diff options
Diffstat (limited to 'materialsystem/stdshaders/fxctmp9/skin_ps20.inc')
| -rw-r--r-- | materialsystem/stdshaders/fxctmp9/skin_ps20.inc | 261 |
1 files changed, 261 insertions, 0 deletions
diff --git a/materialsystem/stdshaders/fxctmp9/skin_ps20.inc b/materialsystem/stdshaders/fxctmp9/skin_ps20.inc new file mode 100644 index 0000000..a43983d --- /dev/null +++ b/materialsystem/stdshaders/fxctmp9/skin_ps20.inc @@ -0,0 +1,261 @@ +class skin_ps20_Static_Index +{ +private: + int m_nBASETEXTURE; +#ifdef _DEBUG + bool m_bBASETEXTURE; +#endif +public: + void SetBASETEXTURE( int i ) + { + Assert( i >= 0 && i <= 1 ); + m_nBASETEXTURE = i; +#ifdef _DEBUG + m_bBASETEXTURE = true; +#endif + } + void SetBASETEXTURE( bool i ) + { + m_nBASETEXTURE = i ? 1 : 0; +#ifdef _DEBUG + m_bBASETEXTURE = true; +#endif + } +private: + int m_nBUMPTEXTURE; +#ifdef _DEBUG + bool m_bBUMPTEXTURE; +#endif +public: + void SetBUMPTEXTURE( int i ) + { + Assert( i >= 0 && i <= 1 ); + m_nBUMPTEXTURE = i; +#ifdef _DEBUG + m_bBUMPTEXTURE = true; +#endif + } + void SetBUMPTEXTURE( bool i ) + { + m_nBUMPTEXTURE = i ? 1 : 0; +#ifdef _DEBUG + m_bBUMPTEXTURE = 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_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_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 + } +public: + skin_ps20_Static_Index() + { +#ifdef _DEBUG + m_bBASETEXTURE = false; +#endif // _DEBUG + m_nBASETEXTURE = 0; +#ifdef _DEBUG + m_bBUMPTEXTURE = false; +#endif // _DEBUG + m_nBUMPTEXTURE = 0; +#ifdef _DEBUG + m_bDIFFUSELIGHTING = false; +#endif // _DEBUG + m_nDIFFUSELIGHTING = 0; +#ifdef _DEBUG + m_bSELFILLUM = false; +#endif // _DEBUG + m_nSELFILLUM = 0; +#ifdef _DEBUG + m_bHALFLAMBERT = false; +#endif // _DEBUG + m_nHALFLAMBERT = 0; +#ifdef _DEBUG + m_bFLASHLIGHT = false; +#endif // _DEBUG + m_nFLASHLIGHT = 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_bBASETEXTURE && m_bBUMPTEXTURE && m_bDIFFUSELIGHTING && m_bSELFILLUM && m_bHALFLAMBERT && m_bFLASHLIGHT; + Assert( bAllStaticVarsDefined ); +#endif // _DEBUG + return ( 132 * m_nBASETEXTURE ) + ( 264 * m_nBUMPTEXTURE ) + ( 528 * m_nDIFFUSELIGHTING ) + ( 1056 * m_nSELFILLUM ) + ( 2112 * m_nHALFLAMBERT ) + ( 4224 * m_nFLASHLIGHT ) + 0; + } +}; +#define shaderStaticTest_skin_ps20 psh_forgot_to_set_static_BASETEXTURE + psh_forgot_to_set_static_BUMPTEXTURE + psh_forgot_to_set_static_DIFFUSELIGHTING + psh_forgot_to_set_static_SELFILLUM + psh_forgot_to_set_static_HALFLAMBERT + psh_forgot_to_set_static_FLASHLIGHT + 0 +class skin_ps20_Dynamic_Index +{ +private: + int m_nLIGHT_COMBO; +#ifdef _DEBUG + bool m_bLIGHT_COMBO; +#endif +public: + void SetLIGHT_COMBO( int i ) + { + Assert( i >= 0 && i <= 21 ); + m_nLIGHT_COMBO = i; +#ifdef _DEBUG + m_bLIGHT_COMBO = true; +#endif + } + void SetLIGHT_COMBO( bool i ) + { + m_nLIGHT_COMBO = i ? 1 : 0; +#ifdef _DEBUG + m_bLIGHT_COMBO = true; +#endif + } +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_nFOGTYPE; +#ifdef _DEBUG + bool m_bFOGTYPE; +#endif +public: + void SetFOGTYPE( int i ) + { + Assert( i >= 0 && i <= 2 ); + m_nFOGTYPE = i; +#ifdef _DEBUG + m_bFOGTYPE = true; +#endif + } + void SetFOGTYPE( bool i ) + { + m_nFOGTYPE = i ? 1 : 0; +#ifdef _DEBUG + m_bFOGTYPE = true; +#endif + } +public: + skin_ps20_Dynamic_Index() + { +#ifdef _DEBUG + m_bLIGHT_COMBO = false; +#endif // _DEBUG + m_nLIGHT_COMBO = 0; +#ifdef _DEBUG + m_bWRITEWATERFOGTODESTALPHA = false; +#endif // _DEBUG + m_nWRITEWATERFOGTODESTALPHA = 0; +#ifdef _DEBUG + m_bFOGTYPE = false; +#endif // _DEBUG + m_nFOGTYPE = 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_bLIGHT_COMBO && m_bWRITEWATERFOGTODESTALPHA && m_bFOGTYPE; + Assert( bAllDynamicVarsDefined ); +#endif // _DEBUG + return ( 1 * m_nLIGHT_COMBO ) + ( 22 * m_nWRITEWATERFOGTODESTALPHA ) + ( 44 * m_nFOGTYPE ) + 0; + } +}; +#define shaderDynamicTest_skin_ps20 psh_forgot_to_set_dynamic_LIGHT_COMBO + psh_forgot_to_set_dynamic_WRITEWATERFOGTODESTALPHA + psh_forgot_to_set_dynamic_FOGTYPE + 0 |