source-engine/materialsystem/stdshaders/fxctmp9_360/vertexlit_and_unlit_generic_ps20.inc

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2020-04-22 16:56:21 +00:00
#include "shaderlib/cshader.h"
class vertexlit_and_unlit_generic_ps20_Static_Index
{
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 )
{
m_nDETAILTEXTURE = i ? 1 : 0;
#ifdef _DEBUG
m_bDETAILTEXTURE = true;
#endif
}
private:
int m_nCUBEMAP;
#ifdef _DEBUG
bool m_bCUBEMAP;
#endif
public:
void SetCUBEMAP( int i )
{
Assert( i >= 0 && i <= 1 );
m_nCUBEMAP = i;
#ifdef _DEBUG
m_bCUBEMAP = true;
#endif
}
void SetCUBEMAP( bool i )
{
m_nCUBEMAP = i ? 1 : 0;
#ifdef _DEBUG
m_bCUBEMAP = true;
#endif
}
private:
int m_nDIFFUSELIGHTING;
#ifdef _DEBUG
bool m_bDIFFUSELIGHTING;
#endif
public:
void SetDIFFUSELIGHTING( int i )
{
Assert( i >= 0 && i <= 1 );
m_nDIFFUSELIGHTING = i;
#ifdef _DEBUG
m_bDIFFUSELIGHTING = true;
#endif
}
void SetDIFFUSELIGHTING( bool i )
{
m_nDIFFUSELIGHTING = i ? 1 : 0;
#ifdef _DEBUG
m_bDIFFUSELIGHTING = true;
#endif
}
private:
int m_nENVMAPMASK;
#ifdef _DEBUG
bool m_bENVMAPMASK;
#endif
public:
void SetENVMAPMASK( int i )
{
Assert( i >= 0 && i <= 1 );
m_nENVMAPMASK = i;
#ifdef _DEBUG
m_bENVMAPMASK = true;
#endif
}
void SetENVMAPMASK( bool i )
{
m_nENVMAPMASK = i ? 1 : 0;
#ifdef _DEBUG
m_bENVMAPMASK = true;
#endif
}
private:
int m_nBASEALPHAENVMAPMASK;
#ifdef _DEBUG
bool m_bBASEALPHAENVMAPMASK;
#endif
public:
void SetBASEALPHAENVMAPMASK( int i )
{
Assert( i >= 0 && i <= 1 );
m_nBASEALPHAENVMAPMASK = i;
#ifdef _DEBUG
m_bBASEALPHAENVMAPMASK = true;
#endif
}
void SetBASEALPHAENVMAPMASK( bool i )
{
m_nBASEALPHAENVMAPMASK = i ? 1 : 0;
#ifdef _DEBUG
m_bBASEALPHAENVMAPMASK = true;
#endif
}
private:
int m_nSELFILLUM;
#ifdef _DEBUG
bool m_bSELFILLUM;
#endif
public:
void SetSELFILLUM( int i )
{
Assert( i >= 0 && i <= 1 );
m_nSELFILLUM = i;
#ifdef _DEBUG
m_bSELFILLUM = true;
#endif
}
void SetSELFILLUM( bool i )
{
m_nSELFILLUM = i ? 1 : 0;
#ifdef _DEBUG
m_bSELFILLUM = true;
#endif
}
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 )
{
m_nVERTEXCOLOR = i ? 1 : 0;
#ifdef _DEBUG
m_bVERTEXCOLOR = 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 )
{
m_nFLASHLIGHT = i ? 1 : 0;
#ifdef _DEBUG
m_bFLASHLIGHT = true;
#endif
}
private:
int m_nSELFILLUM_ENVMAPMASK_ALPHA;
#ifdef _DEBUG
bool m_bSELFILLUM_ENVMAPMASK_ALPHA;
#endif
public:
void SetSELFILLUM_ENVMAPMASK_ALPHA( int i )
{
Assert( i >= 0 && i <= 1 );
m_nSELFILLUM_ENVMAPMASK_ALPHA = i;
#ifdef _DEBUG
m_bSELFILLUM_ENVMAPMASK_ALPHA = true;
#endif
}
void SetSELFILLUM_ENVMAPMASK_ALPHA( bool i )
{
m_nSELFILLUM_ENVMAPMASK_ALPHA = i ? 1 : 0;
#ifdef _DEBUG
m_bSELFILLUM_ENVMAPMASK_ALPHA = 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 <= 9 );
m_nDETAIL_BLEND_MODE = i;
#ifdef _DEBUG
m_bDETAIL_BLEND_MODE = true;
#endif
}
void SetDETAIL_BLEND_MODE( bool i )
{
m_nDETAIL_BLEND_MODE = i ? 1 : 0;
#ifdef _DEBUG
m_bDETAIL_BLEND_MODE = true;
#endif
}
private:
int m_nSEAMLESS_BASE;
#ifdef _DEBUG
bool m_bSEAMLESS_BASE;
#endif
public:
void SetSEAMLESS_BASE( int i )
{
Assert( i >= 0 && i <= 1 );
m_nSEAMLESS_BASE = i;
#ifdef _DEBUG
m_bSEAMLESS_BASE = true;
#endif
}
void SetSEAMLESS_BASE( bool i )
{
m_nSEAMLESS_BASE = i ? 1 : 0;
#ifdef _DEBUG
m_bSEAMLESS_BASE = true;
#endif
}
private:
int m_nSEAMLESS_DETAIL;
#ifdef _DEBUG
bool m_bSEAMLESS_DETAIL;
#endif
public:
void SetSEAMLESS_DETAIL( int i )
{
Assert( i >= 0 && i <= 1 );
m_nSEAMLESS_DETAIL = i;
#ifdef _DEBUG
m_bSEAMLESS_DETAIL = true;
#endif
}
void SetSEAMLESS_DETAIL( bool i )
{
m_nSEAMLESS_DETAIL = i ? 1 : 0;
#ifdef _DEBUG
m_bSEAMLESS_DETAIL = true;
#endif
}
private:
int m_nDISTANCEALPHA;
#ifdef _DEBUG
bool m_bDISTANCEALPHA;
#endif
public:
void SetDISTANCEALPHA( int i )
{
Assert( i >= 0 && i <= 1 );
m_nDISTANCEALPHA = i;
#ifdef _DEBUG
m_bDISTANCEALPHA = true;
#endif
}
void SetDISTANCEALPHA( bool i )
{
m_nDISTANCEALPHA = i ? 1 : 0;
#ifdef _DEBUG
m_bDISTANCEALPHA = true;
#endif
}
private:
int m_nDISTANCEALPHAFROMDETAIL;
#ifdef _DEBUG
bool m_bDISTANCEALPHAFROMDETAIL;
#endif
public:
void SetDISTANCEALPHAFROMDETAIL( int i )
{
Assert( i >= 0 && i <= 1 );
m_nDISTANCEALPHAFROMDETAIL = i;
#ifdef _DEBUG
m_bDISTANCEALPHAFROMDETAIL = true;
#endif
}
void SetDISTANCEALPHAFROMDETAIL( bool i )
{
m_nDISTANCEALPHAFROMDETAIL = i ? 1 : 0;
#ifdef _DEBUG
m_bDISTANCEALPHAFROMDETAIL = true;
#endif
}
private:
int m_nSOFT_MASK;
#ifdef _DEBUG
bool m_bSOFT_MASK;
#endif
public:
void SetSOFT_MASK( int i )
{
Assert( i >= 0 && i <= 1 );
m_nSOFT_MASK = i;
#ifdef _DEBUG
m_bSOFT_MASK = true;
#endif
}
void SetSOFT_MASK( bool i )
{
m_nSOFT_MASK = i ? 1 : 0;
#ifdef _DEBUG
m_bSOFT_MASK = true;
#endif
}
private:
int m_nOUTLINE;
#ifdef _DEBUG
bool m_bOUTLINE;
#endif
public:
void SetOUTLINE( int i )
{
Assert( i >= 0 && i <= 1 );
m_nOUTLINE = i;
#ifdef _DEBUG
m_bOUTLINE = true;
#endif
}
void SetOUTLINE( bool i )
{
m_nOUTLINE = i ? 1 : 0;
#ifdef _DEBUG
m_bOUTLINE = true;
#endif
}
private:
int m_nOUTER_GLOW;
#ifdef _DEBUG
bool m_bOUTER_GLOW;
#endif
public:
void SetOUTER_GLOW( int i )
{
Assert( i >= 0 && i <= 1 );
m_nOUTER_GLOW = i;
#ifdef _DEBUG
m_bOUTER_GLOW = true;
#endif
}
void SetOUTER_GLOW( bool i )
{
m_nOUTER_GLOW = i ? 1 : 0;
#ifdef _DEBUG
m_bOUTER_GLOW = true;
#endif
}
private:
int m_nBLENDTINTBYBASEALPHA;
#ifdef _DEBUG
bool m_bBLENDTINTBYBASEALPHA;
#endif
public:
void SetBLENDTINTBYBASEALPHA( int i )
{
Assert( i >= 0 && i <= 1 );
m_nBLENDTINTBYBASEALPHA = i;
#ifdef _DEBUG
m_bBLENDTINTBYBASEALPHA = true;
#endif
}
void SetBLENDTINTBYBASEALPHA( bool i )
{
m_nBLENDTINTBYBASEALPHA = i ? 1 : 0;
#ifdef _DEBUG
m_bBLENDTINTBYBASEALPHA = true;
#endif
}
public:
vertexlit_and_unlit_generic_ps20_Static_Index( )
{
#ifdef _DEBUG
m_bDETAILTEXTURE = false;
#endif // _DEBUG
m_nDETAILTEXTURE = 0;
#ifdef _DEBUG
m_bCUBEMAP = false;
#endif // _DEBUG
m_nCUBEMAP = 0;
#ifdef _DEBUG
m_bDIFFUSELIGHTING = false;
#endif // _DEBUG
m_nDIFFUSELIGHTING = 0;
#ifdef _DEBUG
m_bENVMAPMASK = false;
#endif // _DEBUG
m_nENVMAPMASK = 0;
#ifdef _DEBUG
m_bBASEALPHAENVMAPMASK = false;
#endif // _DEBUG
m_nBASEALPHAENVMAPMASK = 0;
#ifdef _DEBUG
m_bSELFILLUM = false;
#endif // _DEBUG
m_nSELFILLUM = 0;
#ifdef _DEBUG
m_bVERTEXCOLOR = false;
#endif // _DEBUG
m_nVERTEXCOLOR = 0;
#ifdef _DEBUG
m_bFLASHLIGHT = false;
#endif // _DEBUG
m_nFLASHLIGHT = 0;
#ifdef _DEBUG
m_bSELFILLUM_ENVMAPMASK_ALPHA = false;
#endif // _DEBUG
m_nSELFILLUM_ENVMAPMASK_ALPHA = 0;
#ifdef _DEBUG
m_bDETAIL_BLEND_MODE = false;
#endif // _DEBUG
m_nDETAIL_BLEND_MODE = 0;
#ifdef _DEBUG
m_bSEAMLESS_BASE = false;
#endif // _DEBUG
m_nSEAMLESS_BASE = 0;
#ifdef _DEBUG
m_bSEAMLESS_DETAIL = false;
#endif // _DEBUG
m_nSEAMLESS_DETAIL = 0;
#ifdef _DEBUG
m_bDISTANCEALPHA = false;
#endif // _DEBUG
m_nDISTANCEALPHA = 0;
#ifdef _DEBUG
m_bDISTANCEALPHAFROMDETAIL = false;
#endif // _DEBUG
m_nDISTANCEALPHAFROMDETAIL = 0;
#ifdef _DEBUG
m_bSOFT_MASK = false;
#endif // _DEBUG
m_nSOFT_MASK = 0;
#ifdef _DEBUG
m_bOUTLINE = false;
#endif // _DEBUG
m_nOUTLINE = 0;
#ifdef _DEBUG
m_bOUTER_GLOW = false;
#endif // _DEBUG
m_nOUTER_GLOW = 0;
#ifdef _DEBUG
m_bBLENDTINTBYBASEALPHA = false;
#endif // _DEBUG
m_nBLENDTINTBYBASEALPHA = 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_bDETAILTEXTURE && m_bCUBEMAP && m_bDIFFUSELIGHTING && m_bENVMAPMASK && m_bBASEALPHAENVMAPMASK && m_bSELFILLUM && m_bVERTEXCOLOR && m_bFLASHLIGHT && m_bSELFILLUM_ENVMAPMASK_ALPHA && m_bDETAIL_BLEND_MODE && m_bSEAMLESS_BASE && m_bSEAMLESS_DETAIL && m_bDISTANCEALPHA && m_bDISTANCEALPHAFROMDETAIL && m_bSOFT_MASK && m_bOUTLINE && m_bOUTER_GLOW && m_bBLENDTINTBYBASEALPHA;
Assert( bAllStaticVarsDefined );
#endif // _DEBUG
return ( 2 * m_nDETAILTEXTURE ) + ( 4 * m_nCUBEMAP ) + ( 8 * m_nDIFFUSELIGHTING ) + ( 16 * m_nENVMAPMASK ) + ( 32 * m_nBASEALPHAENVMAPMASK ) + ( 64 * m_nSELFILLUM ) + ( 128 * m_nVERTEXCOLOR ) + ( 256 * m_nFLASHLIGHT ) + ( 512 * m_nSELFILLUM_ENVMAPMASK_ALPHA ) + ( 1024 * m_nDETAIL_BLEND_MODE ) + ( 10240 * m_nSEAMLESS_BASE ) + ( 20480 * m_nSEAMLESS_DETAIL ) + ( 40960 * m_nDISTANCEALPHA ) + ( 81920 * m_nDISTANCEALPHAFROMDETAIL ) + ( 163840 * m_nSOFT_MASK ) + ( 327680 * m_nOUTLINE ) + ( 655360 * m_nOUTER_GLOW ) + ( 1310720 * m_nBLENDTINTBYBASEALPHA ) + 0;
}
};
#define shaderStaticTest_vertexlit_and_unlit_generic_ps20 psh_forgot_to_set_static_DETAILTEXTURE + psh_forgot_to_set_static_CUBEMAP + psh_forgot_to_set_static_DIFFUSELIGHTING + psh_forgot_to_set_static_ENVMAPMASK + psh_forgot_to_set_static_BASEALPHAENVMAPMASK + psh_forgot_to_set_static_SELFILLUM + psh_forgot_to_set_static_VERTEXCOLOR + psh_forgot_to_set_static_FLASHLIGHT + psh_forgot_to_set_static_SELFILLUM_ENVMAPMASK_ALPHA + psh_forgot_to_set_static_DETAIL_BLEND_MODE + psh_forgot_to_set_static_SEAMLESS_BASE + psh_forgot_to_set_static_SEAMLESS_DETAIL + psh_forgot_to_set_static_DISTANCEALPHA + psh_forgot_to_set_static_DISTANCEALPHAFROMDETAIL + psh_forgot_to_set_static_SOFT_MASK + psh_forgot_to_set_static_OUTLINE + psh_forgot_to_set_static_OUTER_GLOW + psh_forgot_to_set_static_BLENDTINTBYBASEALPHA + 0
class vertexlit_and_unlit_generic_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 )
{
m_nPIXELFOGTYPE = i ? 1 : 0;
#ifdef _DEBUG
m_bPIXELFOGTYPE = 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 )
{
m_nLIGHTING_PREVIEW = i ? 1 : 0;
#ifdef _DEBUG
m_bLIGHTING_PREVIEW = true;
#endif
}
public:
vertexlit_and_unlit_generic_ps20_Dynamic_Index()
{
#ifdef _DEBUG
m_bPIXELFOGTYPE = false;
#endif // _DEBUG
m_nPIXELFOGTYPE = 0;
#ifdef _DEBUG
m_bLIGHTING_PREVIEW = false;
#endif // _DEBUG
m_nLIGHTING_PREVIEW = 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_bLIGHTING_PREVIEW;
Assert( bAllDynamicVarsDefined );
#endif // _DEBUG
return ( 1 * m_nPIXELFOGTYPE ) + ( 2 * m_nLIGHTING_PREVIEW ) + 0;
}
};
#define shaderDynamicTest_vertexlit_and_unlit_generic_ps20 psh_forgot_to_set_dynamic_PIXELFOGTYPE + psh_forgot_to_set_dynamic_LIGHTING_PREVIEW + 0