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138 lines
3.0 KiB
C++
138 lines
3.0 KiB
C++
#include "shaderlib/cshader.h"
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class unlittwotexture_ps20b_Static_Index
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{
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private:
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int m_nCONVERT_TO_SRGB;
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#ifdef _DEBUG
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bool m_bCONVERT_TO_SRGB;
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#endif
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public:
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void SetCONVERT_TO_SRGB( int i )
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{
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Assert( i >= 0 && i <= 0 );
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m_nCONVERT_TO_SRGB = i;
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#ifdef _DEBUG
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m_bCONVERT_TO_SRGB = true;
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#endif
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}
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void SetCONVERT_TO_SRGB( bool i )
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{
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m_nCONVERT_TO_SRGB = i ? 1 : 0;
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#ifdef _DEBUG
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m_bCONVERT_TO_SRGB = true;
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#endif
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}
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public:
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unlittwotexture_ps20b_Static_Index( )
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{
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#ifdef _DEBUG
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m_bCONVERT_TO_SRGB = true;
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#endif // _DEBUG
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m_nCONVERT_TO_SRGB = 0;
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}
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int GetIndex()
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{
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// Asserts to make sure that we aren't using any skipped combinations.
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// Asserts to make sure that we are setting all of the combination vars.
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#ifdef _DEBUG
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bool bAllStaticVarsDefined = m_bCONVERT_TO_SRGB;
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Assert( bAllStaticVarsDefined );
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#endif // _DEBUG
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return ( 2 * m_nCONVERT_TO_SRGB ) + 0;
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}
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};
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#define shaderStaticTest_unlittwotexture_ps20b 0
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class unlittwotexture_ps20b_Dynamic_Index
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{
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private:
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int m_nPIXELFOGTYPE;
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#ifdef _DEBUG
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bool m_bPIXELFOGTYPE;
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#endif
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public:
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void SetPIXELFOGTYPE( int i )
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{
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Assert( i >= 0 && i <= 1 );
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m_nPIXELFOGTYPE = i;
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#ifdef _DEBUG
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m_bPIXELFOGTYPE = true;
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#endif
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}
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void SetPIXELFOGTYPE( bool i )
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{
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m_nPIXELFOGTYPE = i ? 1 : 0;
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#ifdef _DEBUG
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m_bPIXELFOGTYPE = true;
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#endif
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}
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private:
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int m_nLIGHTING_PREVIEW;
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#ifdef _DEBUG
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bool m_bLIGHTING_PREVIEW;
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#endif
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public:
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void SetLIGHTING_PREVIEW( int i )
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{
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Assert( i >= 0 && i <= 0 );
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m_nLIGHTING_PREVIEW = i;
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#ifdef _DEBUG
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m_bLIGHTING_PREVIEW = true;
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#endif
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}
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void SetLIGHTING_PREVIEW( bool i )
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{
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m_nLIGHTING_PREVIEW = i ? 1 : 0;
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#ifdef _DEBUG
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m_bLIGHTING_PREVIEW = true;
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#endif
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}
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private:
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int m_nWRITE_DEPTH_TO_DESTALPHA;
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#ifdef _DEBUG
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bool m_bWRITE_DEPTH_TO_DESTALPHA;
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#endif
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public:
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void SetWRITE_DEPTH_TO_DESTALPHA( int i )
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{
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Assert( i >= 0 && i <= 0 );
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m_nWRITE_DEPTH_TO_DESTALPHA = i;
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#ifdef _DEBUG
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m_bWRITE_DEPTH_TO_DESTALPHA = true;
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#endif
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}
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void SetWRITE_DEPTH_TO_DESTALPHA( bool i )
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{
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m_nWRITE_DEPTH_TO_DESTALPHA = i ? 1 : 0;
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#ifdef _DEBUG
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m_bWRITE_DEPTH_TO_DESTALPHA = true;
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#endif
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}
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public:
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unlittwotexture_ps20b_Dynamic_Index()
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{
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#ifdef _DEBUG
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m_bPIXELFOGTYPE = false;
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#endif // _DEBUG
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m_nPIXELFOGTYPE = 0;
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#ifdef _DEBUG
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m_bLIGHTING_PREVIEW = false;
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#endif // _DEBUG
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m_nLIGHTING_PREVIEW = 0;
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#ifdef _DEBUG
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m_bWRITE_DEPTH_TO_DESTALPHA = false;
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#endif // _DEBUG
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m_nWRITE_DEPTH_TO_DESTALPHA = 0;
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}
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int GetIndex()
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{
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// Asserts to make sure that we aren't using any skipped combinations.
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// Asserts to make sure that we are setting all of the combination vars.
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#ifdef _DEBUG
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bool bAllDynamicVarsDefined = m_bPIXELFOGTYPE && m_bLIGHTING_PREVIEW && m_bWRITE_DEPTH_TO_DESTALPHA;
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Assert( bAllDynamicVarsDefined );
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#endif // _DEBUG
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return ( 1 * m_nPIXELFOGTYPE ) + ( 2 * m_nLIGHTING_PREVIEW ) + ( 2 * m_nWRITE_DEPTH_TO_DESTALPHA ) + 0;
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}
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};
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#define shaderDynamicTest_unlittwotexture_ps20b psh_forgot_to_set_dynamic_PIXELFOGTYPE + psh_forgot_to_set_dynamic_LIGHTING_PREVIEW + psh_forgot_to_set_dynamic_WRITE_DEPTH_TO_DESTALPHA + 0
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