// ALL SKIP STATEMENTS THAT AFFECT THIS SHADER!!! // ($PIXELFOGTYPE == 0) && ($WRITEWATERFOGTODESTALPHA != 0) // (! $DETAILTEXTURE) && ( $DETAIL_BLEND_MODE != 0 ) // ( $FLASHLIGHT == 0 ) && ( $FLASHLIGHTSHADOWS == 1 ) // ( $FLASHLIGHT == 0 ) && ( $FLASHLIGHTDEPTHFILTERMODE != 0 ) // ( $SELFILLUM == 0 ) && ( $SELFILLUMFRESNEL == 1 ) // ( $FLASHLIGHT == 1 ) && ( $SELFILLUMFRESNEL == 1 ) // ( $FLASHLIGHT == 1 ) && ( $SELFILLUM == 1 ) // ( $BLENDTINTBYBASEALPHA ) && ( $SELFILLUM ) // $FASTPATH_NOBUMP && ( $RIMLIGHT || $DETAILTEXTURE || $PHONGWARPTEXTURE || $SELFILLUM || $BLENDTINTBYBASEALPHA ) // defined $HDRTYPE && defined $HDRENABLED && !$HDRTYPE && $HDRENABLED // defined $PIXELFOGTYPE && defined $WRITEWATERFOGTODESTALPHA && ( $PIXELFOGTYPE != 1 ) && $WRITEWATERFOGTODESTALPHA // defined $LIGHTING_PREVIEW && defined $HDRTYPE && $LIGHTING_PREVIEW && $HDRTYPE != 0 // 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 $HDRTYPE && defined $HDRENABLED && !$HDRTYPE && $HDRENABLED // defined $PIXELFOGTYPE && defined $WRITEWATERFOGTODESTALPHA && ( $PIXELFOGTYPE != 1 ) && $WRITEWATERFOGTODESTALPHA // defined $LIGHTING_PREVIEW && defined $HDRTYPE && $LIGHTING_PREVIEW && $HDRTYPE != 0 // 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 #ifndef SKIN_PS30_H #define SKIN_PS30_H #include "shaderapi/ishaderapi.h" #include "shaderapi/ishadershadow.h" #include "materialsystem/imaterialvar.h" class skin_ps30_Static_Index { unsigned int m_nCONVERT_TO_SRGB : 1; unsigned int m_nCUBEMAP : 2; unsigned int m_nSELFILLUM : 2; unsigned int m_nSELFILLUMFRESNEL : 2; unsigned int m_nFLASHLIGHT : 2; unsigned int m_nLIGHTWARPTEXTURE : 2; unsigned int m_nPHONGWARPTEXTURE : 2; unsigned int m_nWRINKLEMAP : 2; unsigned int m_nDETAIL_BLEND_MODE : 3; unsigned int m_nDETAILTEXTURE : 2; unsigned int m_nRIMLIGHT : 2; unsigned int m_nFLASHLIGHTDEPTHFILTERMODE : 2; unsigned int m_nFASTPATH_NOBUMP : 2; unsigned int m_nBLENDTINTBYBASEALPHA : 2; #ifdef _DEBUG bool m_bCONVERT_TO_SRGB : 1; bool m_bCUBEMAP : 1; bool m_bSELFILLUM : 1; bool m_bSELFILLUMFRESNEL : 1; bool m_bFLASHLIGHT : 1; bool m_bLIGHTWARPTEXTURE : 1; bool m_bPHONGWARPTEXTURE : 1; bool m_bWRINKLEMAP : 1; bool m_bDETAIL_BLEND_MODE : 1; bool m_bDETAILTEXTURE : 1; bool m_bRIMLIGHT : 1; bool m_bFLASHLIGHTDEPTHFILTERMODE : 1; bool m_bFASTPATH_NOBUMP : 1; bool m_bBLENDTINTBYBASEALPHA : 1; #endif // _DEBUG 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 // _DEBUG } void SetCUBEMAP( int i ) { Assert( i >= 0 && i <= 1 ); m_nCUBEMAP = i; #ifdef _DEBUG m_bCUBEMAP = true; #endif // _DEBUG } void SetSELFILLUM( int i ) { Assert( i >= 0 && i <= 1 ); m_nSELFILLUM = i; #ifdef _DEBUG m_bSELFILLUM = true; #endif // _DEBUG } void SetSELFILLUMFRESNEL( int i ) { Assert( i >= 0 && i <= 1 ); m_nSELFILLUMFRESNEL = i; #ifdef _DEBUG m_bSELFILLUMFRESNEL = true; #endif // _DEBUG } void SetFLASHLIGHT( int i ) { Assert( i >= 0 && i <= 1 ); m_nFLASHLIGHT = i; #ifdef _DEBUG m_bFLASHLIGHT = true; #endif // _DEBUG } void SetLIGHTWARPTEXTURE( int i ) { Assert( i >= 0 && i <= 1 ); m_nLIGHTWARPTEXTURE = i; #ifdef _DEBUG m_bLIGHTWARPTEXTURE = true; #endif // _DEBUG } void SetPHONGWARPTEXTURE( int i ) { Assert( i >= 0 && i <= 1 ); m_nPHONGWARPTEXTURE = i; #ifdef _DEBUG m_bPHONGWARPTEXTURE = true; #endif // _DEBUG } void SetWRINKLEMAP( int i ) { Assert( i >= 0 && i <= 1 ); m_nWRINKLEMAP = i; #ifdef _DEBUG m_bWRINKLEMAP = true; #endif // _DEBUG } void SetDETAIL_BLEND_MODE( int i ) { Assert( i >= 0 && i <= 6 ); m_nDETAIL_BLEND_MODE = i; #ifdef _DEBUG m_bDETAIL_BLEND_MODE = true; #endif // _DEBUG } void SetDETAILTEXTURE( int i ) { Assert( i >= 0 && i <= 1 ); m_nDETAILTEXTURE = i; #ifdef _DEBUG m_bDETAILTEXTURE = true; #endif // _DEBUG } void SetRIMLIGHT( int i ) { Assert( i >= 0 && i <= 1 ); m_nRIMLIGHT = i; #ifdef _DEBUG m_bRIMLIGHT = true; #endif // _DEBUG } void SetFLASHLIGHTDEPTHFILTERMODE( int i ) { Assert( i >= 0 && i <= 2 ); m_nFLASHLIGHTDEPTHFILTERMODE = i; #ifdef _DEBUG m_bFLASHLIGHTDEPTHFILTERMODE = true; #endif // _DEBUG } void SetFASTPATH_NOBUMP( int i ) { Assert( i >= 0 && i <= 1 ); m_nFASTPATH_NOBUMP = i; #ifdef _DEBUG m_bFASTPATH_NOBUMP = true; #endif // _DEBUG } void SetBLENDTINTBYBASEALPHA( int i ) { Assert( i >= 0 && i <= 1 ); m_nBLENDTINTBYBASEALPHA = i; #ifdef _DEBUG m_bBLENDTINTBYBASEALPHA = true; #endif // _DEBUG } skin_ps30_Static_Index() { m_nCONVERT_TO_SRGB = 0; m_nCUBEMAP = 0; m_nSELFILLUM = 0; m_nSELFILLUMFRESNEL = 0; m_nFLASHLIGHT = 0; m_nLIGHTWARPTEXTURE = 0; m_nPHONGWARPTEXTURE = 0; m_nWRINKLEMAP = 0; m_nDETAIL_BLEND_MODE = 0; m_nDETAILTEXTURE = 0; m_nRIMLIGHT = 0; m_nFLASHLIGHTDEPTHFILTERMODE = 0; m_nFASTPATH_NOBUMP = 0; m_nBLENDTINTBYBASEALPHA = 0; #ifdef _DEBUG m_bCONVERT_TO_SRGB = false; m_bCUBEMAP = false; m_bSELFILLUM = false; m_bSELFILLUMFRESNEL = false; m_bFLASHLIGHT = false; m_bLIGHTWARPTEXTURE = false; m_bPHONGWARPTEXTURE = false; m_bWRINKLEMAP = false; m_bDETAIL_BLEND_MODE = false; m_bDETAILTEXTURE = false; m_bRIMLIGHT = false; m_bFLASHLIGHTDEPTHFILTERMODE = false; m_bFASTPATH_NOBUMP = false; m_bBLENDTINTBYBASEALPHA = false; #endif // _DEBUG } int GetIndex() const { Assert( m_bCONVERT_TO_SRGB && m_bCUBEMAP && m_bSELFILLUM && m_bSELFILLUMFRESNEL && m_bFLASHLIGHT && m_bLIGHTWARPTEXTURE && m_bPHONGWARPTEXTURE && m_bWRINKLEMAP && m_bDETAIL_BLEND_MODE && m_bDETAILTEXTURE && m_bRIMLIGHT && m_bFLASHLIGHTDEPTHFILTERMODE && m_bFASTPATH_NOBUMP && m_bBLENDTINTBYBASEALPHA ); return ( 80 * m_nCONVERT_TO_SRGB ) + ( 80 * m_nCUBEMAP ) + ( 160 * m_nSELFILLUM ) + ( 320 * m_nSELFILLUMFRESNEL ) + ( 640 * m_nFLASHLIGHT ) + ( 1280 * m_nLIGHTWARPTEXTURE ) + ( 2560 * m_nPHONGWARPTEXTURE ) + ( 5120 * m_nWRINKLEMAP ) + ( 10240 * m_nDETAIL_BLEND_MODE ) + ( 71680 * m_nDETAILTEXTURE ) + ( 143360 * m_nRIMLIGHT ) + ( 286720 * m_nFLASHLIGHTDEPTHFILTERMODE ) + ( 860160 * m_nFASTPATH_NOBUMP ) + ( 1720320 * m_nBLENDTINTBYBASEALPHA ) + 0; } }; #define shaderStaticTest_skin_ps30 psh_forgot_to_set_static_CONVERT_TO_SRGB + psh_forgot_to_set_static_CUBEMAP + psh_forgot_to_set_static_SELFILLUM + psh_forgot_to_set_static_SELFILLUMFRESNEL + psh_forgot_to_set_static_FLASHLIGHT + psh_forgot_to_set_static_LIGHTWARPTEXTURE + psh_forgot_to_set_static_PHONGWARPTEXTURE + psh_forgot_to_set_static_WRINKLEMAP + psh_forgot_to_set_static_DETAIL_BLEND_MODE + psh_forgot_to_set_static_DETAILTEXTURE + psh_forgot_to_set_static_RIMLIGHT + psh_forgot_to_set_static_FLASHLIGHTDEPTHFILTERMODE + psh_forgot_to_set_static_FASTPATH_NOBUMP + psh_forgot_to_set_static_BLENDTINTBYBASEALPHA class skin_ps30_Dynamic_Index { unsigned int m_nWRITEWATERFOGTODESTALPHA : 2; unsigned int m_nPIXELFOGTYPE : 2; unsigned int m_nNUM_LIGHTS : 3; unsigned int m_nWRITE_DEPTH_TO_DESTALPHA : 2; unsigned int m_nFLASHLIGHTSHADOWS : 2; #ifdef _DEBUG bool m_bWRITEWATERFOGTODESTALPHA : 1; bool m_bPIXELFOGTYPE : 1; bool m_bNUM_LIGHTS : 1; bool m_bWRITE_DEPTH_TO_DESTALPHA : 1; bool m_bFLASHLIGHTSHADOWS : 1; #endif // _DEBUG public: void SetWRITEWATERFOGTODESTALPHA( int i ) { Assert( i >= 0 && i <= 1 ); m_nWRITEWATERFOGTODESTALPHA = i; #ifdef _DEBUG m_bWRITEWATERFOGTODESTALPHA = true; #endif // _DEBUG } void SetPIXELFOGTYPE( int i ) { Assert( i >= 0 && i <= 1 ); m_nPIXELFOGTYPE = i; #ifdef _DEBUG m_bPIXELFOGTYPE = true; #endif // _DEBUG } void SetNUM_LIGHTS( int i ) { Assert( i >= 0 && i <= 4 ); m_nNUM_LIGHTS = i; #ifdef _DEBUG m_bNUM_LIGHTS = true; #endif // _DEBUG } void SetWRITE_DEPTH_TO_DESTALPHA( int i ) { Assert( i >= 0 && i <= 1 ); m_nWRITE_DEPTH_TO_DESTALPHA = i; #ifdef _DEBUG m_bWRITE_DEPTH_TO_DESTALPHA = true; #endif // _DEBUG } void SetFLASHLIGHTSHADOWS( int i ) { Assert( i >= 0 && i <= 1 ); m_nFLASHLIGHTSHADOWS = i; #ifdef _DEBUG m_bFLASHLIGHTSHADOWS = true; #endif // _DEBUG } skin_ps30_Dynamic_Index() { m_nWRITEWATERFOGTODESTALPHA = 0; m_nPIXELFOGTYPE = 0; m_nNUM_LIGHTS = 0; m_nWRITE_DEPTH_TO_DESTALPHA = 0; m_nFLASHLIGHTSHADOWS = 0; #ifdef _DEBUG m_bWRITEWATERFOGTODESTALPHA = false; m_bPIXELFOGTYPE = false; m_bNUM_LIGHTS = false; m_bWRITE_DEPTH_TO_DESTALPHA = false; m_bFLASHLIGHTSHADOWS = false; #endif // _DEBUG } int GetIndex() const { Assert( m_bWRITEWATERFOGTODESTALPHA && m_bPIXELFOGTYPE && m_bNUM_LIGHTS && m_bWRITE_DEPTH_TO_DESTALPHA && m_bFLASHLIGHTSHADOWS ); return ( 1 * m_nWRITEWATERFOGTODESTALPHA ) + ( 2 * m_nPIXELFOGTYPE ) + ( 4 * m_nNUM_LIGHTS ) + ( 20 * m_nWRITE_DEPTH_TO_DESTALPHA ) + ( 40 * m_nFLASHLIGHTSHADOWS ) + 0; } }; #define shaderDynamicTest_skin_ps30 psh_forgot_to_set_dynamic_WRITEWATERFOGTODESTALPHA + psh_forgot_to_set_dynamic_PIXELFOGTYPE + psh_forgot_to_set_dynamic_NUM_LIGHTS + psh_forgot_to_set_dynamic_WRITE_DEPTH_TO_DESTALPHA + psh_forgot_to_set_dynamic_FLASHLIGHTSHADOWS #endif // SKIN_PS30_H