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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_vs30.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_vs30.inc')
-rw-r--r--materialsystem/stdshaders/fxctmp9/vertexlit_and_unlit_generic_vs30.inc462
1 files changed, 462 insertions, 0 deletions
diff --git a/materialsystem/stdshaders/fxctmp9/vertexlit_and_unlit_generic_vs30.inc b/materialsystem/stdshaders/fxctmp9/vertexlit_and_unlit_generic_vs30.inc
new file mode 100644
index 0000000..7473d29
--- /dev/null
+++ b/materialsystem/stdshaders/fxctmp9/vertexlit_and_unlit_generic_vs30.inc
@@ -0,0 +1,462 @@
+#include "shaderlib/cshader.h"
+class vertexlit_and_unlit_generic_vs30_Static_Index
+{
+private:
+ int m_nVERTEXCOLOR;
+#ifdef _DEBUG
+ bool m_bVERTEXCOLOR;
+#endif
+public:
+ void SetVERTEXCOLOR( int i )
+ {
+ Assert( i >= 0 && i <= 1 );
+ m_nVERTEXCOLOR = i;
+#ifdef _DEBUG
+ m_bVERTEXCOLOR = true;
+#endif
+ }
+ void SetVERTEXCOLOR( bool i )
+ {
+ m_nVERTEXCOLOR = i ? 1 : 0;
+#ifdef _DEBUG
+ m_bVERTEXCOLOR = 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_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_nSEAMLESS_BASE;
+#ifdef _DEBUG
+ bool m_bSEAMLESS_BASE;
+#endif
+public:
+ void SetSEAMLESS_BASE( int i )
+ {
+ Assert( i >= 0 && i <= 1 );
+ m_nSEAMLESS_BASE = i;
+#ifdef _DEBUG
+ m_bSEAMLESS_BASE = true;
+#endif
+ }
+ void SetSEAMLESS_BASE( bool i )
+ {
+ m_nSEAMLESS_BASE = i ? 1 : 0;
+#ifdef _DEBUG
+ m_bSEAMLESS_BASE = true;
+#endif
+ }
+private:
+ int m_nSEAMLESS_DETAIL;
+#ifdef _DEBUG
+ bool m_bSEAMLESS_DETAIL;
+#endif
+public:
+ void SetSEAMLESS_DETAIL( int i )
+ {
+ Assert( i >= 0 && i <= 1 );
+ m_nSEAMLESS_DETAIL = i;
+#ifdef _DEBUG
+ m_bSEAMLESS_DETAIL = true;
+#endif
+ }
+ void SetSEAMLESS_DETAIL( bool i )
+ {
+ m_nSEAMLESS_DETAIL = i ? 1 : 0;
+#ifdef _DEBUG
+ m_bSEAMLESS_DETAIL = true;
+#endif
+ }
+private:
+ int m_nSEPARATE_DETAIL_UVS;
+#ifdef _DEBUG
+ bool m_bSEPARATE_DETAIL_UVS;
+#endif
+public:
+ void SetSEPARATE_DETAIL_UVS( int i )
+ {
+ Assert( i >= 0 && i <= 1 );
+ m_nSEPARATE_DETAIL_UVS = i;
+#ifdef _DEBUG
+ m_bSEPARATE_DETAIL_UVS = true;
+#endif
+ }
+ void SetSEPARATE_DETAIL_UVS( bool i )
+ {
+ m_nSEPARATE_DETAIL_UVS = i ? 1 : 0;
+#ifdef _DEBUG
+ m_bSEPARATE_DETAIL_UVS = true;
+#endif
+ }
+private:
+ int m_nDECAL;
+#ifdef _DEBUG
+ bool m_bDECAL;
+#endif
+public:
+ void SetDECAL( int i )
+ {
+ Assert( i >= 0 && i <= 1 );
+ m_nDECAL = i;
+#ifdef _DEBUG
+ m_bDECAL = true;
+#endif
+ }
+ void SetDECAL( bool i )
+ {
+ m_nDECAL = i ? 1 : 0;
+#ifdef _DEBUG
+ m_bDECAL = true;
+#endif
+ }
+private:
+ int m_nDONT_GAMMA_CONVERT_VERTEX_COLOR;
+#ifdef _DEBUG
+ bool m_bDONT_GAMMA_CONVERT_VERTEX_COLOR;
+#endif
+public:
+ void SetDONT_GAMMA_CONVERT_VERTEX_COLOR( int i )
+ {
+ Assert( i >= 0 && i <= 1 );
+ m_nDONT_GAMMA_CONVERT_VERTEX_COLOR = i;
+#ifdef _DEBUG
+ m_bDONT_GAMMA_CONVERT_VERTEX_COLOR = true;
+#endif
+ }
+ void SetDONT_GAMMA_CONVERT_VERTEX_COLOR( bool i )
+ {
+ m_nDONT_GAMMA_CONVERT_VERTEX_COLOR = i ? 1 : 0;
+#ifdef _DEBUG
+ m_bDONT_GAMMA_CONVERT_VERTEX_COLOR = true;
+#endif
+ }
+public:
+ vertexlit_and_unlit_generic_vs30_Static_Index( )
+ {
+#ifdef _DEBUG
+ m_bVERTEXCOLOR = false;
+#endif // _DEBUG
+ m_nVERTEXCOLOR = 0;
+#ifdef _DEBUG
+ m_bCUBEMAP = false;
+#endif // _DEBUG
+ m_nCUBEMAP = 0;
+#ifdef _DEBUG
+ m_bHALFLAMBERT = false;
+#endif // _DEBUG
+ m_nHALFLAMBERT = 0;
+#ifdef _DEBUG
+ m_bFLASHLIGHT = false;
+#endif // _DEBUG
+ m_nFLASHLIGHT = 0;
+#ifdef _DEBUG
+ m_bSEAMLESS_BASE = false;
+#endif // _DEBUG
+ m_nSEAMLESS_BASE = 0;
+#ifdef _DEBUG
+ m_bSEAMLESS_DETAIL = false;
+#endif // _DEBUG
+ m_nSEAMLESS_DETAIL = 0;
+#ifdef _DEBUG
+ m_bSEPARATE_DETAIL_UVS = false;
+#endif // _DEBUG
+ m_nSEPARATE_DETAIL_UVS = 0;
+#ifdef _DEBUG
+ m_bDECAL = false;
+#endif // _DEBUG
+ m_nDECAL = 0;
+#ifdef _DEBUG
+ m_bDONT_GAMMA_CONVERT_VERTEX_COLOR = false;
+#endif // _DEBUG
+ m_nDONT_GAMMA_CONVERT_VERTEX_COLOR = 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_bVERTEXCOLOR && m_bCUBEMAP && m_bHALFLAMBERT && m_bFLASHLIGHT && m_bSEAMLESS_BASE && m_bSEAMLESS_DETAIL && m_bSEPARATE_DETAIL_UVS && m_bDECAL && m_bDONT_GAMMA_CONVERT_VERTEX_COLOR;
+ Assert( bAllStaticVarsDefined );
+#endif // _DEBUG
+ return ( 256 * m_nVERTEXCOLOR ) + ( 512 * m_nCUBEMAP ) + ( 1024 * m_nHALFLAMBERT ) + ( 2048 * m_nFLASHLIGHT ) + ( 4096 * m_nSEAMLESS_BASE ) + ( 8192 * m_nSEAMLESS_DETAIL ) + ( 16384 * m_nSEPARATE_DETAIL_UVS ) + ( 32768 * m_nDECAL ) + ( 65536 * m_nDONT_GAMMA_CONVERT_VERTEX_COLOR ) + 0;
+ }
+};
+#define shaderStaticTest_vertexlit_and_unlit_generic_vs30 vsh_forgot_to_set_static_VERTEXCOLOR + vsh_forgot_to_set_static_CUBEMAP + vsh_forgot_to_set_static_HALFLAMBERT + vsh_forgot_to_set_static_FLASHLIGHT + vsh_forgot_to_set_static_SEAMLESS_BASE + vsh_forgot_to_set_static_SEAMLESS_DETAIL + vsh_forgot_to_set_static_SEPARATE_DETAIL_UVS + vsh_forgot_to_set_static_DECAL + vsh_forgot_to_set_static_DONT_GAMMA_CONVERT_VERTEX_COLOR + 0
+class vertexlit_and_unlit_generic_vs30_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_nDYNAMIC_LIGHT;
+#ifdef _DEBUG
+ bool m_bDYNAMIC_LIGHT;
+#endif
+public:
+ void SetDYNAMIC_LIGHT( int i )
+ {
+ Assert( i >= 0 && i <= 1 );
+ m_nDYNAMIC_LIGHT = i;
+#ifdef _DEBUG
+ m_bDYNAMIC_LIGHT = true;
+#endif
+ }
+ void SetDYNAMIC_LIGHT( bool i )
+ {
+ m_nDYNAMIC_LIGHT = i ? 1 : 0;
+#ifdef _DEBUG
+ m_bDYNAMIC_LIGHT = true;
+#endif
+ }
+private:
+ int m_nSTATIC_LIGHT_VERTEX;
+#ifdef _DEBUG
+ bool m_bSTATIC_LIGHT_VERTEX;
+#endif
+public:
+ void SetSTATIC_LIGHT_VERTEX( int i )
+ {
+ Assert( i >= 0 && i <= 1 );
+ m_nSTATIC_LIGHT_VERTEX = i;
+#ifdef _DEBUG
+ m_bSTATIC_LIGHT_VERTEX = true;
+#endif
+ }
+ void SetSTATIC_LIGHT_VERTEX( bool i )
+ {
+ m_nSTATIC_LIGHT_VERTEX = i ? 1 : 0;
+#ifdef _DEBUG
+ m_bSTATIC_LIGHT_VERTEX = true;
+#endif
+ }
+private:
+ int m_nSTATIC_LIGHT_LIGHTMAP;
+#ifdef _DEBUG
+ bool m_bSTATIC_LIGHT_LIGHTMAP;
+#endif
+public:
+ void SetSTATIC_LIGHT_LIGHTMAP( int i )
+ {
+ Assert( i >= 0 && i <= 1 );
+ m_nSTATIC_LIGHT_LIGHTMAP = i;
+#ifdef _DEBUG
+ m_bSTATIC_LIGHT_LIGHTMAP = true;
+#endif
+ }
+ void SetSTATIC_LIGHT_LIGHTMAP( bool i )
+ {
+ m_nSTATIC_LIGHT_LIGHTMAP = i ? 1 : 0;
+#ifdef _DEBUG
+ m_bSTATIC_LIGHT_LIGHTMAP = 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_nLIGHTING_PREVIEW;
+#ifdef _DEBUG
+ bool m_bLIGHTING_PREVIEW;
+#endif
+public:
+ void SetLIGHTING_PREVIEW( int i )
+ {
+ Assert( i >= 0 && i <= 1 );
+ m_nLIGHTING_PREVIEW = i;
+#ifdef _DEBUG
+ m_bLIGHTING_PREVIEW = true;
+#endif
+ }
+ void SetLIGHTING_PREVIEW( bool i )
+ {
+ m_nLIGHTING_PREVIEW = i ? 1 : 0;
+#ifdef _DEBUG
+ m_bLIGHTING_PREVIEW = true;
+#endif
+ }
+private:
+ int m_nMORPHING;
+#ifdef _DEBUG
+ bool m_bMORPHING;
+#endif
+public:
+ void SetMORPHING( int i )
+ {
+ Assert( i >= 0 && i <= 1 );
+ m_nMORPHING = i;
+#ifdef _DEBUG
+ m_bMORPHING = true;
+#endif
+ }
+ void SetMORPHING( bool i )
+ {
+ m_nMORPHING = i ? 1 : 0;
+#ifdef _DEBUG
+ m_bMORPHING = true;
+#endif
+ }
+public:
+ vertexlit_and_unlit_generic_vs30_Dynamic_Index()
+ {
+#ifdef _DEBUG
+ m_bCOMPRESSED_VERTS = false;
+#endif // _DEBUG
+ m_nCOMPRESSED_VERTS = 0;
+#ifdef _DEBUG
+ m_bDYNAMIC_LIGHT = false;
+#endif // _DEBUG
+ m_nDYNAMIC_LIGHT = 0;
+#ifdef _DEBUG
+ m_bSTATIC_LIGHT_VERTEX = false;
+#endif // _DEBUG
+ m_nSTATIC_LIGHT_VERTEX = 0;
+#ifdef _DEBUG
+ m_bSTATIC_LIGHT_LIGHTMAP = false;
+#endif // _DEBUG
+ m_nSTATIC_LIGHT_LIGHTMAP = 0;
+#ifdef _DEBUG
+ m_bDOWATERFOG = false;
+#endif // _DEBUG
+ m_nDOWATERFOG = 0;
+#ifdef _DEBUG
+ m_bSKINNING = false;
+#endif // _DEBUG
+ m_nSKINNING = 0;
+#ifdef _DEBUG
+ m_bLIGHTING_PREVIEW = false;
+#endif // _DEBUG
+ m_nLIGHTING_PREVIEW = 0;
+#ifdef _DEBUG
+ m_bMORPHING = false;
+#endif // _DEBUG
+ m_nMORPHING = 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_bDYNAMIC_LIGHT && m_bSTATIC_LIGHT_VERTEX && m_bSTATIC_LIGHT_LIGHTMAP && m_bDOWATERFOG && m_bSKINNING && m_bLIGHTING_PREVIEW && m_bMORPHING;
+ Assert( bAllDynamicVarsDefined );
+#endif // _DEBUG
+ return ( 1 * m_nCOMPRESSED_VERTS ) + ( 2 * m_nDYNAMIC_LIGHT ) + ( 4 * m_nSTATIC_LIGHT_VERTEX ) + ( 8 * m_nSTATIC_LIGHT_LIGHTMAP ) + ( 16 * m_nDOWATERFOG ) + ( 32 * m_nSKINNING ) + ( 64 * m_nLIGHTING_PREVIEW ) + ( 128 * m_nMORPHING ) + 0;
+ }
+};
+#define shaderDynamicTest_vertexlit_and_unlit_generic_vs30 vsh_forgot_to_set_dynamic_COMPRESSED_VERTS + vsh_forgot_to_set_dynamic_DYNAMIC_LIGHT + vsh_forgot_to_set_dynamic_STATIC_LIGHT_VERTEX + vsh_forgot_to_set_dynamic_STATIC_LIGHT_LIGHTMAP + vsh_forgot_to_set_dynamic_DOWATERFOG + vsh_forgot_to_set_dynamic_SKINNING + vsh_forgot_to_set_dynamic_LIGHTING_PREVIEW + vsh_forgot_to_set_dynamic_MORPHING + 0