source-engine/materialsystem/stdshaders/fxctmp9_360/spritecard_ps20b.inc
FluorescentCIAAfricanAmerican 3bf9df6b27 1
2020-04-22 12:56:21 -04:00

311 lines
6.3 KiB
C++

#include "shaderlib/cshader.h"
class spritecard_ps20b_Static_Index
{
private:
int m_nCONVERT_TO_SRGB;
#ifdef _DEBUG
bool m_bCONVERT_TO_SRGB;
#endif
public:
void SetCONVERT_TO_SRGB( int i )
{
Assert( i >= 0 && i <= 0 );
m_nCONVERT_TO_SRGB = i;
#ifdef _DEBUG
m_bCONVERT_TO_SRGB = true;
#endif
}
void SetCONVERT_TO_SRGB( bool i )
{
m_nCONVERT_TO_SRGB = i ? 1 : 0;
#ifdef _DEBUG
m_bCONVERT_TO_SRGB = true;
#endif
}
private:
int m_nDUALSEQUENCE;
#ifdef _DEBUG
bool m_bDUALSEQUENCE;
#endif
public:
void SetDUALSEQUENCE( int i )
{
Assert( i >= 0 && i <= 1 );
m_nDUALSEQUENCE = i;
#ifdef _DEBUG
m_bDUALSEQUENCE = true;
#endif
}
void SetDUALSEQUENCE( bool i )
{
m_nDUALSEQUENCE = i ? 1 : 0;
#ifdef _DEBUG
m_bDUALSEQUENCE = true;
#endif
}
private:
int m_nSEQUENCE_BLEND_MODE;
#ifdef _DEBUG
bool m_bSEQUENCE_BLEND_MODE;
#endif
public:
void SetSEQUENCE_BLEND_MODE( int i )
{
Assert( i >= 0 && i <= 2 );
m_nSEQUENCE_BLEND_MODE = i;
#ifdef _DEBUG
m_bSEQUENCE_BLEND_MODE = true;
#endif
}
void SetSEQUENCE_BLEND_MODE( bool i )
{
m_nSEQUENCE_BLEND_MODE = i ? 1 : 0;
#ifdef _DEBUG
m_bSEQUENCE_BLEND_MODE = true;
#endif
}
private:
int m_nADDBASETEXTURE2;
#ifdef _DEBUG
bool m_bADDBASETEXTURE2;
#endif
public:
void SetADDBASETEXTURE2( int i )
{
Assert( i >= 0 && i <= 1 );
m_nADDBASETEXTURE2 = i;
#ifdef _DEBUG
m_bADDBASETEXTURE2 = true;
#endif
}
void SetADDBASETEXTURE2( bool i )
{
m_nADDBASETEXTURE2 = i ? 1 : 0;
#ifdef _DEBUG
m_bADDBASETEXTURE2 = true;
#endif
}
private:
int m_nMAXLUMFRAMEBLEND1;
#ifdef _DEBUG
bool m_bMAXLUMFRAMEBLEND1;
#endif
public:
void SetMAXLUMFRAMEBLEND1( int i )
{
Assert( i >= 0 && i <= 1 );
m_nMAXLUMFRAMEBLEND1 = i;
#ifdef _DEBUG
m_bMAXLUMFRAMEBLEND1 = true;
#endif
}
void SetMAXLUMFRAMEBLEND1( bool i )
{
m_nMAXLUMFRAMEBLEND1 = i ? 1 : 0;
#ifdef _DEBUG
m_bMAXLUMFRAMEBLEND1 = true;
#endif
}
private:
int m_nMAXLUMFRAMEBLEND2;
#ifdef _DEBUG
bool m_bMAXLUMFRAMEBLEND2;
#endif
public:
void SetMAXLUMFRAMEBLEND2( int i )
{
Assert( i >= 0 && i <= 1 );
m_nMAXLUMFRAMEBLEND2 = i;
#ifdef _DEBUG
m_bMAXLUMFRAMEBLEND2 = true;
#endif
}
void SetMAXLUMFRAMEBLEND2( bool i )
{
m_nMAXLUMFRAMEBLEND2 = i ? 1 : 0;
#ifdef _DEBUG
m_bMAXLUMFRAMEBLEND2 = true;
#endif
}
private:
int m_nEXTRACTGREENALPHA;
#ifdef _DEBUG
bool m_bEXTRACTGREENALPHA;
#endif
public:
void SetEXTRACTGREENALPHA( int i )
{
Assert( i >= 0 && i <= 1 );
m_nEXTRACTGREENALPHA = i;
#ifdef _DEBUG
m_bEXTRACTGREENALPHA = true;
#endif
}
void SetEXTRACTGREENALPHA( bool i )
{
m_nEXTRACTGREENALPHA = i ? 1 : 0;
#ifdef _DEBUG
m_bEXTRACTGREENALPHA = true;
#endif
}
private:
int m_nCOLORRAMP;
#ifdef _DEBUG
bool m_bCOLORRAMP;
#endif
public:
void SetCOLORRAMP( int i )
{
Assert( i >= 0 && i <= 1 );
m_nCOLORRAMP = i;
#ifdef _DEBUG
m_bCOLORRAMP = true;
#endif
}
void SetCOLORRAMP( bool i )
{
m_nCOLORRAMP = i ? 1 : 0;
#ifdef _DEBUG
m_bCOLORRAMP = true;
#endif
}
private:
int m_nANIMBLEND;
#ifdef _DEBUG
bool m_bANIMBLEND;
#endif
public:
void SetANIMBLEND( int i )
{
Assert( i >= 0 && i <= 1 );
m_nANIMBLEND = i;
#ifdef _DEBUG
m_bANIMBLEND = true;
#endif
}
void SetANIMBLEND( bool i )
{
m_nANIMBLEND = i ? 1 : 0;
#ifdef _DEBUG
m_bANIMBLEND = true;
#endif
}
private:
int m_nADDSELF;
#ifdef _DEBUG
bool m_bADDSELF;
#endif
public:
void SetADDSELF( int i )
{
Assert( i >= 0 && i <= 1 );
m_nADDSELF = i;
#ifdef _DEBUG
m_bADDSELF = true;
#endif
}
void SetADDSELF( bool i )
{
m_nADDSELF = i ? 1 : 0;
#ifdef _DEBUG
m_bADDSELF = true;
#endif
}
private:
int m_nDEPTHBLEND;
#ifdef _DEBUG
bool m_bDEPTHBLEND;
#endif
public:
void SetDEPTHBLEND( int i )
{
Assert( i >= 0 && i <= 1 );
m_nDEPTHBLEND = i;
#ifdef _DEBUG
m_bDEPTHBLEND = true;
#endif
}
void SetDEPTHBLEND( bool i )
{
m_nDEPTHBLEND = i ? 1 : 0;
#ifdef _DEBUG
m_bDEPTHBLEND = true;
#endif
}
public:
spritecard_ps20b_Static_Index( )
{
#ifdef _DEBUG
m_bCONVERT_TO_SRGB = true;
#endif // _DEBUG
m_nCONVERT_TO_SRGB = 0;
#ifdef _DEBUG
m_bDUALSEQUENCE = false;
#endif // _DEBUG
m_nDUALSEQUENCE = 0;
#ifdef _DEBUG
m_bSEQUENCE_BLEND_MODE = false;
#endif // _DEBUG
m_nSEQUENCE_BLEND_MODE = 0;
#ifdef _DEBUG
m_bADDBASETEXTURE2 = false;
#endif // _DEBUG
m_nADDBASETEXTURE2 = 0;
#ifdef _DEBUG
m_bMAXLUMFRAMEBLEND1 = false;
#endif // _DEBUG
m_nMAXLUMFRAMEBLEND1 = 0;
#ifdef _DEBUG
m_bMAXLUMFRAMEBLEND2 = false;
#endif // _DEBUG
m_nMAXLUMFRAMEBLEND2 = 0;
#ifdef _DEBUG
m_bEXTRACTGREENALPHA = false;
#endif // _DEBUG
m_nEXTRACTGREENALPHA = 0;
#ifdef _DEBUG
m_bCOLORRAMP = false;
#endif // _DEBUG
m_nCOLORRAMP = 0;
#ifdef _DEBUG
m_bANIMBLEND = false;
#endif // _DEBUG
m_nANIMBLEND = 0;
#ifdef _DEBUG
m_bADDSELF = false;
#endif // _DEBUG
m_nADDSELF = 0;
#ifdef _DEBUG
m_bDEPTHBLEND = false;
#endif // _DEBUG
m_nDEPTHBLEND = 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_bCONVERT_TO_SRGB && m_bDUALSEQUENCE && m_bSEQUENCE_BLEND_MODE && m_bADDBASETEXTURE2 && m_bMAXLUMFRAMEBLEND1 && m_bMAXLUMFRAMEBLEND2 && m_bEXTRACTGREENALPHA && m_bCOLORRAMP && m_bANIMBLEND && m_bADDSELF && m_bDEPTHBLEND;
Assert( bAllStaticVarsDefined );
#endif // _DEBUG
return ( 1 * m_nCONVERT_TO_SRGB ) + ( 1 * m_nDUALSEQUENCE ) + ( 2 * m_nSEQUENCE_BLEND_MODE ) + ( 6 * m_nADDBASETEXTURE2 ) + ( 12 * m_nMAXLUMFRAMEBLEND1 ) + ( 24 * m_nMAXLUMFRAMEBLEND2 ) + ( 48 * m_nEXTRACTGREENALPHA ) + ( 96 * m_nCOLORRAMP ) + ( 192 * m_nANIMBLEND ) + ( 384 * m_nADDSELF ) + ( 768 * m_nDEPTHBLEND ) + 0;
}
};
#define shaderStaticTest_spritecard_ps20b psh_forgot_to_set_static_DUALSEQUENCE + psh_forgot_to_set_static_SEQUENCE_BLEND_MODE + psh_forgot_to_set_static_ADDBASETEXTURE2 + psh_forgot_to_set_static_MAXLUMFRAMEBLEND1 + psh_forgot_to_set_static_MAXLUMFRAMEBLEND2 + psh_forgot_to_set_static_EXTRACTGREENALPHA + psh_forgot_to_set_static_COLORRAMP + psh_forgot_to_set_static_ANIMBLEND + psh_forgot_to_set_static_ADDSELF + psh_forgot_to_set_static_DEPTHBLEND + 0
class spritecard_ps20b_Dynamic_Index
{
public:
spritecard_ps20b_Dynamic_Index()
{
}
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_spritecard_ps20b 0