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

#include "shaderlib/cshader.h"
class vertexlit_and_unlit_generic_bump_ps30_Static_Index
{
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_nLIGHTWARPTEXTURE;
#ifdef _DEBUG
bool m_bLIGHTWARPTEXTURE;
#endif
public:
void SetLIGHTWARPTEXTURE( int i )
{
Assert( i >= 0 && i <= 1 );
m_nLIGHTWARPTEXTURE = i;
#ifdef _DEBUG
m_bLIGHTWARPTEXTURE = true;
#endif
}
void SetLIGHTWARPTEXTURE( bool i )
{
m_nLIGHTWARPTEXTURE = i ? 1 : 0;
#ifdef _DEBUG
m_bLIGHTWARPTEXTURE = 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_nSELFILLUMFRESNEL;
#ifdef _DEBUG
bool m_bSELFILLUMFRESNEL;
#endif
public:
void SetSELFILLUMFRESNEL( int i )
{
Assert( i >= 0 && i <= 1 );
m_nSELFILLUMFRESNEL = i;
#ifdef _DEBUG
m_bSELFILLUMFRESNEL = true;
#endif
}
void SetSELFILLUMFRESNEL( bool i )
{
m_nSELFILLUMFRESNEL = i ? 1 : 0;
#ifdef _DEBUG
m_bSELFILLUMFRESNEL = true;
#endif
}
private:
int m_nNORMALMAPALPHAENVMAPMASK;
#ifdef _DEBUG
bool m_bNORMALMAPALPHAENVMAPMASK;
#endif
public:
void SetNORMALMAPALPHAENVMAPMASK( int i )
{
Assert( i >= 0 && i <= 1 );
m_nNORMALMAPALPHAENVMAPMASK = i;
#ifdef _DEBUG
m_bNORMALMAPALPHAENVMAPMASK = true;
#endif
}
void SetNORMALMAPALPHAENVMAPMASK( bool i )
{
m_nNORMALMAPALPHAENVMAPMASK = i ? 1 : 0;
#ifdef _DEBUG
m_bNORMALMAPALPHAENVMAPMASK = true;
#endif
}
private:
int m_nHALFLAMBERT;
#ifdef _DEBUG
bool m_bHALFLAMBERT;
#endif
public:
void SetHALFLAMBERT( int i )
{
Assert( i >= 0 && i <= 1 );
m_nHALFLAMBERT = i;
#ifdef _DEBUG
m_bHALFLAMBERT = true;
#endif
}
void SetHALFLAMBERT( bool i )
{
m_nHALFLAMBERT = i ? 1 : 0;
#ifdef _DEBUG
m_bHALFLAMBERT = 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_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_nDETAIL_BLEND_MODE;
#ifdef _DEBUG
bool m_bDETAIL_BLEND_MODE;
#endif
public:
void SetDETAIL_BLEND_MODE( int i )
{
Assert( i >= 0 && i <= 6 );
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_nFLASHLIGHTDEPTHFILTERMODE;
#ifdef _DEBUG
bool m_bFLASHLIGHTDEPTHFILTERMODE;
#endif
public:
void SetFLASHLIGHTDEPTHFILTERMODE( int i )
{
Assert( i >= 0 && i <= 2 );
m_nFLASHLIGHTDEPTHFILTERMODE = i;
#ifdef _DEBUG
m_bFLASHLIGHTDEPTHFILTERMODE = true;
#endif
}
void SetFLASHLIGHTDEPTHFILTERMODE( bool i )
{
m_nFLASHLIGHTDEPTHFILTERMODE = i ? 1 : 0;
#ifdef _DEBUG
m_bFLASHLIGHTDEPTHFILTERMODE = 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_bump_ps30_Static_Index( )
{
#ifdef _DEBUG
m_bCUBEMAP = false;
#endif // _DEBUG
m_nCUBEMAP = 0;
#ifdef _DEBUG
m_bDIFFUSELIGHTING = false;
#endif // _DEBUG
m_nDIFFUSELIGHTING = 0;
#ifdef _DEBUG
m_bLIGHTWARPTEXTURE = false;
#endif // _DEBUG
m_nLIGHTWARPTEXTURE = 0;
#ifdef _DEBUG
m_bSELFILLUM = false;
#endif // _DEBUG
m_nSELFILLUM = 0;
#ifdef _DEBUG
m_bSELFILLUMFRESNEL = false;
#endif // _DEBUG
m_nSELFILLUMFRESNEL = 0;
#ifdef _DEBUG
m_bNORMALMAPALPHAENVMAPMASK = false;
#endif // _DEBUG
m_nNORMALMAPALPHAENVMAPMASK = 0;
#ifdef _DEBUG
m_bHALFLAMBERT = false;
#endif // _DEBUG
m_nHALFLAMBERT = 0;
#ifdef _DEBUG
m_bFLASHLIGHT = false;
#endif // _DEBUG
m_nFLASHLIGHT = 0;
#ifdef _DEBUG
m_bDETAILTEXTURE = false;
#endif // _DEBUG
m_nDETAILTEXTURE = 0;
#ifdef _DEBUG
m_bDETAIL_BLEND_MODE = false;
#endif // _DEBUG
m_nDETAIL_BLEND_MODE = 0;
#ifdef _DEBUG
m_bFLASHLIGHTDEPTHFILTERMODE = false;
#endif // _DEBUG
m_nFLASHLIGHTDEPTHFILTERMODE = 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_bCUBEMAP && m_bDIFFUSELIGHTING && m_bLIGHTWARPTEXTURE && m_bSELFILLUM && m_bSELFILLUMFRESNEL && m_bNORMALMAPALPHAENVMAPMASK && m_bHALFLAMBERT && m_bFLASHLIGHT && m_bDETAILTEXTURE && m_bDETAIL_BLEND_MODE && m_bFLASHLIGHTDEPTHFILTERMODE && m_bBLENDTINTBYBASEALPHA;
Assert( bAllStaticVarsDefined );
#endif // _DEBUG
return ( 20 * m_nCUBEMAP ) + ( 40 * m_nDIFFUSELIGHTING ) + ( 80 * m_nLIGHTWARPTEXTURE ) + ( 160 * m_nSELFILLUM ) + ( 320 * m_nSELFILLUMFRESNEL ) + ( 640 * m_nNORMALMAPALPHAENVMAPMASK ) + ( 1280 * m_nHALFLAMBERT ) + ( 2560 * m_nFLASHLIGHT ) + ( 5120 * m_nDETAILTEXTURE ) + ( 10240 * m_nDETAIL_BLEND_MODE ) + ( 71680 * m_nFLASHLIGHTDEPTHFILTERMODE ) + ( 215040 * m_nBLENDTINTBYBASEALPHA ) + 0;
}
};
#define shaderStaticTest_vertexlit_and_unlit_generic_bump_ps30 psh_forgot_to_set_static_CUBEMAP + psh_forgot_to_set_static_DIFFUSELIGHTING + psh_forgot_to_set_static_LIGHTWARPTEXTURE + psh_forgot_to_set_static_SELFILLUM + psh_forgot_to_set_static_SELFILLUMFRESNEL + psh_forgot_to_set_static_NORMALMAPALPHAENVMAPMASK + psh_forgot_to_set_static_HALFLAMBERT + psh_forgot_to_set_static_FLASHLIGHT + psh_forgot_to_set_static_DETAILTEXTURE + psh_forgot_to_set_static_DETAIL_BLEND_MODE + psh_forgot_to_set_static_FLASHLIGHTDEPTHFILTERMODE + psh_forgot_to_set_static_BLENDTINTBYBASEALPHA + 0
class vertexlit_and_unlit_generic_bump_ps30_Dynamic_Index
{
private:
int m_nNUM_LIGHTS;
#ifdef _DEBUG
bool m_bNUM_LIGHTS;
#endif
public:
void SetNUM_LIGHTS( int i )
{
Assert( i >= 0 && i <= 4 );
m_nNUM_LIGHTS = i;
#ifdef _DEBUG
m_bNUM_LIGHTS = true;
#endif
}
void SetNUM_LIGHTS( bool i )
{
m_nNUM_LIGHTS = i ? 1 : 0;
#ifdef _DEBUG
m_bNUM_LIGHTS = true;
#endif
}
private:
int m_nAMBIENT_LIGHT;
#ifdef _DEBUG
bool m_bAMBIENT_LIGHT;
#endif
public:
void SetAMBIENT_LIGHT( int i )
{
Assert( i >= 0 && i <= 1 );
m_nAMBIENT_LIGHT = i;
#ifdef _DEBUG
m_bAMBIENT_LIGHT = true;
#endif
}
void SetAMBIENT_LIGHT( bool i )
{
m_nAMBIENT_LIGHT = i ? 1 : 0;
#ifdef _DEBUG
m_bAMBIENT_LIGHT = true;
#endif
}
private:
int m_nFLASHLIGHTSHADOWS;
#ifdef _DEBUG
bool m_bFLASHLIGHTSHADOWS;
#endif
public:
void SetFLASHLIGHTSHADOWS( int i )
{
Assert( i >= 0 && i <= 1 );
m_nFLASHLIGHTSHADOWS = i;
#ifdef _DEBUG
m_bFLASHLIGHTSHADOWS = true;
#endif
}
void SetFLASHLIGHTSHADOWS( bool i )
{
m_nFLASHLIGHTSHADOWS = i ? 1 : 0;
#ifdef _DEBUG
m_bFLASHLIGHTSHADOWS = true;
#endif
}
public:
vertexlit_and_unlit_generic_bump_ps30_Dynamic_Index()
{
#ifdef _DEBUG
m_bNUM_LIGHTS = false;
#endif // _DEBUG
m_nNUM_LIGHTS = 0;
#ifdef _DEBUG
m_bAMBIENT_LIGHT = false;
#endif // _DEBUG
m_nAMBIENT_LIGHT = 0;
#ifdef _DEBUG
m_bFLASHLIGHTSHADOWS = false;
#endif // _DEBUG
m_nFLASHLIGHTSHADOWS = 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_bNUM_LIGHTS && m_bAMBIENT_LIGHT && m_bFLASHLIGHTSHADOWS;
Assert( bAllDynamicVarsDefined );
#endif // _DEBUG
return ( 1 * m_nNUM_LIGHTS ) + ( 5 * m_nAMBIENT_LIGHT ) + ( 10 * m_nFLASHLIGHTSHADOWS ) + 0;
}
};
#define shaderDynamicTest_vertexlit_and_unlit_generic_bump_ps30 psh_forgot_to_set_dynamic_NUM_LIGHTS + psh_forgot_to_set_dynamic_AMBIENT_LIGHT + psh_forgot_to_set_dynamic_FLASHLIGHTSHADOWS + 0