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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_360/eye_refract_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_360/eye_refract_vs20.inc')
-rw-r--r--materialsystem/stdshaders/fxctmp9_360/eye_refract_vs20.inc287
1 files changed, 287 insertions, 0 deletions
diff --git a/materialsystem/stdshaders/fxctmp9_360/eye_refract_vs20.inc b/materialsystem/stdshaders/fxctmp9_360/eye_refract_vs20.inc
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+++ b/materialsystem/stdshaders/fxctmp9_360/eye_refract_vs20.inc
@@ -0,0 +1,287 @@
+#include "shaderlib/cshader.h"
+class eye_refract_vs20_Static_Index
+{
+private:
+ int m_nINTRO;
+#ifdef _DEBUG
+ bool m_bINTRO;
+#endif
+public:
+ void SetINTRO( int i )
+ {
+ Assert( i >= 0 && i <= 1 );
+ m_nINTRO = i;
+#ifdef _DEBUG
+ m_bINTRO = true;
+#endif
+ }
+ void SetINTRO( bool i )
+ {
+ m_nINTRO = i ? 1 : 0;
+#ifdef _DEBUG
+ m_bINTRO = 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_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
+ }
+public:
+ eye_refract_vs20_Static_Index( )
+ {
+#ifdef _DEBUG
+ m_bINTRO = false;
+#endif // _DEBUG
+ m_nINTRO = 0;
+#ifdef _DEBUG
+ m_bHALFLAMBERT = false;
+#endif // _DEBUG
+ m_nHALFLAMBERT = 0;
+#ifdef _DEBUG
+ m_bFLASHLIGHT = false;
+#endif // _DEBUG
+ m_nFLASHLIGHT = 0;
+#ifdef _DEBUG
+ m_bLIGHTWARPTEXTURE = false;
+#endif // _DEBUG
+ m_nLIGHTWARPTEXTURE = 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_bINTRO && m_bHALFLAMBERT && m_bFLASHLIGHT && m_bLIGHTWARPTEXTURE;
+ Assert( bAllStaticVarsDefined );
+#endif // _DEBUG
+ return ( 160 * m_nINTRO ) + ( 320 * m_nHALFLAMBERT ) + ( 640 * m_nFLASHLIGHT ) + ( 1280 * m_nLIGHTWARPTEXTURE ) + 0;
+ }
+};
+#define shaderStaticTest_eye_refract_vs20 vsh_forgot_to_set_static_INTRO + vsh_forgot_to_set_static_HALFLAMBERT + vsh_forgot_to_set_static_FLASHLIGHT + vsh_forgot_to_set_static_LIGHTWARPTEXTURE + 0
+class eye_refract_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_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_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_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;
+#ifdef _DEBUG
+ bool m_bSTATIC_LIGHT;
+#endif
+public:
+ void SetSTATIC_LIGHT( int i )
+ {
+ Assert( i >= 0 && i <= 1 );
+ m_nSTATIC_LIGHT = i;
+#ifdef _DEBUG
+ m_bSTATIC_LIGHT = true;
+#endif
+ }
+ void SetSTATIC_LIGHT( bool i )
+ {
+ m_nSTATIC_LIGHT = i ? 1 : 0;
+#ifdef _DEBUG
+ m_bSTATIC_LIGHT = 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:
+ eye_refract_vs20_Dynamic_Index()
+ {
+#ifdef _DEBUG
+ m_bCOMPRESSED_VERTS = false;
+#endif // _DEBUG
+ m_nCOMPRESSED_VERTS = 0;
+#ifdef _DEBUG
+ m_bSKINNING = false;
+#endif // _DEBUG
+ m_nSKINNING = 0;
+#ifdef _DEBUG
+ m_bDOWATERFOG = false;
+#endif // _DEBUG
+ m_nDOWATERFOG = 0;
+#ifdef _DEBUG
+ m_bDYNAMIC_LIGHT = false;
+#endif // _DEBUG
+ m_nDYNAMIC_LIGHT = 0;
+#ifdef _DEBUG
+ m_bSTATIC_LIGHT = false;
+#endif // _DEBUG
+ m_nSTATIC_LIGHT = 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_bSKINNING && m_bDOWATERFOG && m_bDYNAMIC_LIGHT && m_bSTATIC_LIGHT && m_bNUM_LIGHTS;
+ Assert( bAllDynamicVarsDefined );
+#endif // _DEBUG
+ return ( 1 * m_nCOMPRESSED_VERTS ) + ( 2 * m_nSKINNING ) + ( 4 * m_nDOWATERFOG ) + ( 8 * m_nDYNAMIC_LIGHT ) + ( 16 * m_nSTATIC_LIGHT ) + ( 32 * m_nNUM_LIGHTS ) + 0;
+ }
+};
+#define shaderDynamicTest_eye_refract_vs20 vsh_forgot_to_set_dynamic_COMPRESSED_VERTS + vsh_forgot_to_set_dynamic_SKINNING + vsh_forgot_to_set_dynamic_DOWATERFOG + vsh_forgot_to_set_dynamic_DYNAMIC_LIGHT + vsh_forgot_to_set_dynamic_STATIC_LIGHT + vsh_forgot_to_set_dynamic_NUM_LIGHTS + 0