Modified source engine (2017) developed by valve and leaked in 2020. Not for commercial purporses
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262 lines
5.1 KiB

#include "shaderlib/cshader.h"
class eyes_cloak_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 <= 1 );
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_nHDRTYPE;
#ifdef _DEBUG
bool m_bHDRTYPE;
#endif
public:
void SetHDRTYPE( int i )
{
Assert( i >= 0 && i <= 2 );
m_nHDRTYPE = i;
#ifdef _DEBUG
m_bHDRTYPE = true;
#endif
}
void SetHDRTYPE( bool i )
{
m_nHDRTYPE = i ? 1 : 0;
#ifdef _DEBUG
m_bHDRTYPE = true;
#endif
}
private:
int m_nBLUR;
#ifdef _DEBUG
bool m_bBLUR;
#endif
public:
void SetBLUR( int i )
{
Assert( i >= 0 && i <= 1 );
m_nBLUR = i;
#ifdef _DEBUG
m_bBLUR = true;
#endif
}
void SetBLUR( bool i )
{
m_nBLUR = i ? 1 : 0;
#ifdef _DEBUG
m_bBLUR = true;
#endif
}
private:
int m_nFADEOUTONSILHOUETTE;
#ifdef _DEBUG
bool m_bFADEOUTONSILHOUETTE;
#endif
public:
void SetFADEOUTONSILHOUETTE( int i )
{
Assert( i >= 0 && i <= 1 );
m_nFADEOUTONSILHOUETTE = i;
#ifdef _DEBUG
m_bFADEOUTONSILHOUETTE = true;
#endif
}
void SetFADEOUTONSILHOUETTE( bool i )
{
m_nFADEOUTONSILHOUETTE = i ? 1 : 0;
#ifdef _DEBUG
m_bFADEOUTONSILHOUETTE = 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_nREFRACTTINTTEXTURE;
#ifdef _DEBUG
bool m_bREFRACTTINTTEXTURE;
#endif
public:
void SetREFRACTTINTTEXTURE( int i )
{
Assert( i >= 0 && i <= 1 );
m_nREFRACTTINTTEXTURE = i;
#ifdef _DEBUG
m_bREFRACTTINTTEXTURE = true;
#endif
}
void SetREFRACTTINTTEXTURE( bool i )
{
m_nREFRACTTINTTEXTURE = i ? 1 : 0;
#ifdef _DEBUG
m_bREFRACTTINTTEXTURE = true;
#endif
}
private:
int m_nMASKED;
#ifdef _DEBUG
bool m_bMASKED;
#endif
public:
void SetMASKED( int i )
{
Assert( i >= 0 && i <= 1 );
m_nMASKED = i;
#ifdef _DEBUG
m_bMASKED = true;
#endif
}
void SetMASKED( bool i )
{
m_nMASKED = i ? 1 : 0;
#ifdef _DEBUG
m_bMASKED = true;
#endif
}
public:
eyes_cloak_ps20b_Static_Index( )
{
#ifdef _DEBUG
m_bCONVERT_TO_SRGB = true;
#endif // _DEBUG
m_nCONVERT_TO_SRGB = g_pHardwareConfig->NeedsShaderSRGBConversion();
#ifdef _DEBUG
m_bHDRTYPE = false;
#endif // _DEBUG
m_nHDRTYPE = 0;
#ifdef _DEBUG
m_bBLUR = false;
#endif // _DEBUG
m_nBLUR = 0;
#ifdef _DEBUG
m_bFADEOUTONSILHOUETTE = false;
#endif // _DEBUG
m_nFADEOUTONSILHOUETTE = 0;
#ifdef _DEBUG
m_bCUBEMAP = false;
#endif // _DEBUG
m_nCUBEMAP = 0;
#ifdef _DEBUG
m_bREFRACTTINTTEXTURE = false;
#endif // _DEBUG
m_nREFRACTTINTTEXTURE = 0;
#ifdef _DEBUG
m_bMASKED = false;
#endif // _DEBUG
m_nMASKED = 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_bHDRTYPE && m_bBLUR && m_bFADEOUTONSILHOUETTE && m_bCUBEMAP && m_bREFRACTTINTTEXTURE && m_bMASKED;
Assert( bAllStaticVarsDefined );
#endif // _DEBUG
return ( 4 * m_nCONVERT_TO_SRGB ) + ( 8 * m_nHDRTYPE ) + ( 24 * m_nBLUR ) + ( 48 * m_nFADEOUTONSILHOUETTE ) + ( 96 * m_nCUBEMAP ) + ( 192 * m_nREFRACTTINTTEXTURE ) + ( 384 * m_nMASKED ) + 0;
}
};
#define shaderStaticTest_eyes_cloak_ps20b psh_forgot_to_set_static_HDRTYPE + psh_forgot_to_set_static_BLUR + psh_forgot_to_set_static_FADEOUTONSILHOUETTE + psh_forgot_to_set_static_CUBEMAP + psh_forgot_to_set_static_REFRACTTINTTEXTURE + psh_forgot_to_set_static_MASKED + 0
class eyes_cloak_ps20b_Dynamic_Index
{
private:
int m_nHDRENABLED;
#ifdef _DEBUG
bool m_bHDRENABLED;
#endif
public:
void SetHDRENABLED( int i )
{
Assert( i >= 0 && i <= 1 );
m_nHDRENABLED = i;
#ifdef _DEBUG
m_bHDRENABLED = true;
#endif
}
void SetHDRENABLED( bool i )
{
m_nHDRENABLED = i ? 1 : 0;
#ifdef _DEBUG
m_bHDRENABLED = 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 )
{
m_nPIXELFOGTYPE = i ? 1 : 0;
#ifdef _DEBUG
m_bPIXELFOGTYPE = true;
#endif
}
public:
eyes_cloak_ps20b_Dynamic_Index()
{
#ifdef _DEBUG
m_bHDRENABLED = false;
#endif // _DEBUG
m_nHDRENABLED = 0;
#ifdef _DEBUG
m_bPIXELFOGTYPE = false;
#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_bHDRENABLED && m_bPIXELFOGTYPE;
Assert( bAllDynamicVarsDefined );
#endif // _DEBUG
return ( 1 * m_nHDRENABLED ) + ( 2 * m_nPIXELFOGTYPE ) + 0;
}
};
#define shaderDynamicTest_eyes_cloak_ps20b psh_forgot_to_set_dynamic_HDRENABLED + psh_forgot_to_set_dynamic_PIXELFOGTYPE + 0