
m_nSEAMLESS = i ? 1 : 0;
|
||||
#ifdef _DEBUG
|
||||
m_bSEAMLESS = true;
|
||||
#endif
|
||||
}
|
||||
private:
|
||||
int m_nDETAILTEXTURE;
|
||||
#ifdef _DEBUG
|
||||
bool m_bDETAILTEXTURE;
|
||||
#endif
|
||||
public:
|
||||
void SetDETAILTEXTURE( int i )
|
||||
{
|
||||
Assert( i >= 0 && i <= 1 );
|
||||
m_nDETAILTEXTURE = i;
|
||||
#ifdef _DEBUG
|
||||
m_bDETAILTEXTURE = true;
|
||||
#endif
|
||||
}
|
||||
void SetDETAILTEXTURE( bool i )
|
||||
{
|
||||
Assert( ( i ? 1 : 0 ) >= 0 && ( i ? 1 : 0 ) <= 1 );
|
||||
m_nDETAILTEXTURE = i ? 1 : 0;
|
||||
#ifdef _DEBUG
|
||||
m_bDETAILTEXTURE = true;
|
||||
#endif
|
||||
}
|
||||
private:
|
||||
int m_nDETAIL_BLEND_MODE;
|
||||
#ifdef _DEBUG
|
||||
bool m_bDETAIL_BLEND_MODE;
|
||||
#endif
|
||||
public:
|
||||
void SetDETAIL_BLEND_MODE( int i )
|
||||
{
|
||||
Assert( i >= 0 && i <= 11 );
|
||||
m_nDETAIL_BLEND_MODE = i;
|
||||
#ifdef _DEBUG
|
||||
m_bDETAIL_BLEND_MODE = true;
|
||||
#endif
|
||||
}
|
||||
void SetDETAIL_BLEND_MODE( bool i )
|
||||
{
|
||||
Assert( ( i ? 1 : 0 ) >= 0 && ( i ? 1 : 0 ) <= 11 );
|
||||
m_nDETAIL_BLEND_MODE = i ? 1 : 0;
|
||||
#ifdef _DEBUG
|
||||
m_bDETAIL_BLEND_MODE = true;
|
||||
#endif
|
||||
}
|
||||
private:
|
||||
int m_nDOPIXELFOG;
|
||||
#ifdef _DEBUG
|
||||
bool m_bDOPIXELFOG;
|
||||
#endif
|
||||
public:
|
||||
void SetDOPIXELFOG( int i )
|
||||
{
|
||||
Assert( i >= 0 && i <= 0 );
|
||||
m_nDOPIXELFOG = i;
|
||||
#ifdef _DEBUG
|
||||
m_bDOPIXELFOG = true;
|
||||
#endif
|
||||
}
|
||||
void SetDOPIXELFOG( bool i )
|
||||
{
|
||||
Assert( ( i ? 1 : 0 ) >= 0 && ( i ? 1 : 0 ) <= 0 );
|
||||
m_nDOPIXELFOG = i ? 1 : 0;
|
||||
#ifdef _DEBUG
|
||||
m_bDOPIXELFOG = true;
|
||||
#endif
|
||||
}
|
||||
public:
|
||||
// CONSTRUCTOR
|
||||
flashlight_ps20_Static_Index( IShaderShadow *pShaderShadow, IMaterialVar **params )
|
||||
{
|
||||
#ifdef _DEBUG
|
||||
m_bSFM = false;
|
||||
#endif // _DEBUG
|
||||
m_nSFM = 0;
|
||||
#ifdef _DEBUG
|
||||
m_bNORMALMAP = false;
|
||||
#endif // _DEBUG
|
||||
m_nNORMALMAP = 0;
|
||||
#ifdef _DEBUG
|
||||
m_bNORMALMAP2 = false;
|
||||
#endif // _DEBUG
|
||||
m_nNORMALMAP2 = 0;
|
||||
#ifdef _DEBUG
|
||||
m_bWORLDVERTEXTRANSITION = false;
|
||||
#endif // _DEBUG
|
||||
m_nWORLDVERTEXTRANSITION = 0;
|
||||
#ifdef _DEBUG
|
||||
m_bSEAMLESS = false;
|
||||
#endif // _DEBUG
|
||||
m_nSEAMLESS = 0;
|
||||
#ifdef _DEBUG
|
||||
m_bDETAILTEXTURE = false;
|
||||
#endif // _DEBUG
|
||||
m_nDETAILTEXTURE = 0;
|
||||
#ifdef _DEBUG
|
||||
m_bDETAIL_BLEND_MODE = false;
|
||||
#endif // _DEBUG
|
||||
m_nDETAIL_BLEND_MODE = 0;
|
||||
#ifdef _DEBUG
|
||||
m_bDOPIXELFOG = true;
|
||||
#endif // _DEBUG
|
||||
m_nDOPIXELFOG = 0 ;
|
||||
}
|
||||
int GetIndex()
|
||||
{
|
||||
// Asserts to make sure that we aren't using any skipped combinations.
|
||||
// Asserts to make sure that we are setting all of the combination vars.
|
||||
#ifdef _DEBUG
|
||||
bool bAllStaticVarsDefined = m_bSFM && m_bNORMALMAP && m_bNORMALMAP2 && m_bWORLDVERTEXTRANSITION && m_bSEAMLESS && m_bDETAILTEXTURE && m_bDETAIL_BLEND_MODE && m_bDOPIXELFOG;
|
||||
Assert( bAllStaticVarsDefined );
|
||||
#endif // _DEBUG
|
||||
return ( 2 * m_nSFM ) + ( 2 * m_nNORMALMAP ) + ( 6 * m_nNORMALMAP2 ) + ( 12 * m_nWORLDVERTEXTRANSITION ) + ( 24 * m_nSEAMLESS ) + ( 48 * m_nDETAILTEXTURE ) + ( 96 * m_nDETAIL_BLEND_MODE ) + ( 1152 * m_nDOPIXELFOG ) + 0;
|
||||
}
|
||||
};
|
||||
#define shaderStaticTest_flashlight_ps20 psh_forgot_to_set_static_SFM + 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 + 0
|
||||
class flashlight_ps20_Dynamic_Index
|
||||
{
|
||||
private:
|
||||
int m_nPIXELFOGTYPE;
|
||||
#ifdef _DEBUG
|
||||
bool m_bPIXELFOGTYPE;
|
||||
#endif
|
||||
public:
|
||||
void SetPIXELFOGTYPE( int i )
|
||||
{
|
||||
Assert( i >= 0 && i <= 1 );
|
||||
m_nPIXELFOGTYPE = i;
|
||||
#ifdef _DEBUG
|
||||
m_bPIXELFOGTYPE = true;
|
||||
#endif
|
||||
}
|
||||
void SetPIXELFOGTYPE( bool i )
|
||||
{
|
||||
Assert( ( i ? 1 : 0 ) >= 0 && ( i ? 1 : 0 ) <= 1 );
|
||||
m_nPIXELFOGTYPE = i ? 1 : 0;
|
||||
#ifdef _DEBUG
|
||||
m_bPIXELFOGTYPE = true;
|
||||
#endif
|
||||
}
|
||||
public:
|
||||
// CONSTRUCTOR
|
||||
flashlight_ps20_Dynamic_Index( IShaderDynamicAPI *pShaderAPI )
|
||||
{
|
||||
#ifdef _DEBUG
|
||||
m_bPIXELFOGTYPE = true;
|
||||
#endif // _DEBUG
|
||||
m_nPIXELFOGTYPE = ( pShaderAPI->GetSceneFogMode() == MATERIAL_FOG_LINEAR_BELOW_FOG_Z ) ;
|
||||
}
|
||||
int GetIndex()
|
||||
{
|
||||
// Asserts to make sure that we aren't using any skipped combinations.
|
||||
// Asserts to make sure that we are setting all of the combination vars.
|
||||
#ifdef _DEBUG
|
||||
bool bAllDynamicVarsDefined = m_bPIXELFOGTYPE;
|
||||
Assert( bAllDynamicVarsDefined );
|
||||
#endif // _DEBUG
|
||||
return ( 1 * m_nPIXELFOGTYPE ) + 0;
|
||||
}
|
||||
};
|
||||
#define shaderDynamicTest_flashlight_ps20 0
|
||||
|
||||
static const ShaderComboInformation_t s_DynamicComboArray_flashlight_ps20[1] =
|
||||
{
|
||||
{ "PIXELFOGTYPE", 0, 1 },
|
||||
};
|
||||
|
||||
static const ShaderComboInformation_t s_StaticComboArray_flashlight_ps20[8] =
|
||||
{
|
||||
{ "SFM", 0, 0 },
|
||||
{ "NORMALMAP", 0, 2 },
|
||||
{ "NORMALMAP2", 0, 1 },
|
||||
{ "WORLDVERTEXTRANSITION", 0, 1 },
|
||||
{ "SEAMLESS", 0, 1 },
|
||||
{ "DETAILTEXTURE", 0, 1 },
|
||||
{ "DETAIL_BLEND_MODE", 0, 11 },
|
||||
{ "DOPIXELFOG", 0, 0 },
|
||||
};
|
||||
static const ShaderComboSemantics_t flashlight_ps20_combos =
|
||||
{
|
||||
"flashlight_ps20", s_DynamicComboArray_flashlight_ps20, 1, s_StaticComboArray_flashlight_ps20, 8
|
||||
};
|
||||
|
||||
class ConstructMe_flashlight_ps20
|
||||
{
|
||||
public:
|
||||
ConstructMe_flashlight_ps20()
|
||||
{
|
||||
GetShaderDLL()->AddShaderComboInformation( &flashlight_ps20_combos );
|
||||
}
|
||||
};
|
||||
|
||||
static ConstructMe_flashlight_ps20 s_ConstructMe_flashlight_ps20;
|
||||
374
materialsystem/stdshaders/fxctmp9_ps3/flashlight_ps20b.inc
Normal file
374
materialsystem/stdshaders/fxctmp9_ps3/flashlight_ps20b.inc
Normal file
@@ -0,0 +1,374 @@
|
||||
// ALL SKIP STATEMENTS THAT AFFECT THIS SHADER!!!
|
||||
// ( $SFM == 0 ) && ( $UBERLIGHT == 1 )
|
||||
// !$WORLDVERTEXTRANSITION && $NORMALMAP2
|
||||
// !$NORMALMAP && $NORMALMAP2
|
||||
// !$DETAILTEXTURE && ( $DETAIL_BLEND_MODE != 0 )
|
||||
// defined $PIXELFOGTYPE && defined $WRITEWATERFOGTODESTALPHA && ( $PIXELFOGTYPE != 1 ) && $WRITEWATERFOGTODESTALPHA
|
||||
// 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 $PIXELFOGTYPE && defined $WRITEWATERFOGTODESTALPHA && ( $PIXELFOGTYPE != 1 ) && $WRITEWATERFOGTODESTALPHA
|
||||
// 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
|
||||
#include "shaderlib/cshader.h"
|
||||
class flashlight_ps20b_Static_Index
|
||||
{
|
||||
private:
|
||||
int m_nSFM;
|
||||
#ifdef _DEBUG
|
||||
bool m_bSFM;
|
||||
#endif
|
||||
public:
|
||||
void SetSFM( int i )
|
||||
{
|
||||
Assert( i >= 0 && i <= 0 );
|
||||
m_nSFM = i;
|
||||
#ifdef _DEBUG
|
||||
m_bSFM = true;
|
||||
#endif
|
||||
}
|
||||
void SetSFM( bool i )
|
||||
{
|
||||
Assert( ( i ? 1 : 0 ) >= 0 && ( i ? 1 : 0 ) <= 0 );
|
||||
m_nSFM = i ? 1 : 0;
|
||||
#ifdef _DEBUG
|
||||
m_bSFM = true;
|
||||
#endif
|
||||
}
|
||||
private:
|
||||
int m_nNORMALMAP;
|
||||
#ifdef _DEBUG
|
||||
bool m_bNORMALMAP;
|
||||
#endif
|
||||
public:
|
||||
void SetNORMALMAP( int i )
|
||||
{
|
||||
Assert( i >= 0 && i <= 2 );
|
||||
m_nNORMALMAP = i;
|
||||
#ifdef _DEBUG
|
||||
m_bNORMALMAP = true;
|
||||
#endif
|
||||
}
|
||||
void SetNORMALMAP( bool i )
|
||||
{
|
||||
Assert( ( i ? 1 : 0 ) >= 0 && ( i ? 1 : 0 ) <= 2 );
|
||||
m_nNORMALMAP = i ? 1 : 0;
|
||||
#ifdef _DEBUG
|
||||
m_bNORMALMAP = true;
|
||||
#endif
|
||||
}
|
||||
private:
|
||||
int m_nNORMALMAP2;
|
||||
#ifdef _DEBUG
|
||||
bool m_bNORMALMAP2;
|
||||
#endif
|
||||
public:
|
||||
void SetNORMALMAP2( int i )
|
||||
{
|
||||
Assert( i >= 0 && i <= 1 );
|
||||
m_nNORMALMAP2 = i;
|
||||
#ifdef _DEBUG
|
||||
m_bNORMALMAP2 = true;
|
||||
#endif
|
||||
}
|
||||
void SetNORMALMAP2( bool i )
|
||||
{
|
||||
Assert( ( i ? 1 : 0 ) >= 0 && ( i ? 1 : 0 ) <= 1 );
|
||||
m_nNORMALMAP2 = i ? 1 : 0;
|
||||
#ifdef _DEBUG
|
||||
m_bNORMALMAP2 = true;
|
||||
#endif
|
||||
}
|
||||
private:
|
||||
int m_nWORLDVERTEXTRANSITION;
|
||||
#ifdef _DEBUG
|
||||
bool m_bWORLDVERTEXTRANSITION;
|
||||
#endif
|
||||
public:
|
||||
void SetWORLDVERTEXTRANSITION( int i )
|
||||
{
|
||||
Assert( i >= 0 && i <= 1 );
|
||||
m_nWORLDVERTEXTRANSITION = i;
|
||||
#ifdef _DEBUG
|
||||
m_bWORLDVERTEXTRANSITION = true;
|
||||
#endif
|
||||
}
|
||||
void SetWORLDVERTEXTRANSITION( bool i )
|
||||
{
|
||||
Assert( ( i ? 1 : 0 ) >= 0 && ( i ? 1 : 0 ) <= 1 );
|
||||
m_nWORLDVERTEXTRANSITION = i ? 1 : 0;
|
||||
#ifdef _DEBUG
|
||||
m_bWORLDVERTEXTRANSITION = true;
|
||||
#endif
|
||||
}
|
||||
private:
|
||||
int m_nSEAMLESS;
|
||||
#ifdef _DEBUG
|
||||
bool m_bSEAMLESS;
|
||||
#endif
|
||||
public:
|
||||
void SetSEAMLESS( int i )
|
||||
{
|
||||
Assert( i >= 0 && i <= 1 );
|
||||
m_nSEAMLESS = i;
|
||||
#ifdef _DEBUG
|
||||
m_bSEAMLESS = true;
|
||||
#endif
|
||||
}
|
||||
void SetSEAMLESS( bool i )
|
||||
{
|
||||
Assert( ( i ? 1 : 0 ) >= 0 && ( i ? 1 : 0 ) <= 1 );
|
||||
m_nSEAMLESS = i ? 1 : 0;
|
||||
#ifdef _DEBUG
|
||||
m_bSEAMLESS = true;
|
||||
#endif
|
||||
}
|
||||
private:
|
||||
int m_nDETAILTEXTURE;
|
||||
#ifdef _DEBUG
|
||||
bool m_bDETAILTEXTURE;
|
||||
#endif
|
||||
public:
|
||||
void SetDETAILTEXTURE( int i )
|
||||
{
|
||||
Assert( i >= 0 && i <= 1 );
|
||||
m_nDETAILTEXTURE = i;
|
||||
#ifdef _DEBUG
|
||||
m_bDETAILTEXTURE = true;
|
||||
#endif
|
||||
}
|
||||
void SetDETAILTEXTURE( bool i )
|
||||
{
|
||||
Assert( ( i ? 1 : 0 ) >= 0 && ( i ? 1 : 0 ) <= 1 );
|
||||
m_nDETAILTEXTURE = i ? 1 : 0;
|
||||
#ifdef _DEBUG
|
||||
m_bDETAILTEXTURE = true;
|
||||
#endif
|
||||
}
|
||||
private:
|
||||
int m_nDETAIL_BLEND_MODE;
|
||||
#ifdef _DEBUG
|
||||
bool m_bDETAIL_BLEND_MODE;
|
||||
#endif
|
||||
public:
|
||||
void SetDETAIL_BLEND_MODE( int i )
|
||||
{
|
||||
Assert( i >= 0 && i <= 11 );
|
||||
m_nDETAIL_BLEND_MODE = i;
|
||||
#ifdef _DEBUG
|
||||
m_bDETAIL_BLEND_MODE = true;
|
||||
#endif
|
||||
}
|
||||
void SetDETAIL_BLEND_MODE( bool i )
|
||||
{
|
||||
Assert( ( i ? 1 : 0 ) >= 0 && ( i ? 1 : 0 ) <= 11 );
|
||||
m_nDETAIL_BLEND_MODE = i ? 1 : 0;
|
||||
#ifdef _DEBUG
|
||||
m_bDETAIL_BLEND_MODE = true;
|
||||
#endif
|
||||
}
|
||||
private:
|
||||
int m_nFLASHLIGHTDEPTHFILTERMODE;
|
||||
#ifdef _DEBUG
|
||||
bool m_bFLASHLIGHTDEPTHFILTERMODE;
|
||||
#endif
|
||||
public:
|
||||
void SetFLASHLIGHTDEPTHFILTERMODE( int i )
|
||||
{
|
||||
Assert( i >= 0 && i <= 0 );
|
||||
m_nFLASHLIGHTDEPTHFILTERMODE = i;
|
||||
#ifdef _DEBUG
|
||||
m_bFLASHLIGHTDEPTHFILTERMODE = true;
|
||||
#endif
|
||||
}
|
||||
void SetFLASHLIGHTDEPTHFILTERMODE( bool i )
|
||||
{
|
||||
Assert( ( i ? 1 : 0 ) >= 0 && ( i ? 1 : 0 ) <= 0 );
|
||||
m_nFLASHLIGHTDEPTHFILTERMODE = i ? 1 : 0;
|
||||
#ifdef _DEBUG
|
||||
m_bFLASHLIGHTDEPTHFILTERMODE = true;
|
||||
#endif
|
||||
}
|
||||
private:
|
||||
int m_nDOPIXELFOG;
|
||||
#ifdef _DEBUG
|
||||
bool m_bDOPIXELFOG;
|
||||
#endif
|
||||
public:
|
||||
void SetDOPIXELFOG( int i )
|
||||
{
|
||||
Assert( i >= 0 && i <= 1 );
|
||||
m_nDOPIXELFOG = i;
|
||||
#ifdef _DEBUG
|
||||
m_bDOPIXELFOG = true;
|
||||
#endif
|
||||
}
|
||||
void SetDOPIXELFOG( bool i )
|
||||
{
|
||||
Assert( ( i ? 1 : 0 ) >= 0 && ( i ? 1 : 0 ) <= 1 );
|
||||
m_nDOPIXELFOG = i ? 1 : 0;
|
||||
#ifdef _DEBUG
|
||||
m_bDOPIXELFOG = true;
|
||||
#endif
|
||||
}
|
||||
public:
|
||||
// CONSTRUCTOR
|
||||
flashlight_ps20b_Static_Index( IShaderShadow *pShaderShadow, IMaterialVar **params )
|
||||
{
|
||||
#ifdef _DEBUG
|
||||
m_bSFM = false;
|
||||
#endif // _DEBUG
|
||||
m_nSFM = 0;
|
||||
#ifdef _DEBUG
|
||||
m_bNORMALMAP = false;
|
||||
#endif // _DEBUG
|
||||
m_nNORMALMAP = 0;
|
||||
#ifdef _DEBUG
|
||||
m_bNORMALMAP2 = false;
|
||||
#endif // _DEBUG
|
||||
m_nNORMALMAP2 = 0;
|
||||
#ifdef _DEBUG
|
||||
m_bWORLDVERTEXTRANSITION = false;
|
||||
#endif // _DEBUG
|
||||
m_nWORLDVERTEXTRANSITION = 0;
|
||||
#ifdef _DEBUG
|
||||
m_bSEAMLESS = false;
|
||||
#endif // _DEBUG
|
||||
m_nSEAMLESS = 0;
|
||||
#ifdef _DEBUG
|
||||
m_bDETAILTEXTURE = false;
|
||||
#endif // _DEBUG
|
||||
m_nDETAILTEXTURE = 0;
|
||||
#ifdef _DEBUG
|
||||
m_bDETAIL_BLEND_MODE = false;
|
||||
#endif // _DEBUG
|
||||
m_nDETAIL_BLEND_MODE = 0;
|
||||
#ifdef _DEBUG
|
||||
m_bFLASHLIGHTDEPTHFILTERMODE = false;
|
||||
#endif // _DEBUG
|
||||
m_nFLASHLIGHTDEPTHFILTERMODE = 0;
|
||||
#ifdef _DEBUG
|
||||
m_bDOPIXELFOG = true;
|
||||
#endif // _DEBUG
|
||||
m_nDOPIXELFOG = !IS_FLAG_SET( MATERIAL_VAR_VERTEXFOG ) ? 1 : 0 ;
|
||||
}
|
||||
int GetIndex()
|
||||
{
|
||||
// Asserts to make sure that we aren't using any skipped combinations.
|
||||
// Asserts to make sure that we are setting all of the combination vars.
|
||||
#ifdef _DEBUG
|
||||
bool bAllStaticVarsDefined = m_bSFM && m_bNORMALMAP && m_bNORMALMAP2 && m_bWORLDVERTEXTRANSITION && m_bSEAMLESS && m_bDETAILTEXTURE && m_bDETAIL_BLEND_MODE && m_bFLASHLIGHTDEPTHFILTERMODE && m_bDOPIXELFOG;
|
||||
Assert( bAllStaticVarsDefined );
|
||||
#endif // _DEBUG
|
||||
return ( 4 * m_nSFM ) + ( 4 * m_nNORMALMAP ) + ( 12 * m_nNORMALMAP2 ) + ( 24 * m_nWORLDVERTEXTRANSITION ) + ( 48 * m_nSEAMLESS ) + ( 96 * m_nDETAILTEXTURE ) + ( 192 * m_nDETAIL_BLEND_MODE ) + ( 2304 * m_nFLASHLIGHTDEPTHFILTERMODE ) + ( 2304 * m_nDOPIXELFOG ) + 0;
|
||||
}
|
||||
};
|
||||
#define shaderStaticTest_flashlight_ps20b psh_forgot_to_set_static_SFM + 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 + 0
|
||||
class flashlight_ps20b_Dynamic_Index
|
||||
{
|
||||
private:
|
||||
int m_nFLASHLIGHTSHADOWS;
|
||||
#ifdef _DEBUG
|
||||
bool m_bFLASHLIGHTSHADOWS;
|
||||
#endif
|
||||
public:
|
||||
void SetFLASHLIGHTSHADOWS( int i )
|
||||
{
|
||||
Assert( i >= 0 && i <= 1 );
|
||||
m_nFLASHLIGHTSHADOWS = i;
|
||||
#ifdef _DEBUG
|
||||
m_bFLASHLIGHTSHADOWS = true;
|
||||
#endif
|
||||
}
|
||||
void SetFLASHLIGHTSHADOWS( bool i )
|
||||
{
|
||||
Assert( ( i ? 1 : 0 ) >= 0 && ( i ? 1 : 0 ) <= 1 );
|
||||
m_nFLASHLIGHTSHADOWS = i ? 1 : 0;
|
||||
#ifdef _DEBUG
|
||||
m_bFLASHLIGHTSHADOWS = true;
|
||||
#endif
|
||||
}
|
||||
private:
|
||||
int m_nPIXELFOGTYPE;
|
||||
#ifdef _DEBUG
|
||||
bool m_bPIXELFOGTYPE;
|
||||
#endif
|
||||
public:
|
||||
void SetPIXELFOGTYPE( int i )
|
||||
{
|
||||
Assert( i >= 0 && i <= 1 );
|
||||
m_nPIXELFOGTYPE = i;
|
||||
#ifdef _DEBUG
|
||||
m_bPIXELFOGTYPE = true;
|
||||
#endif
|
||||
}
|
||||
void SetPIXELFOGTYPE( bool i )
|
||||
{
|
||||
Assert( ( i ? 1 : 0 ) >= 0 && ( i ? 1 : 0 ) <= 1 );
|
||||
m_nPIXELFOGTYPE = i ? 1 : 0;
|
||||
#ifdef _DEBUG
|
||||
m_bPIXELFOGTYPE = true;
|
||||
#endif
|
||||
}
|
||||
public:
|
||||
// CONSTRUCTOR
|
||||
flashlight_ps20b_Dynamic_Index( IShaderDynamicAPI *pShaderAPI )
|
||||
{
|
||||
#ifdef _DEBUG
|
||||
m_bFLASHLIGHTSHADOWS = false;
|
||||
#endif // _DEBUG
|
||||
m_nFLASHLIGHTSHADOWS = 0;
|
||||
#ifdef _DEBUG
|
||||
m_bPIXELFOGTYPE = true;
|
||||
#endif // _DEBUG
|
||||
m_nPIXELFOGTYPE = ( pShaderAPI->GetSceneFogMode() == MATERIAL_FOG_LINEAR_BELOW_FOG_Z ) ;
|
||||
}
|
||||
int GetIndex()
|
||||
{
|
||||
// Asserts to make sure that we aren't using any skipped combinations.
|
||||
// Asserts to make sure that we are setting all of the combination vars.
|
||||
#ifdef _DEBUG
|
||||
bool bAllDynamicVarsDefined = m_bFLASHLIGHTSHADOWS && m_bPIXELFOGTYPE;
|
||||
Assert( bAllDynamicVarsDefined );
|
||||
#endif // _DEBUG
|
||||
return ( 1 * m_nFLASHLIGHTSHADOWS ) + ( 2 * m_nPIXELFOGTYPE ) + 0;
|
||||
}
|
||||
};
|
||||
#define shaderDynamicTest_flashlight_ps20b psh_forgot_to_set_dynamic_FLASHLIGHTSHADOWS + 0
|
||||
|
||||
static const ShaderComboInformation_t s_DynamicComboArray_flashlight_ps20b[2] =
|
||||
{
|
||||
{ "FLASHLIGHTSHADOWS", 0, 1 },
|
||||
{ "PIXELFOGTYPE", 0, 1 },
|
||||
};
|
||||
|
||||
static const ShaderComboInformation_t s_StaticComboArray_flashlight_ps20b[9] =
|
||||
{
|
||||
{ "SFM", 0, 0 },
|
||||
{ "NORMALMAP", 0, 2 },
|
||||
{ "NORMALMAP2", 0, 1 },
|
||||
{ "WORLDVERTEXTRANSITION", 0, 1 },
|
||||
{ "SEAMLESS", 0, 1 },
|
||||
{ "DETAILTEXTURE", 0, 1 },
|
||||
{ "DETAIL_BLEND_MODE", 0, 11 },
|
||||
{ "FLASHLIGHTDEPTHFILTERMODE", 0, 0 },
|
||||
{ "DOPIXELFOG", 0, 1 },
|
||||
};
|
||||
static const ShaderComboSemantics_t flashlight_ps20b_combos =
|
||||
{
|
||||
"flashlight_ps20b", s_DynamicComboArray_flashlight_ps20b, 2, s_StaticComboArray_flashlight_ps20b, 9
|
||||
};
|
||||
|
||||
class ConstructMe_flashlight_ps20b
|
||||
{
|
||||
public:
|
||||
ConstructMe_flashlight_ps20b()
|
||||
{
|
||||
GetShaderDLL()->AddShaderComboInformation( &flashlight_ps20b_combos );
|
||||
}
|
||||
};
|
||||
|
||||
static ConstructMe_flashlight_ps20b s_ConstructMe_flashlight_ps20b;
|
||||
@@ -0,0 +1,56 @@
|
||||
// ALL SKIP STATEMENTS THAT AFFECT THIS SHADER!!!
|
||||
// defined $PIXELFOGTYPE && defined $WRITEWATERFOGTODESTALPHA && ( $PIXELFOGTYPE != 1 ) && $WRITEWATERFOGTODESTALPHA
|
||||
// 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
|
||||
#include "shaderlib/cshader.h"
|
||||
class flesh_interior_blended_pass_ps20_Static_Index
|
||||
{
|
||||
public:
|
||||
// CONSTRUCTOR
|
||||
flesh_interior_blended_pass_ps20_Static_Index( IShaderShadow *pShaderShadow, IMaterialVar **params )
|
||||
{
|
||||
}
|
||||
int GetIndex()
|
||||
{
|
||||
// Asserts to make sure that we aren't using any skipped combinations.
|
||||
// Asserts to make sure that we are setting all of the combination vars.
|
||||
#ifdef _DEBUG
|
||||
#endif // _DEBUG
|
||||
return 0;
|
||||
}
|
||||
};
|
||||
#define shaderStaticTest_flesh_interior_blended_pass_ps20 0
|
||||
class flesh_interior_blended_pass_ps20_Dynamic_Index
|
||||
{
|
||||
public:
|
||||
// CONSTRUCTOR
|
||||
flesh_interior_blended_pass_ps20_Dynamic_Index( IShaderDynamicAPI *pShaderAPI )
|
||||
{
|
||||
}
|
||||
int GetIndex()
|
||||
{
|
||||
// Asserts to make sure that we aren't using any skipped combinations.
|
||||
// Asserts to make sure that we are setting all of the combination vars.
|
||||
#ifdef _DEBUG
|
||||
#endif // _DEBUG
|
||||
return 0;
|
||||
}
|
||||
};
|
||||
#define shaderDynamicTest_flesh_interior_blended_pass_ps20 0
|
||||
static const ShaderComboSemantics_t flesh_interior_blended_pass_ps20_combos =
|
||||
{
|
||||
"flesh_interior_blended_pass_ps20", NULL, 0, NULL, 0
|
||||
};
|
||||
|
||||
class ConstructMe_flesh_interior_blended_pass_ps20
|
||||
{
|
||||
public:
|
||||
ConstructMe_flesh_interior_blended_pass_ps20()
|
||||
{
|
||||
GetShaderDLL()->AddShaderComboInformation( &flesh_interior_blended_pass_ps20_combos );
|
||||
}
|
||||
};
|
||||
|
||||
static ConstructMe_flesh_interior_blended_pass_ps20 s_ConstructMe_flesh_interior_blended_pass_ps20;
|
||||
@@ -0,0 +1,56 @@
|
||||
// ALL SKIP STATEMENTS THAT AFFECT THIS SHADER!!!
|
||||
// defined $PIXELFOGTYPE && defined $WRITEWATERFOGTODESTALPHA && ( $PIXELFOGTYPE != 1 ) && $WRITEWATERFOGTODESTALPHA
|
||||
// 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
|
||||
#include "shaderlib/cshader.h"
|
||||
class flesh_interior_blended_pass_ps20b_Static_Index
|
||||
{
|
||||
public:
|
||||
// CONSTRUCTOR
|
||||
flesh_interior_blended_pass_ps20b_Static_Index( IShaderShadow *pShaderShadow, IMaterialVar **params )
|
||||
{
|
||||
}
|
||||
int GetIndex()
|
||||
{
|
||||
// Asserts to make sure that we aren't using any skipped combinations.
|
||||
// Asserts to make sure that we are setting all of the combination vars.
|
||||
#ifdef _DEBUG
|
||||
#endif // _DEBUG
|
||||
return 0;
|
||||
}
|
||||
};
|
||||
#define shaderStaticTest_flesh_interior_blended_pass_ps20b 0
|
||||
class flesh_interior_blended_pass_ps20b_Dynamic_Index
|
||||
{
|
||||
public:
|
||||
// CONSTRUCTOR
|
||||
flesh_interior_blended_pass_ps20b_Dynamic_Index( IShaderDynamicAPI *pShaderAPI )
|
||||
{
|
||||
}
|
||||
int GetIndex()
|
||||
{
|
||||
// Asserts to make sure that we aren't using any skipped combinations.
|
||||
// Asserts to make sure that we are setting all of the combination vars.
|
||||
#ifdef _DEBUG
|
||||
#endif // _DEBUG
|
||||
return 0;
|
||||
}
|
||||
};
|
||||
#define shaderDynamicTest_flesh_interior_blended_pass_ps20b 0
|
||||
static const ShaderComboSemantics_t flesh_interior_blended_pass_ps20b_combos =
|
||||
{
|
||||
"flesh_interior_blended_pass_ps20b", NULL, 0, NULL, 0
|
||||
};
|
||||
|
||||
class ConstructMe_flesh_interior_blended_pass_ps20b
|
||||
{
|
||||
public:
|
||||
ConstructMe_flesh_interior_blended_pass_ps20b()
|
||||
{
|
||||
GetShaderDLL()->AddShaderComboInformation( &flesh_interior_blended_pass_ps20b_combos );
|
||||
}
|
||||
};
|
||||
|
||||
static ConstructMe_flesh_interior_blended_pass_ps20b s_ConstructMe_flesh_interior_blended_pass_ps20b;
|
||||
@@ -0,0 +1,309 @@
|
||||
// ALL SKIP STATEMENTS THAT AFFECT THIS SHADER!!!
|
||||
// ( $DOWATERFOG == 0 ) && ( $DOPIXELFOG && $HARDWAREFOGBLEND )
|
||||
// ( $DOWATERFOG == 0 ) && ( $HARDWAREFOGBLEND == 0 ) && ( $DOPIXELFOG == 0 )
|
||||
// defined $LIGHTING_PREVIEW && defined $FASTPATH && $LIGHTING_PREVIEW && $FASTPATH
|
||||
#include "shaderlib/cshader.h"
|
||||
class flesh_interior_blended_pass_vs20_Static_Index
|
||||
{
|
||||
private:
|
||||
int m_nHALFLAMBERT;
|
||||
#ifdef _DEBUG
|
||||
bool m_bHALFLAMBERT;
|
||||
#endif
|
||||
public:
|
||||
void SetHALFLAMBERT( int i )
|
||||
{
|
||||
Assert( i >= 0 && i <= 1 );
|
||||
m_nHALFLAMBERT = i;
|
||||
#ifdef _DEBUG
|
||||
m_bHALFLAMBERT = true;
|
||||
#endif
|
||||
}
|
||||
void SetHALFLAMBERT( bool i )
|
||||
{
|
||||
Assert( ( i ? 1 : 0 ) >= 0 && ( i ? 1 : 0 ) <= 1 );
|
||||
m_nHALFLAMBERT = i ? 1 : 0;
|
||||
#ifdef _DEBUG
|
||||
m_bHALFLAMBERT = true;
|
||||
#endif
|
||||
}
|
||||
private:
|
||||
int m_nFLATTEN_STATIC_CONTROL_FLOW;
|
||||
#ifdef _DEBUG
|
||||
bool m_bFLATTEN_STATIC_CONTROL_FLOW;
|
||||
#endif
|
||||
public:
|
||||
void SetFLATTEN_STATIC_CONTROL_FLOW( int i )
|
||||
{
|
||||
Assert( i >= 0 && i <= 0 );
|
||||
m_nFLATTEN_STATIC_CONTROL_FLOW = i;
|
||||
#ifdef _DEBUG
|
||||
m_bFLATTEN_STATIC_CONTROL_FLOW = true;
|
||||
#endif
|
||||
}
|
||||
void SetFLATTEN_STATIC_CONTROL_FLOW( bool i )
|
||||
{
|
||||
Assert( ( i ? 1 : 0 ) >= 0 && ( i ? 1 : 0 ) <= 0 );
|
||||
m_nFLATTEN_STATIC_CONTROL_FLOW = i ? 1 : 0;
|
||||
#ifdef _DEBUG
|
||||
m_bFLATTEN_STATIC_CONTROL_FLOW = true;
|
||||
#endif
|
||||
}
|
||||
private:
|
||||
int m_nDOPIXELFOG;
|
||||
#ifdef _DEBUG
|
||||
bool m_bDOPIXELFOG;
|
||||
#endif
|
||||
public:
|
||||
void SetDOPIXELFOG( int i )
|
||||
{
|
||||
Assert( i >= 0 && i <= 1 );
|
||||
m_nDOPIXELFOG = i;
|
||||
#ifdef _DEBUG
|
||||
m_bDOPIXELFOG = true;
|
||||
#endif
|
||||
}
|
||||
void SetDOPIXELFOG( bool i )
|
||||
{
|
||||
Assert( ( i ? 1 : 0 ) >= 0 && ( i ? 1 : 0 ) <= 1 );
|
||||
m_nDOPIXELFOG = i ? 1 : 0;
|
||||
#ifdef _DEBUG
|
||||
m_bDOPIXELFOG = true;
|
||||
#endif
|
||||
}
|
||||
public:
|
||||
// CONSTRUCTOR
|
||||
flesh_interior_blended_pass_vs20_Static_Index( IShaderShadow *pShaderShadow, IMaterialVar **params )
|
||||
{
|
||||
#ifdef _DEBUG
|
||||
m_bHALFLAMBERT = false;
|
||||
#endif // _DEBUG
|
||||
m_nHALFLAMBERT = 0;
|
||||
#ifdef _DEBUG
|
||||
m_bFLATTEN_STATIC_CONTROL_FLOW = false;
|
||||
#endif // _DEBUG
|
||||
m_nFLATTEN_STATIC_CONTROL_FLOW = 0;
|
||||
#ifdef _DEBUG
|
||||
m_bDOPIXELFOG = true;
|
||||
#endif // _DEBUG
|
||||
m_nDOPIXELFOG = g_pHardwareConfig->SupportsPixelShaders_2_b() ;
|
||||
}
|
||||
int GetIndex()
|
||||
{
|
||||
// Asserts to make sure that we aren't using any skipped combinations.
|
||||
// Asserts to make sure that we are setting all of the combination vars.
|
||||
#ifdef _DEBUG
|
||||
bool bAllStaticVarsDefined = m_bHALFLAMBERT && m_bFLATTEN_STATIC_CONTROL_FLOW && m_bDOPIXELFOG;
|
||||
Assert( bAllStaticVarsDefined );
|
||||
#endif // _DEBUG
|
||||
return ( 32 * m_nHALFLAMBERT ) + ( 64 * m_nFLATTEN_STATIC_CONTROL_FLOW ) + ( 64 * m_nDOPIXELFOG ) + 0;
|
||||
}
|
||||
};
|
||||
#define shaderStaticTest_flesh_interior_blended_pass_vs20 vsh_forgot_to_set_static_HALFLAMBERT + vsh_forgot_to_set_static_FLATTEN_STATIC_CONTROL_FLOW + 0
|
||||
class flesh_interior_blended_pass_vs20_Dynamic_Index
|
||||
{
|
||||
private:
|
||||
int m_nCOMPRESSED_VERTS;
|
||||
#ifdef _DEBUG
|
||||
bool m_bCOMPRESSED_VERTS;
|
||||
#endif
|
||||
public:
|
||||
void SetCOMPRESSED_VERTS( int i )
|
||||
{
|
||||
Assert( i >= 0 && i <= 1 );
|
||||
m_nCOMPRESSED_VERTS = i;
|
||||
#ifdef _DEBUG
|
||||
m_bCOMPRESSED_VERTS = true;
|
||||
#endif
|
||||
}
|
||||
void SetCOMPRESSED_VERTS( bool i )
|
||||
{
|
||||
Assert( ( i ? 1 : 0 ) >= 0 && ( i ? 1 : 0 ) <= 1 );
|
||||
m_nCOMPRESSED_VERTS = i ? 1 : 0;
|
||||
#ifdef _DEBUG
|
||||
m_bCOMPRESSED_VERTS = true;
|
||||
#endif
|
||||
}
|
||||
private:
|
||||
int m_nSKINNING;
|
||||
#ifdef _DEBUG
|
||||
bool m_bSKINNING;
|
||||
#endif
|
||||
public:
|
||||
void SetSKINNING( int i )
|
||||
{
|
||||
Assert( i >= 0 && i <= 1 );
|
||||
m_nSKINNING = i;
|
||||
#ifdef _DEBUG
|
||||
m_bSKINNING = true;
|
||||
#endif
|
||||
}
|
||||
void SetSKINNING( bool i )
|
||||
{
|
||||
Assert( ( i ? 1 : 0 ) >= 0 && ( i ? 1 : 0 ) <= 1 );
|
||||
m_nSKINNING = i ? 1 : 0;
|
||||
#ifdef _DEBUG
|
||||
m_bSKINNING = true;
|
||||
#endif
|
||||
}
|
||||
private:
|
||||
int m_nDOWATERFOG;
|
||||
#ifdef _DEBUG
|
||||
bool m_bDOWATERFOG;
|
||||
#endif
|
||||
public:
|
||||
void SetDOWATERFOG( int i )
|
||||
{
|
||||
Assert( i >= 0 && i <= 1 );
|
||||
m_nDOWATERFOG = i;
|
||||
#ifdef _DEBUG
|
||||
m_bDOWATERFOG = true;
|
||||
#endif
|
||||
}
|
||||
void SetDOWATERFOG( bool i )
|
||||
{
|
||||
Assert( ( i ? 1 : 0 ) >= 0 && ( i ? 1 : 0 ) <= 1 );
|
||||
m_nDOWATERFOG = i ? 1 : 0;
|
||||
#ifdef _DEBUG
|
||||
m_bDOWATERFOG = true;
|
||||
#endif
|
||||
}
|
||||
private:
|
||||
int m_nDYNAMIC_LIGHT;
|
||||
#ifdef _DEBUG
|
||||
bool m_bDYNAMIC_LIGHT;
|
||||
#endif
|
||||
public:
|
||||
void SetDYNAMIC_LIGHT( int i )
|
||||
{
|
||||
Assert( i >= 0 && i <= 1 );
|
||||
m_nDYNAMIC_LIGHT = i;
|
||||
#ifdef _DEBUG
|
||||
m_bDYNAMIC_LIGHT = true;
|
||||
#endif
|
||||
}
|
||||
void SetDYNAMIC_LIGHT( bool i )
|
||||
{
|
||||
Assert( ( i ? 1 : 0 ) >= 0 && ( i ? 1 : 0 ) <= 1 );
|
||||
m_nDYNAMIC_LIGHT = i ? 1 : 0;
|
||||
#ifdef _DEBUG
|
||||
m_bDYNAMIC_LIGHT = true;
|
||||
#endif
|
||||
}
|
||||
private:
|
||||
int m_nSTATIC_LIGHT;
|
||||
#ifdef _DEBUG
|
||||
bool m_bSTATIC_LIGHT;
|
||||
#endif
|
||||
public:
|
||||
void SetSTATIC_LIGHT( int i )
|
||||
{
|
||||
Assert( i >= 0 && i <= 1 );
|
||||
m_nSTATIC_LIGHT = i;
|
||||
#ifdef _DEBUG
|
||||
m_bSTATIC_LIGHT = true;
|
||||
#endif
|
||||
}
|
||||
void SetSTATIC_LIGHT( bool i )
|
||||
{
|
||||
Assert( ( i ? 1 : 0 ) >= 0 && ( i ? 1 : 0 ) <= 1 );
|
||||
m_nSTATIC_LIGHT = i ? 1 : 0;
|
||||
#ifdef _DEBUG
|
||||
m_bSTATIC_LIGHT = true;
|
||||
#endif
|
||||
}
|
||||
private:
|
||||
int m_nNUM_LIGHTS;
|
||||
#ifdef _DEBUG
|
||||
bool m_bNUM_LIGHTS;
|
||||
#endif
|
||||
public:
|
||||
void SetNUM_LIGHTS( int i )
|
||||
{
|
||||
Assert( i >= 0 && i <= 0 );
|
||||
m_nNUM_LIGHTS = i;
|
||||
#ifdef _DEBUG
|
||||
m_bNUM_LIGHTS = true;
|
||||
#endif
|
||||
}
|
||||
void SetNUM_LIGHTS( bool i )
|
||||
{
|
||||
Assert( ( i ? 1 : 0 ) >= 0 && ( i ? 1 : 0 ) <= 0 );
|
||||
m_nNUM_LIGHTS = i ? 1 : 0;
|
||||
#ifdef _DEBUG
|
||||
m_bNUM_LIGHTS = true;
|
||||
#endif
|
||||
}
|
||||
public:
|
||||
// CONSTRUCTOR
|
||||
flesh_interior_blended_pass_vs20_Dynamic_Index( IShaderDynamicAPI *pShaderAPI )
|
||||
{
|
||||
#ifdef _DEBUG
|
||||
m_bCOMPRESSED_VERTS = false;
|
||||
#endif // _DEBUG
|
||||
m_nCOMPRESSED_VERTS = 0;
|
||||
#ifdef _DEBUG
|
||||
m_bSKINNING = false;
|
||||
#endif // _DEBUG
|
||||
m_nSKINNING = 0;
|
||||
#ifdef _DEBUG
|
||||
m_bDOWATERFOG = true;
|
||||
#endif // _DEBUG
|
||||
m_nDOWATERFOG = ( pShaderAPI->GetSceneFogMode() == MATERIAL_FOG_LINEAR_BELOW_FOG_Z ) ;
|
||||
#ifdef _DEBUG
|
||||
m_bDYNAMIC_LIGHT = false;
|
||||
#endif // _DEBUG
|
||||
m_nDYNAMIC_LIGHT = 0;
|
||||
#ifdef _DEBUG
|
||||
m_bSTATIC_LIGHT = false;
|
||||
#endif // _DEBUG
|
||||
m_nSTATIC_LIGHT = 0;
|
||||
#ifdef _DEBUG
|
||||
m_bNUM_LIGHTS = false;
|
||||
#endif // _DEBUG
|
||||
m_nNUM_LIGHTS = 0;
|
||||
}
|
||||
int GetIndex()
|
||||
{
|
||||
// Asserts to make sure that we aren't using any skipped combinations.
|
||||
// Asserts to make sure that we are setting all of the combination vars.
|
||||
#ifdef _DEBUG
|
||||
bool bAllDynamicVarsDefined = m_bCOMPRESSED_VERTS && m_bSKINNING && m_bDOWATERFOG && m_bDYNAMIC_LIGHT && m_bSTATIC_LIGHT && m_bNUM_LIGHTS;
|
||||
Assert( bAllDynamicVarsDefined );
|
||||
#endif // _DEBUG
|
||||
return ( 1 * m_nCOMPRESSED_VERTS ) + ( 2 * m_nSKINNING ) + ( 4 * m_nDOWATERFOG ) + ( 8 * m_nDYNAMIC_LIGHT ) + ( 16 * m_nSTATIC_LIGHT ) + ( 32 * m_nNUM_LIGHTS ) + 0;
|
||||
}
|
||||
};
|
||||
#define shaderDynamicTest_flesh_interior_blended_pass_vs20 vsh_forgot_to_set_dynamic_COMPRESSED_VERTS + vsh_forgot_to_set_dynamic_SKINNING + vsh_forgot_to_set_dynamic_DYNAMIC_LIGHT + vsh_forgot_to_set_dynamic_STATIC_LIGHT + vsh_forgot_to_set_dynamic_NUM_LIGHTS + 0
|
||||
|
||||
static const ShaderComboInformation_t s_DynamicComboArray_flesh_interior_blended_pass_vs20[6] =
|
||||
{
|
||||
{ "COMPRESSED_VERTS", 0, 1 },
|
||||
{ "SKINNING", 0, 1 },
|
||||
{ "DOWATERFOG", 0, 1 },
|
||||
{ "DYNAMIC_LIGHT", 0, 1 },
|
||||
{ "STATIC_LIGHT", 0, 1 },
|
||||
{ "NUM_LIGHTS", 0, 0 },
|
||||
};
|
||||
|
||||
static const ShaderComboInformation_t s_StaticComboArray_flesh_interior_blended_pass_vs20[3] =
|
||||
{
|
||||
{ "HALFLAMBERT", 0, 1 },
|
||||
{ "FLATTEN_STATIC_CONTROL_FLOW", 0, 0 },
|
||||
{ "DOPIXELFOG", 0, 1 },
|
||||
};
|
||||
static const ShaderComboSemantics_t flesh_interior_blended_pass_vs20_combos =
|
||||
{
|
||||
"flesh_interior_blended_pass_vs20", s_DynamicComboArray_flesh_interior_blended_pass_vs20, 6, s_StaticComboArray_flesh_interior_blended_pass_vs20, 3
|
||||
};
|
||||
|
||||
class ConstructMe_flesh_interior_blended_pass_vs20
|
||||
{
|
||||
public:
|
||||
ConstructMe_flesh_interior_blended_pass_vs20()
|
||||
{
|
||||
GetShaderDLL()->AddShaderComboInformation( &flesh_interior_blended_pass_vs20_combos );
|
||||
}
|
||||
};
|
||||
|
||||
static ConstructMe_flesh_interior_blended_pass_vs20 s_ConstructMe_flesh_interior_blended_pass_vs20;
|
||||
56
materialsystem/stdshaders/fxctmp9_ps3/floatcombine_ps20.inc
Normal file
56
materialsystem/stdshaders/fxctmp9_ps3/floatcombine_ps20.inc
Normal file
@@ -0,0 +1,56 @@
|
||||
// ALL SKIP STATEMENTS THAT AFFECT THIS SHADER!!!
|
||||
// defined $PIXELFOGTYPE && defined $WRITEWATERFOGTODESTALPHA && ( $PIXELFOGTYPE != 1 ) && $WRITEWATERFOGTODESTALPHA
|
||||
// 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
|
||||
#include "shaderlib/cshader.h"
|
||||
class floatcombine_ps20_Static_Index
|
||||
{
|
||||
public:
|
||||
// CONSTRUCTOR
|
||||
floatcombine_ps20_Static_Index( IShaderShadow *pShaderShadow, IMaterialVar **params )
|
||||
{
|
||||
}
|
||||
int GetIndex()
|
||||
{
|
||||
// Asserts to make sure that we aren't using any skipped combinations.
|
||||
// Asserts to make sure that we are setting all of the combination vars.
|
||||
#ifdef _DEBUG
|
||||
#endif // _DEBUG
|
||||
return 0;
|
||||
}
|
||||
};
|
||||
#define shaderStaticTest_floatcombine_ps20 0
|
||||
class floatcombine_ps20_Dynamic_Index
|
||||
{
|
||||
public:
|
||||
// CONSTRUCTOR
|
||||
floatcombine_ps20_Dynamic_Index( IShaderDynamicAPI *pShaderAPI )
|
||||
{
|
||||
}
|
||||
int GetIndex()
|
||||
{
|
||||
// Asserts to make sure that we aren't using any skipped combinations.
|
||||
// Asserts to make sure that we are setting all of the combination vars.
|
||||
#ifdef _DEBUG
|
||||
#endif // _DEBUG
|
||||
return 0;
|
||||
}
|
||||
};
|
||||
#define shaderDynamicTest_floatcombine_ps20 0
|
||||
static const ShaderComboSemantics_t floatcombine_ps20_combos =
|
||||
{
|
||||
"floatcombine_ps20", NULL, 0, NULL, 0
|
||||
};
|
||||
|
||||
class ConstructMe_floatcombine_ps20
|
||||
{
|
||||
public:
|
||||
ConstructMe_floatcombine_ps20()
|
||||
{
|
||||
GetShaderDLL()->AddShaderComboInformation( &floatcombine_ps20_combos );
|
||||
}
|
||||
};
|
||||
|
||||
static ConstructMe_floatcombine_ps20 s_ConstructMe_floatcombine_ps20;
|
||||
56
materialsystem/stdshaders/fxctmp9_ps3/floatcombine_ps20b.inc
Normal file
56
materialsystem/stdshaders/fxctmp9_ps3/floatcombine_ps20b.inc
Normal file
@@ -0,0 +1,56 @@
|
||||
// ALL SKIP STATEMENTS THAT AFFECT THIS SHADER!!!
|
||||
// defined $PIXELFOGTYPE && defined $WRITEWATERFOGTODESTALPHA && ( $PIXELFOGTYPE != 1 ) && $WRITEWATERFOGTODESTALPHA
|
||||
// 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
|
||||
#include "shaderlib/cshader.h"
|
||||
class floatcombine_ps20b_Static_Index
|
||||
{
|
||||
public:
|
||||
// CONSTRUCTOR
|
||||
floatcombine_ps20b_Static_Index( IShaderShadow *pShaderShadow, IMaterialVar **params )
|
||||
{
|
||||
}
|
||||
int GetIndex()
|
||||
{
|
||||
// Asserts to make sure that we aren't using any skipped combinations.
|
||||
// Asserts to make sure that we are setting all of the combination vars.
|
||||
#ifdef _DEBUG
|
||||
#endif // _DEBUG
|
||||
return 0;
|
||||
}
|
||||
};
|
||||
#define shaderStaticTest_floatcombine_ps20b 0
|
||||
class floatcombine_ps20b_Dynamic_Index
|
||||
{
|
||||
public:
|
||||
// CONSTRUCTOR
|
||||
floatcombine_ps20b_Dynamic_Index( IShaderDynamicAPI *pShaderAPI )
|
||||
{
|
||||
}
|
||||
int GetIndex()
|
||||
{
|
||||
// Asserts to make sure that we aren't using any skipped combinations.
|
||||
// Asserts to make sure that we are setting all of the combination vars.
|
||||
#ifdef _DEBUG
|
||||
#endif // _DEBUG
|
||||
return 0;
|
||||
}
|
||||
};
|
||||
#define shaderDynamicTest_floatcombine_ps20b 0
|
||||
static const ShaderComboSemantics_t floatcombine_ps20b_combos =
|
||||
{
|
||||
"floatcombine_ps20b", NULL, 0, NULL, 0
|
||||
};
|
||||
|
||||
class ConstructMe_floatcombine_ps20b
|
||||
{
|
||||
public:
|
||||
ConstructMe_floatcombine_ps20b()
|
||||
{
|
||||
GetShaderDLL()->AddShaderComboInformation( &floatcombine_ps20b_combos );
|
||||
}
|
||||
};
|
||||
|
||||
static ConstructMe_floatcombine_ps20b s_ConstructMe_floatcombine_ps20b;
|
||||
@@ -0,0 +1,56 @@
|
||||
// ALL SKIP STATEMENTS THAT AFFECT THIS SHADER!!!
|
||||
// defined $PIXELFOGTYPE && defined $WRITEWATERFOGTODESTALPHA && ( $PIXELFOGTYPE != 1 ) && $WRITEWATERFOGTODESTALPHA
|
||||
// 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
|
||||
#include "shaderlib/cshader.h"
|
||||
class floattoscreen_notonemap_ps20_Static_Index
|
||||
{
|
||||
public:
|
||||
// CONSTRUCTOR
|
||||
floattoscreen_notonemap_ps20_Static_Index( IShaderShadow *pShaderShadow, IMaterialVar **params )
|
||||
{
|
||||
}
|
||||
int GetIndex()
|
||||
{
|
||||
// Asserts to make sure that we aren't using any skipped combinations.
|
||||
// Asserts to make sure that we are setting all of the combination vars.
|
||||
#ifdef _DEBUG
|
||||
#endif // _DEBUG
|
||||
return 0;
|
||||
}
|
||||
};
|
||||
#define shaderStaticTest_floattoscreen_notonemap_ps20 0
|
||||
class floattoscreen_notonemap_ps20_Dynamic_Index
|
||||
{
|
||||
public:
|
||||
// CONSTRUCTOR
|
||||
floattoscreen_notonemap_ps20_Dynamic_Index( IShaderDynamicAPI *pShaderAPI )
|
||||
{
|
||||
}
|
||||
int GetIndex()
|
||||
{
|
||||
// Asserts to make sure that we aren't using any skipped combinations.
|
||||
// Asserts to make sure that we are setting all of the combination vars.
|
||||
#ifdef _DEBUG
|
||||
#endif // _DEBUG
|
||||
return 0;
|
||||
}
|
||||
};
|
||||
#define shaderDynamicTest_floattoscreen_notonemap_ps20 0
|
||||
static const ShaderComboSemantics_t floattoscreen_notonemap_ps20_combos =
|
||||
{
|
||||
"floattoscreen_notonemap_ps20", NULL, 0, NULL, 0
|
||||
};
|
||||
|
||||
class ConstructMe_floattoscreen_notonemap_ps20
|
||||
{
|
||||
public:
|
||||
ConstructMe_floattoscreen_notonemap_ps20()
|
||||
{
|
||||
GetShaderDLL()->AddShaderComboInformation( &floattoscreen_notonemap_ps20_combos );
|
||||
}
|
||||
};
|
||||
|
||||
static ConstructMe_floattoscreen_notonemap_ps20 s_ConstructMe_floattoscreen_notonemap_ps20;
|
||||
@@ -0,0 +1,56 @@
|
||||
// ALL SKIP STATEMENTS THAT AFFECT THIS SHADER!!!
|
||||
// defined $PIXELFOGTYPE && defined $WRITEWATERFOGTODESTALPHA && ( $PIXELFOGTYPE != 1 ) && $WRITEWATERFOGTODESTALPHA
|
||||
// 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
|
||||
#include "shaderlib/cshader.h"
|
||||
class floattoscreen_notonemap_ps20b_Static_Index
|
||||
{
|
||||
public:
|
||||
// CONSTRUCTOR
|
||||
floattoscreen_notonemap_ps20b_Static_Index( IShaderShadow *pShaderShadow, IMaterialVar **params )
|
||||
{
|
||||
}
|
||||
int GetIndex()
|
||||
{
|
||||
// Asserts to make sure that we aren't using any skipped combinations.
|
||||
// Asserts to make sure that we are setting all of the combination vars.
|
||||
#ifdef _DEBUG
|
||||
#endif // _DEBUG
|
||||
return 0;
|
||||
}
|
||||
};
|
||||
#define shaderStaticTest_floattoscreen_notonemap_ps20b 0
|
||||
class floattoscreen_notonemap_ps20b_Dynamic_Index
|
||||
{
|
||||
public:
|
||||
// CONSTRUCTOR
|
||||
floattoscreen_notonemap_ps20b_Dynamic_Index( IShaderDynamicAPI *pShaderAPI )
|
||||
{
|
||||
}
|
||||
int GetIndex()
|
||||
{
|
||||
// Asserts to make sure that we aren't using any skipped combinations.
|
||||
// Asserts to make sure that we are setting all of the combination vars.
|
||||
#ifdef _DEBUG
|
||||
#endif // _DEBUG
|
||||
return 0;
|
||||
}
|
||||
};
|
||||
#define shaderDynamicTest_floattoscreen_notonemap_ps20b 0
|
||||
static const ShaderComboSemantics_t floattoscreen_notonemap_ps20b_combos =
|
||||
{
|
||||
"floattoscreen_notonemap_ps20b", NULL, 0, NULL, 0
|
||||
};
|
||||
|
||||
class ConstructMe_floattoscreen_notonemap_ps20b
|
||||
{
|
||||
public:
|
||||
ConstructMe_floattoscreen_notonemap_ps20b()
|
||||
{
|
||||
GetShaderDLL()->AddShaderComboInformation( &floattoscreen_notonemap_ps20b_combos );
|
||||
}
|
||||
};
|
||||
|
||||
static ConstructMe_floattoscreen_notonemap_ps20b s_ConstructMe_floattoscreen_notonemap_ps20b;
|
||||
56
materialsystem/stdshaders/fxctmp9_ps3/floattoscreen_ps20.inc
Normal file
56
materialsystem/stdshaders/fxctmp9_ps3/floattoscreen_ps20.inc
Normal file
@@ -0,0 +1,56 @@
|
||||
// ALL SKIP STATEMENTS THAT AFFECT THIS SHADER!!!
|
||||
// defined $PIXELFOGTYPE && defined $WRITEWATERFOGTODESTALPHA && ( $PIXELFOGTYPE != 1 ) && $WRITEWATERFOGTODESTALPHA
|
||||
// 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
|
||||
#include "shaderlib/cshader.h"
|
||||
class floattoscreen_ps20_Static_Index
|
||||
{
|
||||
public:
|
||||
// CONSTRUCTOR
|
||||
floattoscreen_ps20_Static_Index( IShaderShadow *pShaderShadow, IMaterialVar **params )
|
||||
{
|
||||
}
|
||||
int GetIndex()
|
||||
{
|
||||
// Asserts to make sure that we aren't using any skipped combinations.
|
||||
// Asserts to make sure that we are setting all of the combination vars.
|
||||
#ifdef _DEBUG
|
||||
#endif // _DEBUG
|
||||
return 0;
|
||||
}
|
||||
};
|
||||
#define shaderStaticTest_floattoscreen_ps20 0
|
||||
class floattoscreen_ps20_Dynamic_Index
|
||||
{
|
||||
public:
|
||||
// CONSTRUCTOR
|
||||
floattoscreen_ps20_Dynamic_Index( IShaderDynamicAPI *pShaderAPI )
|
||||
{
|
||||
}
|
||||
int GetIndex()
|
||||
{
|
||||
// Asserts to make sure that we aren't using any skipped combinations.
|
||||
// Asserts to make sure that we are setting all of the combination vars.
|
||||
#ifdef _DEBUG
|
||||
#endif // _DEBUG
|
||||
return 0;
|
||||
}
|
||||
};
|
||||
#define shaderDynamicTest_floattoscreen_ps20 0
|
||||
static const ShaderComboSemantics_t floattoscreen_ps20_combos =
|
||||
{
|
||||
"floattoscreen_ps20", NULL, 0, NULL, 0
|
||||
};
|
||||
|
||||
class ConstructMe_floattoscreen_ps20
|
||||
{
|
||||
public:
|
||||
ConstructMe_floattoscreen_ps20()
|
||||
{
|
||||
GetShaderDLL()->AddShaderComboInformation( &floattoscreen_ps20_combos );
|
||||
}
|
||||
};
|
||||
|
||||
static ConstructMe_floattoscreen_ps20 s_ConstructMe_floattoscreen_ps20;
|
||||
@@ -0,0 +1,56 @@
|
||||
// ALL SKIP STATEMENTS THAT AFFECT THIS SHADER!!!
|
||||
// defined $PIXELFOGTYPE && defined $WRITEWATERFOGTODESTALPHA && ( $PIXELFOGTYPE != 1 ) && $WRITEWATERFOGTODESTALPHA
|
||||
// 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
|
||||
#include "shaderlib/cshader.h"
|
||||
class floattoscreen_ps20b_Static_Index
|
||||
{
|
||||
public:
|
||||
// CONSTRUCTOR
|
||||
floattoscreen_ps20b_Static_Index( IShaderShadow *pShaderShadow, IMaterialVar **params )
|
||||
{
|
||||
}
|
||||
int GetIndex()
|
||||
{
|
||||
// Asserts to make sure that we aren't using any skipped combinations.
|
||||
// Asserts to make sure that we are setting all of the combination vars.
|
||||
#ifdef _DEBUG
|
||||
#endif // _DEBUG
|
||||
return 0;
|
||||
}
|
||||
};
|
||||
#define shaderStaticTest_floattoscreen_ps20b 0
|
||||
class floattoscreen_ps20b_Dynamic_Index
|
||||
{
|
||||
public:
|
||||
// CONSTRUCTOR
|
||||
floattoscreen_ps20b_Dynamic_Index( IShaderDynamicAPI *pShaderAPI )
|
||||
{
|
||||
}
|
||||
int GetIndex()
|
||||
{
|
||||
// Asserts to make sure that we aren't using any skipped combinations.
|
||||
// Asserts to make sure that we are setting all of the combination vars.
|
||||
#ifdef _DEBUG
|
||||
#endif // _DEBUG
|
||||
return 0;
|
||||
}
|
||||
};
|
||||
#define shaderDynamicTest_floattoscreen_ps20b 0
|
||||
static const ShaderComboSemantics_t floattoscreen_ps20b_combos =
|
||||
{
|
||||
"floattoscreen_ps20b", NULL, 0, NULL, 0
|
||||
};
|
||||
|
||||
class ConstructMe_floattoscreen_ps20b
|
||||
{
|
||||
public:
|
||||
ConstructMe_floattoscreen_ps20b()
|
||||
{
|
||||
GetShaderDLL()->AddShaderComboInformation( &floattoscreen_ps20b_combos );
|
||||
}
|
||||
};
|
||||
|
||||
static ConstructMe_floattoscreen_ps20b s_ConstructMe_floattoscreen_ps20b;
|
||||
56
materialsystem/stdshaders/fxctmp9_ps3/haloadd_ps20.inc
Normal file
56
materialsystem/stdshaders/fxctmp9_ps3/haloadd_ps20.inc
Normal file
@@ -0,0 +1,56 @@
|
||||
// ALL SKIP STATEMENTS THAT AFFECT THIS SHADER!!!
|
||||
// defined $PIXELFOGTYPE && defined $WRITEWATERFOGTODESTALPHA && ( $PIXELFOGTYPE != 1 ) && $WRITEWATERFOGTODESTALPHA
|
||||
// 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
|
||||
#include "shaderlib/cshader.h"
|
||||
class haloadd_ps20_Static_Index
|
||||
{
|
||||
public:
|
||||
// CONSTRUCTOR
|
||||
haloadd_ps20_Static_Index( IShaderShadow *pShaderShadow, IMaterialVar **params )
|
||||
{
|
||||
}
|
||||
int GetIndex()
|
||||
{
|
||||
// Asserts to make sure that we aren't using any skipped combinations.
|
||||
// Asserts to make sure that we are setting all of the combination vars.
|
||||
#ifdef _DEBUG
|
||||
#endif // _DEBUG
|
||||
return 0;
|
||||
}
|
||||
};
|
||||
#define shaderStaticTest_haloadd_ps20 0
|
||||
class haloadd_ps20_Dynamic_Index
|
||||
{
|
||||
public:
|
||||
// CONSTRUCTOR
|
||||
haloadd_ps20_Dynamic_Index( IShaderDynamicAPI *pShaderAPI )
|
||||
{
|
||||
}
|
||||
int GetIndex()
|
||||
{
|
||||
// Asserts to make sure that we aren't using any skipped combinations.
|
||||
// Asserts to make sure that we are setting all of the combination vars.
|
||||
#ifdef _DEBUG
|
||||
#endif // _DEBUG
|
||||
return 0;
|
||||
}
|
||||
};
|
||||
#define shaderDynamicTest_haloadd_ps20 0
|
||||
static const ShaderComboSemantics_t haloadd_ps20_combos =
|
||||
{
|
||||
"haloadd_ps20", NULL, 0, NULL, 0
|
||||
};
|
||||
|
||||
class ConstructMe_haloadd_ps20
|
||||
{
|
||||
public:
|
||||
ConstructMe_haloadd_ps20()
|
||||
{
|
||||
GetShaderDLL()->AddShaderComboInformation( &haloadd_ps20_combos );
|
||||
}
|
||||
};
|
||||
|
||||
static ConstructMe_haloadd_ps20 s_ConstructMe_haloadd_ps20;
|
||||
56
materialsystem/stdshaders/fxctmp9_ps3/haloadd_ps20b.inc
Normal file
56
materialsystem/stdshaders/fxctmp9_ps3/haloadd_ps20b.inc
Normal file
@@ -0,0 +1,56 @@
|
||||
// ALL SKIP STATEMENTS THAT AFFECT THIS SHADER!!!
|
||||
// defined $PIXELFOGTYPE && defined $WRITEWATERFOGTODESTALPHA && ( $PIXELFOGTYPE != 1 ) && $WRITEWATERFOGTODESTALPHA
|
||||
// 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
|
||||
#include "shaderlib/cshader.h"
|
||||
class haloadd_ps20b_Static_Index
|
||||
{
|
||||
public:
|
||||
// CONSTRUCTOR
|
||||
haloadd_ps20b_Static_Index( IShaderShadow *pShaderShadow, IMaterialVar **params )
|
||||
{
|
||||
}
|
||||
int GetIndex()
|
||||
{
|
||||
// Asserts to make sure that we aren't using any skipped combinations.
|
||||
// Asserts to make sure that we are setting all of the combination vars.
|
||||
#ifdef _DEBUG
|
||||
#endif // _DEBUG
|
||||
return 0;
|
||||
}
|
||||
};
|
||||
#define shaderStaticTest_haloadd_ps20b 0
|
||||
class haloadd_ps20b_Dynamic_Index
|
||||
{
|
||||
public:
|
||||
// CONSTRUCTOR
|
||||
haloadd_ps20b_Dynamic_Index( IShaderDynamicAPI *pShaderAPI )
|
||||
{
|
||||
}
|
||||
int GetIndex()
|
||||
{
|
||||
// Asserts to make sure that we aren't using any skipped combinations.
|
||||
// Asserts to make sure that we are setting all of the combination vars.
|
||||
#ifdef _DEBUG
|
||||
#endif // _DEBUG
|
||||
return 0;
|
||||
}
|
||||
};
|
||||
#define shaderDynamicTest_haloadd_ps20b 0
|
||||
static const ShaderComboSemantics_t haloadd_ps20b_combos =
|
||||
{
|
||||
"haloadd_ps20b", NULL, 0, NULL, 0
|
||||
};
|
||||
|
||||
class ConstructMe_haloadd_ps20b
|
||||
{
|
||||
public:
|
||||
ConstructMe_haloadd_ps20b()
|
||||
{
|
||||
GetShaderDLL()->AddShaderComboInformation( &haloadd_ps20b_combos );
|
||||
}
|
||||
};
|
||||
|
||||
static ConstructMe_haloadd_ps20b s_ConstructMe_haloadd_ps20b;
|
||||
@@ -0,0 +1,56 @@
|
||||
// ALL SKIP STATEMENTS THAT AFFECT THIS SHADER!!!
|
||||
// defined $PIXELFOGTYPE && defined $WRITEWATERFOGTODESTALPHA && ( $PIXELFOGTYPE != 1 ) && $WRITEWATERFOGTODESTALPHA
|
||||
// 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
|
||||
#include "shaderlib/cshader.h"
|
||||
class hsl_filmgrain_pass1_ps20_Static_Index
|
||||
{
|
||||
public:
|
||||
// CONSTRUCTOR
|
||||
hsl_filmgrain_pass1_ps20_Static_Index( IShaderShadow *pShaderShadow, IMaterialVar **params )
|
||||
{
|
||||
}
|
||||
int GetIndex()
|
||||
{
|
||||
// Asserts to make sure that we aren't using any skipped combinations.
|
||||
// Asserts to make sure that we are setting all of the combination vars.
|
||||
#ifdef _DEBUG
|
||||
#endif // _DEBUG
|
||||
return 0;
|
||||
}
|
||||
};
|
||||
#define shaderStaticTest_hsl_filmgrain_pass1_ps20 0
|
||||
class hsl_filmgrain_pass1_ps20_Dynamic_Index
|
||||
{
|
||||
public:
|
||||
// CONSTRUCTOR
|
||||
hsl_filmgrain_pass1_ps20_Dynamic_Index( IShaderDynamicAPI *pShaderAPI )
|
||||
{
|
||||
}
|
||||
int GetIndex()
|
||||
{
|
||||
// Asserts to make sure that we aren't using any skipped combinations.
|
||||
// Asserts to make sure that we are setting all of the combination vars.
|
||||
#ifdef _DEBUG
|
||||
#endif // _DEBUG
|
||||
return 0;
|
||||
}
|
||||
};
|
||||
#define shaderDynamicTest_hsl_filmgrain_pass1_ps20 0
|
||||
static const ShaderComboSemantics_t hsl_filmgrain_pass1_ps20_combos =
|
||||
{
|
||||
"hsl_filmgrain_pass1_ps20", NULL, 0, NULL, 0
|
||||
};
|
||||
|
||||
class ConstructMe_hsl_filmgrain_pass1_ps20
|
||||
{
|
||||
public:
|
||||
ConstructMe_hsl_filmgrain_pass1_ps20()
|
||||
{
|
||||
GetShaderDLL()->AddShaderComboInformation( &hsl_filmgrain_pass1_ps20_combos );
|
||||
}
|
||||
};
|
||||
|
||||
static ConstructMe_hsl_filmgrain_pass1_ps20 s_ConstructMe_hsl_filmgrain_pass1_ps20;
|
||||
@@ -0,0 +1,56 @@
|
||||
// ALL SKIP STATEMENTS THAT AFFECT THIS SHADER!!!
|
||||
// defined $PIXELFOGTYPE && defined $WRITEWATERFOGTODESTALPHA && ( $PIXELFOGTYPE != 1 ) && $WRITEWATERFOGTODESTALPHA
|
||||
// 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
|
||||
#include "shaderlib/cshader.h"
|
||||
class hsl_filmgrain_pass1_ps20b_Static_Index
|
||||
{
|
||||
public:
|
||||
// CONSTRUCTOR
|
||||
hsl_filmgrain_pass1_ps20b_Static_Index( IShaderShadow *pShaderShadow, IMaterialVar **params )
|
||||
{
|
||||
}
|
||||
int GetIndex()
|
||||
{
|
||||
// Asserts to make sure that we aren't using any skipped combinations.
|
||||
// Asserts to make sure that we are setting all of the combination vars.
|
||||
#ifdef _DEBUG
|
||||
#endif // _DEBUG
|
||||
return 0;
|
||||
}
|
||||
};
|
||||
#define shaderStaticTest_hsl_filmgrain_pass1_ps20b 0
|
||||
class hsl_filmgrain_pass1_ps20b_Dynamic_Index
|
||||
{
|
||||
public:
|
||||
// CONSTRUCTOR
|
||||
hsl_filmgrain_pass1_ps20b_Dynamic_Index( IShaderDynamicAPI *pShaderAPI )
|
||||
{
|
||||
}
|
||||
int GetIndex()
|
||||
{
|
||||
// Asserts to make sure that we aren't using any skipped combinations.
|
||||
// Asserts to make sure that we are setting all of the combination vars.
|
||||
#ifdef _DEBUG
|
||||
#endif // _DEBUG
|
||||
return 0;
|
||||
}
|
||||
};
|
||||
#define shaderDynamicTest_hsl_filmgrain_pass1_ps20b 0
|
||||
static const ShaderComboSemantics_t hsl_filmgrain_pass1_ps20b_combos =
|
||||
{
|
||||
"hsl_filmgrain_pass1_ps20b", NULL, 0, NULL, 0
|
||||
};
|
||||
|
||||
class ConstructMe_hsl_filmgrain_pass1_ps20b
|
||||
{
|
||||
public:
|
||||
ConstructMe_hsl_filmgrain_pass1_ps20b()
|
||||
{
|
||||
GetShaderDLL()->AddShaderComboInformation( &hsl_filmgrain_pass1_ps20b_combos );
|
||||
}
|
||||
};
|
||||
|
||||
static ConstructMe_hsl_filmgrain_pass1_ps20b s_ConstructMe_hsl_filmgrain_pass1_ps20b;
|
||||
@@ -0,0 +1,56 @@
|
||||
// ALL SKIP STATEMENTS THAT AFFECT THIS SHADER!!!
|
||||
// defined $PIXELFOGTYPE && defined $WRITEWATERFOGTODESTALPHA && ( $PIXELFOGTYPE != 1 ) && $WRITEWATERFOGTODESTALPHA
|
||||
// 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
|
||||
#include "shaderlib/cshader.h"
|
||||
class hsl_filmgrain_pass2_ps20_Static_Index
|
||||
{
|
||||
public:
|
||||
// CONSTRUCTOR
|
||||
hsl_filmgrain_pass2_ps20_Static_Index( IShaderShadow *pShaderShadow, IMaterialVar **params )
|
||||
{
|
||||
}
|
||||
int GetIndex()
|
||||
{
|
||||
// Asserts to make sure that we aren't using any skipped combinations.
|
||||
// Asserts to make sure that we are setting all of the combination vars.
|
||||
#ifdef _DEBUG
|
||||
#endif // _DEBUG
|
||||
return 0;
|
||||
}
|
||||
};
|
||||
#define shaderStaticTest_hsl_filmgrain_pass2_ps20 0
|
||||
class hsl_filmgrain_pass2_ps20_Dynamic_Index
|
||||
{
|
||||
public:
|
||||
// CONSTRUCTOR
|
||||
hsl_filmgrain_pass2_ps20_Dynamic_Index( IShaderDynamicAPI *pShaderAPI )
|
||||
{
|
||||
}
|
||||
int GetIndex()
|
||||
{
|
||||
// Asserts to make sure that we aren't using any skipped combinations.
|
||||
// Asserts to make sure that we are setting all of the combination vars.
|
||||
#ifdef _DEBUG
|
||||
#endif // _DEBUG
|
||||
return 0;
|
||||
}
|
||||
};
|
||||
#define shaderDynamicTest_hsl_filmgrain_pass2_ps20 0
|
||||
static const ShaderComboSemantics_t hsl_filmgrain_pass2_ps20_combos =
|
||||
{
|
||||
"hsl_filmgrain_pass2_ps20", NULL, 0, NULL, 0
|
||||
};
|
||||
|
||||
class ConstructMe_hsl_filmgrain_pass2_ps20
|
||||
{
|
||||
public:
|
||||
ConstructMe_hsl_filmgrain_pass2_ps20()
|
||||
{
|
||||
GetShaderDLL()->AddShaderComboInformation( &hsl_filmgrain_pass2_ps20_combos );
|
||||
}
|
||||
};
|
||||
|
||||
static ConstructMe_hsl_filmgrain_pass2_ps20 s_ConstructMe_hsl_filmgrain_pass2_ps20;
|
||||
@@ -0,0 +1,56 @@
|
||||
// ALL SKIP STATEMENTS THAT AFFECT THIS SHADER!!!
|
||||
// defined $PIXELFOGTYPE && defined $WRITEWATERFOGTODESTALPHA && ( $PIXELFOGTYPE != 1 ) && $WRITEWATERFOGTODESTALPHA
|
||||
// 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
|
||||
#include "shaderlib/cshader.h"
|
||||
class hsl_filmgrain_pass2_ps20b_Static_Index
|
||||
{
|
||||
public:
|
||||
// CONSTRUCTOR
|
||||
hsl_filmgrain_pass2_ps20b_Static_Index( IShaderShadow *pShaderShadow, IMaterialVar **params )
|
||||
{
|
||||
}
|
||||
int GetIndex()
|
||||
{
|
||||
// Asserts to make sure that we aren't using any skipped combinations.
|
||||
// Asserts to make sure that we are setting all of the combination vars.
|
||||
#ifdef _DEBUG
|
||||
#endif // _DEBUG
|
||||
return 0;
|
||||
}
|
||||
};
|
||||
#define shaderStaticTest_hsl_filmgrain_pass2_ps20b 0
|
||||
class hsl_filmgrain_pass2_ps20b_Dynamic_Index
|
||||
{
|
||||
public:
|
||||
// CONSTRUCTOR
|
||||
hsl_filmgrain_pass2_ps20b_Dynamic_Index( IShaderDynamicAPI *pShaderAPI )
|
||||
{
|
||||
}
|
||||
int GetIndex()
|
||||
{
|
||||
// Asserts to make sure that we aren't using any skipped combinations.
|
||||
// Asserts to make sure that we are setting all of the combination vars.
|
||||
#ifdef _DEBUG
|
||||
#endif // _DEBUG
|
||||
return 0;
|
||||
}
|
||||
};
|
||||
#define shaderDynamicTest_hsl_filmgrain_pass2_ps20b 0
|
||||
static const ShaderComboSemantics_t hsl_filmgrain_pass2_ps20b_combos =
|
||||
{
|
||||
"hsl_filmgrain_pass2_ps20b", NULL, 0, NULL, 0
|
||||
};
|
||||
|
||||
class ConstructMe_hsl_filmgrain_pass2_ps20b
|
||||
{
|
||||
public:
|
||||
ConstructMe_hsl_filmgrain_pass2_ps20b()
|
||||
{
|
||||
GetShaderDLL()->AddShaderComboInformation( &hsl_filmgrain_pass2_ps20b_combos );
|
||||
}
|
||||
};
|
||||
|
||||
static ConstructMe_hsl_filmgrain_pass2_ps20b s_ConstructMe_hsl_filmgrain_pass2_ps20b;
|
||||
@@ -0,0 +1,94 @@
|
||||
// ALL SKIP STATEMENTS THAT AFFECT THIS SHADER!!!
|
||||
// defined $PIXELFOGTYPE && defined $WRITEWATERFOGTODESTALPHA && ( $PIXELFOGTYPE != 1 ) && $WRITEWATERFOGTODESTALPHA
|
||||
// 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 $PIXELFOGTYPE && defined $WRITEWATERFOGTODESTALPHA && ( $PIXELFOGTYPE != 1 ) && $WRITEWATERFOGTODESTALPHA
|
||||
// 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
|
||||
#include "shaderlib/cshader.h"
|
||||
class lightmappedgeneric_decal_ps20_Static_Index
|
||||
{
|
||||
public:
|
||||
// CONSTRUCTOR
|
||||
lightmappedgeneric_decal_ps20_Static_Index( IShaderShadow *pShaderShadow, IMaterialVar **params )
|
||||
{
|
||||
}
|
||||
int GetIndex()
|
||||
{
|
||||
// Asserts to make sure that we aren't using any skipped combinations.
|
||||
// Asserts to make sure that we are setting all of the combination vars.
|
||||
#ifdef _DEBUG
|
||||
#endif // _DEBUG
|
||||
return 0;
|
||||
}
|
||||
};
|
||||
#define shaderStaticTest_lightmappedgeneric_decal_ps20 0
|
||||
class lightmappedgeneric_decal_ps20_Dynamic_Index
|
||||
{
|
||||
private:
|
||||
int m_nPIXELFOGTYPE;
|
||||
#ifdef _DEBUG
|
||||
bool m_bPIXELFOGTYPE;
|
||||
#endif
|
||||
public:
|
||||
void SetPIXELFOGTYPE( int i )
|
||||
{
|
||||
Assert( i >= 0 && i <= 1 );
|
||||
m_nPIXELFOGTYPE = i;
|
||||
#ifdef _DEBUG
|
||||
m_bPIXELFOGTYPE = true;
|
||||
#endif
|
||||
}
|
||||
void SetPIXELFOGTYPE( bool i )
|
||||
{
|
||||
Assert( ( i ? 1 : 0 ) >= 0 && ( i ? 1 : 0 ) <= 1 );
|
||||
m_nPIXELFOGTYPE = i ? 1 : 0;
|
||||
#ifdef _DEBUG
|
||||
m_bPIXELFOGTYPE = true;
|
||||
#endif
|
||||
}
|
||||
public:
|
||||
// CONSTRUCTOR
|
||||
lightmappedgeneric_decal_ps20_Dynamic_Index( IShaderDynamicAPI *pShaderAPI )
|
||||
{
|
||||
#ifdef _DEBUG
|
||||
m_bPIXELFOGTYPE = true;
|
||||
#endif // _DEBUG
|
||||
m_nPIXELFOGTYPE = ( pShaderAPI->GetSceneFogMode() == MATERIAL_FOG_LINEAR_BELOW_FOG_Z ) ;
|
||||
}
|
||||
int GetIndex()
|
||||
{
|
||||
// Asserts to make sure that we aren't using any skipped combinations.
|
||||
// Asserts to make sure that we are setting all of the combination vars.
|
||||
#ifdef _DEBUG
|
||||
bool bAllDynamicVarsDefined = m_bPIXELFOGTYPE;
|
||||
Assert( bAllDynamicVarsDefined );
|
||||
#endif // _DEBUG
|
||||
return ( 1 * m_nPIXELFOGTYPE ) + 0;
|
||||
}
|
||||
};
|
||||
#define shaderDynamicTest_lightmappedgeneric_decal_ps20 0
|
||||
|
||||
static const ShaderComboInformation_t s_DynamicComboArray_lightmappedgeneric_decal_ps20[1] =
|
||||
{
|
||||
{ "PIXELFOGTYPE", 0, 1 },
|
||||
};
|
||||
static const ShaderComboSemantics_t lightmappedgeneric_decal_ps20_combos =
|
||||
{
|
||||
"lightmappedgeneric_decal_ps20", s_DynamicComboArray_lightmappedgeneric_decal_ps20, 1, NULL, 0
|
||||
};
|
||||
|
||||
class ConstructMe_lightmappedgeneric_decal_ps20
|
||||
{
|
||||
public:
|
||||
ConstructMe_lightmappedgeneric_decal_ps20()
|
||||
{
|
||||
GetShaderDLL()->AddShaderComboInformation( &lightmappedgeneric_decal_ps20_combos );
|
||||
}
|
||||
};
|
||||
|
||||
static ConstructMe_lightmappedgeneric_decal_ps20 s_ConstructMe_lightmappedgeneric_decal_ps20;
|
||||
@@ -0,0 +1,94 @@
|
||||
// ALL SKIP STATEMENTS THAT AFFECT THIS SHADER!!!
|
||||
// defined $PIXELFOGTYPE && defined $WRITEWATERFOGTODESTALPHA && ( $PIXELFOGTYPE != 1 ) && $WRITEWATERFOGTODESTALPHA
|
||||
// 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 $PIXELFOGTYPE && defined $WRITEWATERFOGTODESTALPHA && ( $PIXELFOGTYPE != 1 ) && $WRITEWATERFOGTODESTALPHA
|
||||
// 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
|
||||
#include "shaderlib/cshader.h"
|
||||
class lightmappedgeneric_decal_ps20b_Static_Index
|
||||
{
|
||||
public:
|
||||
// CONSTRUCTOR
|
||||
lightmappedgeneric_decal_ps20b_Static_Index( IShaderShadow *pShaderShadow, IMaterialVar **params )
|
||||
{
|
||||
}
|
||||
int GetIndex()
|
||||
{
|
||||
// Asserts to make sure that we aren't using any skipped combinations.
|
||||
// Asserts to make sure that we are setting all of the combination vars.
|
||||
#ifdef _DEBUG
|
||||
#endif // _DEBUG
|
||||
return 0;
|
||||
}
|
||||
};
|
||||
#define shaderStaticTest_lightmappedgeneric_decal_ps20b 0
|
||||
class lightmappedgeneric_decal_ps20b_Dynamic_Index
|
||||
{
|
||||
private:
|
||||
int m_nPIXELFOGTYPE;
|
||||
#ifdef _DEBUG
|
||||
bool m_bPIXELFOGTYPE;
|
||||
#endif
|
||||
public:
|
||||
void SetPIXELFOGTYPE( int i )
|
||||
{
|
||||
Assert( i >= 0 && i <= 1 );
|
||||
m_nPIXELFOGTYPE = i;
|
||||
#ifdef _DEBUG
|
||||
m_bPIXELFOGTYPE = true;
|
||||
#endif
|
||||
}
|
||||
void SetPIXELFOGTYPE( bool i )
|
||||
{
|
||||
Assert( ( i ? 1 : 0 ) >= 0 && ( i ? 1 : 0 ) <= 1 );
|
||||
m_nPIXELFOGTYPE = i ? 1 : 0;
|
||||
#ifdef _DEBUG
|
||||
m_bPIXELFOGTYPE = true;
|
||||
#endif
|
||||
}
|
||||
public:
|
||||
// CONSTRUCTOR
|
||||
lightmappedgeneric_decal_ps20b_Dynamic_Index( IShaderDynamicAPI *pShaderAPI )
|
||||
{
|
||||
#ifdef _DEBUG
|
||||
m_bPIXELFOGTYPE = true;
|
||||
#endif // _DEBUG
|
||||
m_nPIXELFOGTYPE = ( pShaderAPI->GetSceneFogMode() == MATERIAL_FOG_LINEAR_BELOW_FOG_Z ) ;
|
||||
}
|
||||
int GetIndex()
|
||||
{
|
||||
// Asserts to make sure that we aren't using any skipped combinations.
|
||||
// Asserts to make sure that we are setting all of the combination vars.
|
||||
#ifdef _DEBUG
|
||||
bool bAllDynamicVarsDefined = m_bPIXELFOGTYPE;
|
||||
Assert( bAllDynamicVarsDefined );
|
||||
#endif // _DEBUG
|
||||
return ( 1 * m_nPIXELFOGTYPE ) + 0;
|
||||
}
|
||||
};
|
||||
#define shaderDynamicTest_lightmappedgeneric_decal_ps20b 0
|
||||
|
||||
static const ShaderComboInformation_t s_DynamicComboArray_lightmappedgeneric_decal_ps20b[1] =
|
||||
{
|
||||
{ "PIXELFOGTYPE", 0, 1 },
|
||||
};
|
||||
static const ShaderComboSemantics_t lightmappedgeneric_decal_ps20b_combos =
|
||||
{
|
||||
"lightmappedgeneric_decal_ps20b", s_DynamicComboArray_lightmappedgeneric_decal_ps20b, 1, NULL, 0
|
||||
};
|
||||
|
||||
class ConstructMe_lightmappedgeneric_decal_ps20b
|
||||
{
|
||||
public:
|
||||
ConstructMe_lightmappedgeneric_decal_ps20b()
|
||||
{
|
||||
GetShaderDLL()->AddShaderComboInformation( &lightmappedgeneric_decal_ps20b_combos );
|
||||
}
|
||||
};
|
||||
|
||||
static ConstructMe_lightmappedgeneric_decal_ps20b s_ConstructMe_lightmappedgeneric_decal_ps20b;
|
||||
Some files were not shown because too many files have changed in this diff Show More
Reference in New Issue
Block a user