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authorFluorescentCIAAfricanAmerican <[email protected]>2020-04-22 12:56:21 -0400
committerFluorescentCIAAfricanAmerican <[email protected]>2020-04-22 12:56:21 -0400
commit3bf9df6b2785fa6d951086978a3e66f49427166a (patch)
tree2c0f1f0c63c4832882bc93814ebd2c2b1c6224e5 /materialsystem/stdshaders/fxctmp9/VertexLit_and_unlit_Generic_bump_vs20.inc
downloadarchived-source-engine-2018-hl2-src-master.tar.xz
archived-source-engine-2018-hl2-src-master.zip
Diffstat (limited to 'materialsystem/stdshaders/fxctmp9/VertexLit_and_unlit_Generic_bump_vs20.inc')
-rw-r--r--materialsystem/stdshaders/fxctmp9/VertexLit_and_unlit_Generic_bump_vs20.inc212
1 files changed, 212 insertions, 0 deletions
diff --git a/materialsystem/stdshaders/fxctmp9/VertexLit_and_unlit_Generic_bump_vs20.inc b/materialsystem/stdshaders/fxctmp9/VertexLit_and_unlit_Generic_bump_vs20.inc
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--- /dev/null
+++ b/materialsystem/stdshaders/fxctmp9/VertexLit_and_unlit_Generic_bump_vs20.inc
@@ -0,0 +1,212 @@
+#include "shaderlib/cshader.h"
+class vertexlit_and_unlit_generic_bump_vs20_Static_Index
+{
+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_nUSE_WITH_2B;
+#ifdef _DEBUG
+ bool m_bUSE_WITH_2B;
+#endif
+public:
+ void SetUSE_WITH_2B( int i )
+ {
+ Assert( i >= 0 && i <= 1 );
+ m_nUSE_WITH_2B = i;
+#ifdef _DEBUG
+ m_bUSE_WITH_2B = true;
+#endif
+ }
+ void SetUSE_WITH_2B( bool i )
+ {
+ m_nUSE_WITH_2B = i ? 1 : 0;
+#ifdef _DEBUG
+ m_bUSE_WITH_2B = true;
+#endif
+ }
+private:
+ int m_nUSE_STATIC_CONTROL_FLOW;
+#ifdef _DEBUG
+ bool m_bUSE_STATIC_CONTROL_FLOW;
+#endif
+public:
+ void SetUSE_STATIC_CONTROL_FLOW( int i )
+ {
+ Assert( i >= 0 && i <= 1 );
+ m_nUSE_STATIC_CONTROL_FLOW = i;
+#ifdef _DEBUG
+ m_bUSE_STATIC_CONTROL_FLOW = true;
+#endif
+ }
+ void SetUSE_STATIC_CONTROL_FLOW( bool i )
+ {
+ m_nUSE_STATIC_CONTROL_FLOW = i ? 1 : 0;
+#ifdef _DEBUG
+ m_bUSE_STATIC_CONTROL_FLOW = true;
+#endif
+ }
+public:
+ vertexlit_and_unlit_generic_bump_vs20_Static_Index( )
+ {
+#ifdef _DEBUG
+ m_bHALFLAMBERT = false;
+#endif // _DEBUG
+ m_nHALFLAMBERT = 0;
+#ifdef _DEBUG
+ m_bUSE_WITH_2B = false;
+#endif // _DEBUG
+ m_nUSE_WITH_2B = 0;
+#ifdef _DEBUG
+ m_bUSE_STATIC_CONTROL_FLOW = false;
+#endif // _DEBUG
+ m_nUSE_STATIC_CONTROL_FLOW = 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_bHALFLAMBERT && m_bUSE_WITH_2B && m_bUSE_STATIC_CONTROL_FLOW;
+ Assert( bAllStaticVarsDefined );
+#endif // _DEBUG
+ return ( 24 * m_nHALFLAMBERT ) + ( 48 * m_nUSE_WITH_2B ) + ( 96 * m_nUSE_STATIC_CONTROL_FLOW ) + 0;
+ }
+};
+#define shaderStaticTest_vertexlit_and_unlit_generic_bump_vs20 vsh_forgot_to_set_static_HALFLAMBERT + vsh_forgot_to_set_static_USE_WITH_2B + vsh_forgot_to_set_static_USE_STATIC_CONTROL_FLOW + 0
+class vertexlit_and_unlit_generic_bump_vs20_Dynamic_Index
+{
+private:
+ int m_nCOMPRESSED_VERTS;
+#ifdef _DEBUG
+ bool m_bCOMPRESSED_VERTS;
+#endif
+public:
+ void SetCOMPRESSED_VERTS( int i )
+ {
+ Assert( i >= 0 && i <= 1 );
+ m_nCOMPRESSED_VERTS = i;
+#ifdef _DEBUG
+ m_bCOMPRESSED_VERTS = true;
+#endif
+ }
+ void SetCOMPRESSED_VERTS( bool i )
+ {
+ m_nCOMPRESSED_VERTS = i ? 1 : 0;
+#ifdef _DEBUG
+ m_bCOMPRESSED_VERTS = true;
+#endif
+ }
+private:
+ int m_nDOWATERFOG;
+#ifdef _DEBUG
+ bool m_bDOWATERFOG;
+#endif
+public:
+ void SetDOWATERFOG( int i )
+ {
+ Assert( i >= 0 && i <= 1 );
+ m_nDOWATERFOG = i;
+#ifdef _DEBUG
+ m_bDOWATERFOG = true;
+#endif
+ }
+ void SetDOWATERFOG( bool i )
+ {
+ m_nDOWATERFOG = i ? 1 : 0;
+#ifdef _DEBUG
+ m_bDOWATERFOG = true;
+#endif
+ }
+private:
+ int m_nSKINNING;
+#ifdef _DEBUG
+ bool m_bSKINNING;
+#endif
+public:
+ void SetSKINNING( int i )
+ {
+ Assert( i >= 0 && i <= 1 );
+ m_nSKINNING = i;
+#ifdef _DEBUG
+ m_bSKINNING = true;
+#endif
+ }
+ void SetSKINNING( bool i )
+ {
+ m_nSKINNING = i ? 1 : 0;
+#ifdef _DEBUG
+ m_bSKINNING = true;
+#endif
+ }
+private:
+ int m_nNUM_LIGHTS;
+#ifdef _DEBUG
+ bool m_bNUM_LIGHTS;
+#endif
+public:
+ void SetNUM_LIGHTS( int i )
+ {
+ Assert( i >= 0 && i <= 2 );
+ 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
+ }
+public:
+ vertexlit_and_unlit_generic_bump_vs20_Dynamic_Index()
+ {
+#ifdef _DEBUG
+ m_bCOMPRESSED_VERTS = false;
+#endif // _DEBUG
+ m_nCOMPRESSED_VERTS = 0;
+#ifdef _DEBUG
+ m_bDOWATERFOG = false;
+#endif // _DEBUG
+ m_nDOWATERFOG = 0;
+#ifdef _DEBUG
+ m_bSKINNING = false;
+#endif // _DEBUG
+ m_nSKINNING = 0;
+#ifdef _DEBUG
+ m_bNUM_LIGHTS = false;
+#endif // _DEBUG
+ m_nNUM_LIGHTS = 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_bCOMPRESSED_VERTS && m_bDOWATERFOG && m_bSKINNING && m_bNUM_LIGHTS;
+ Assert( bAllDynamicVarsDefined );
+#endif // _DEBUG
+ return ( 1 * m_nCOMPRESSED_VERTS ) + ( 2 * m_nDOWATERFOG ) + ( 4 * m_nSKINNING ) + ( 8 * m_nNUM_LIGHTS ) + 0;
+ }
+};
+#define shaderDynamicTest_vertexlit_and_unlit_generic_bump_vs20 vsh_forgot_to_set_dynamic_COMPRESSED_VERTS + vsh_forgot_to_set_dynamic_DOWATERFOG + vsh_forgot_to_set_dynamic_SKINNING + vsh_forgot_to_set_dynamic_NUM_LIGHTS + 0