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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/skin_ps30b.inc
downloadarchived-source-engine-2018-hl2-src-master.tar.xz
archived-source-engine-2018-hl2-src-master.zip
Diffstat (limited to 'materialsystem/stdshaders/fxctmp9/skin_ps30b.inc')
-rw-r--r--materialsystem/stdshaders/fxctmp9/skin_ps30b.inc387
1 files changed, 387 insertions, 0 deletions
diff --git a/materialsystem/stdshaders/fxctmp9/skin_ps30b.inc b/materialsystem/stdshaders/fxctmp9/skin_ps30b.inc
new file mode 100644
index 0000000..d94bb09
--- /dev/null
+++ b/materialsystem/stdshaders/fxctmp9/skin_ps30b.inc
@@ -0,0 +1,387 @@
+#include "shaderlib/cshader.h"
+class skin_ps30b_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_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_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_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_nPHONGEXPONENTTEXTURE;
+#ifdef _DEBUG
+ bool m_bPHONGEXPONENTTEXTURE;
+#endif
+public:
+ void SetPHONGEXPONENTTEXTURE( int i )
+ {
+ Assert( i >= 0 && i <= 1 );
+ m_nPHONGEXPONENTTEXTURE = i;
+#ifdef _DEBUG
+ m_bPHONGEXPONENTTEXTURE = true;
+#endif
+ }
+ void SetPHONGEXPONENTTEXTURE( bool i )
+ {
+ m_nPHONGEXPONENTTEXTURE = i ? 1 : 0;
+#ifdef _DEBUG
+ m_bPHONGEXPONENTTEXTURE = true;
+#endif
+ }
+private:
+ int m_nPHONGWARPTEXTURE;
+#ifdef _DEBUG
+ bool m_bPHONGWARPTEXTURE;
+#endif
+public:
+ void SetPHONGWARPTEXTURE( int i )
+ {
+ Assert( i >= 0 && i <= 1 );
+ m_nPHONGWARPTEXTURE = i;
+#ifdef _DEBUG
+ m_bPHONGWARPTEXTURE = true;
+#endif
+ }
+ void SetPHONGWARPTEXTURE( bool i )
+ {
+ m_nPHONGWARPTEXTURE = i ? 1 : 0;
+#ifdef _DEBUG
+ m_bPHONGWARPTEXTURE = true;
+#endif
+ }
+private:
+ int m_nWRINKLEMAP;
+#ifdef _DEBUG
+ bool m_bWRINKLEMAP;
+#endif
+public:
+ void SetWRINKLEMAP( int i )
+ {
+ Assert( i >= 0 && i <= 1 );
+ m_nWRINKLEMAP = i;
+#ifdef _DEBUG
+ m_bWRINKLEMAP = true;
+#endif
+ }
+ void SetWRINKLEMAP( bool i )
+ {
+ m_nWRINKLEMAP = i ? 1 : 0;
+#ifdef _DEBUG
+ m_bWRINKLEMAP = 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_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_nRIMLIGHT;
+#ifdef _DEBUG
+ bool m_bRIMLIGHT;
+#endif
+public:
+ void SetRIMLIGHT( int i )
+ {
+ Assert( i >= 0 && i <= 1 );
+ m_nRIMLIGHT = i;
+#ifdef _DEBUG
+ m_bRIMLIGHT = true;
+#endif
+ }
+ void SetRIMLIGHT( bool i )
+ {
+ m_nRIMLIGHT = i ? 1 : 0;
+#ifdef _DEBUG
+ m_bRIMLIGHT = true;
+#endif
+ }
+public:
+ skin_ps30b_Static_Index( )
+ {
+#ifdef _DEBUG
+ m_bCUBEMAP = false;
+#endif // _DEBUG
+ m_nCUBEMAP = 0;
+#ifdef _DEBUG
+ m_bSELFILLUM = false;
+#endif // _DEBUG
+ m_nSELFILLUM = 0;
+#ifdef _DEBUG
+ m_bSELFILLUMFRESNEL = false;
+#endif // _DEBUG
+ m_nSELFILLUMFRESNEL = 0;
+#ifdef _DEBUG
+ m_bFLASHLIGHT = false;
+#endif // _DEBUG
+ m_nFLASHLIGHT = 0;
+#ifdef _DEBUG
+ m_bLIGHTWARPTEXTURE = false;
+#endif // _DEBUG
+ m_nLIGHTWARPTEXTURE = 0;
+#ifdef _DEBUG
+ m_bPHONGEXPONENTTEXTURE = false;
+#endif // _DEBUG
+ m_nPHONGEXPONENTTEXTURE = 0;
+#ifdef _DEBUG
+ m_bPHONGWARPTEXTURE = false;
+#endif // _DEBUG
+ m_nPHONGWARPTEXTURE = 0;
+#ifdef _DEBUG
+ m_bWRINKLEMAP = false;
+#endif // _DEBUG
+ m_nWRINKLEMAP = 0;
+#ifdef _DEBUG
+ m_bDETAIL_BLEND_MODE = false;
+#endif // _DEBUG
+ m_nDETAIL_BLEND_MODE = 0;
+#ifdef _DEBUG
+ m_bDETAILTEXTURE = false;
+#endif // _DEBUG
+ m_nDETAILTEXTURE = 0;
+#ifdef _DEBUG
+ m_bRIMLIGHT = false;
+#endif // _DEBUG
+ m_nRIMLIGHT = 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_bSELFILLUM && m_bSELFILLUMFRESNEL && m_bFLASHLIGHT && m_bLIGHTWARPTEXTURE && m_bPHONGEXPONENTTEXTURE && m_bPHONGWARPTEXTURE && m_bWRINKLEMAP && m_bDETAIL_BLEND_MODE && m_bDETAILTEXTURE && m_bRIMLIGHT;
+ Assert( bAllStaticVarsDefined );
+#endif // _DEBUG
+ return ( 20 * m_nCUBEMAP ) + ( 40 * m_nSELFILLUM ) + ( 80 * m_nSELFILLUMFRESNEL ) + ( 160 * m_nFLASHLIGHT ) + ( 320 * m_nLIGHTWARPTEXTURE ) + ( 640 * m_nPHONGEXPONENTTEXTURE ) + ( 1280 * m_nPHONGWARPTEXTURE ) + ( 2560 * m_nWRINKLEMAP ) + ( 5120 * m_nDETAIL_BLEND_MODE ) + ( 35840 * m_nDETAILTEXTURE ) + ( 71680 * m_nRIMLIGHT ) + 0;
+ }
+};
+#define shaderStaticTest_skin_ps30b 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_PHONGEXPONENTTEXTURE + 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 + 0
+class skin_ps30b_Dynamic_Index
+{
+private:
+ int m_nWRITEWATERFOGTODESTALPHA;
+#ifdef _DEBUG
+ bool m_bWRITEWATERFOGTODESTALPHA;
+#endif
+public:
+ void SetWRITEWATERFOGTODESTALPHA( int i )
+ {
+ Assert( i >= 0 && i <= 1 );
+ m_nWRITEWATERFOGTODESTALPHA = i;
+#ifdef _DEBUG
+ m_bWRITEWATERFOGTODESTALPHA = true;
+#endif
+ }
+ void SetWRITEWATERFOGTODESTALPHA( bool i )
+ {
+ m_nWRITEWATERFOGTODESTALPHA = i ? 1 : 0;
+#ifdef _DEBUG
+ m_bWRITEWATERFOGTODESTALPHA = 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
+ }
+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
+ }
+public:
+ skin_ps30b_Dynamic_Index()
+ {
+#ifdef _DEBUG
+ m_bWRITEWATERFOGTODESTALPHA = false;
+#endif // _DEBUG
+ m_nWRITEWATERFOGTODESTALPHA = 0;
+#ifdef _DEBUG
+ m_bPIXELFOGTYPE = false;
+#endif // _DEBUG
+ m_nPIXELFOGTYPE = 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_bWRITEWATERFOGTODESTALPHA && m_bPIXELFOGTYPE && m_bNUM_LIGHTS;
+ Assert( bAllDynamicVarsDefined );
+#endif // _DEBUG
+ return ( 1 * m_nWRITEWATERFOGTODESTALPHA ) + ( 2 * m_nPIXELFOGTYPE ) + ( 4 * m_nNUM_LIGHTS ) + 0;
+ }
+};
+#define shaderDynamicTest_skin_ps30b psh_forgot_to_set_dynamic_WRITEWATERFOGTODESTALPHA + psh_forgot_to_set_dynamic_PIXELFOGTYPE + psh_forgot_to_set_dynamic_NUM_LIGHTS + 0