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Diffstat (limited to 'materialsystem/stdshaders/fxctmp9/vertexlit_and_unlit_generic_bump_ps30.inc')
-rw-r--r--materialsystem/stdshaders/fxctmp9/vertexlit_and_unlit_generic_bump_ps30.inc412
1 files changed, 412 insertions, 0 deletions
diff --git a/materialsystem/stdshaders/fxctmp9/vertexlit_and_unlit_generic_bump_ps30.inc b/materialsystem/stdshaders/fxctmp9/vertexlit_and_unlit_generic_bump_ps30.inc
new file mode 100644
index 0000000..47ee38e
--- /dev/null
+++ b/materialsystem/stdshaders/fxctmp9/vertexlit_and_unlit_generic_bump_ps30.inc
@@ -0,0 +1,412 @@
+#include "shaderlib/cshader.h"
+class vertexlit_and_unlit_generic_bump_ps30_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_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_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_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_nNORMALMAPALPHAENVMAPMASK;
+#ifdef _DEBUG
+ bool m_bNORMALMAPALPHAENVMAPMASK;
+#endif
+public:
+ void SetNORMALMAPALPHAENVMAPMASK( int i )
+ {
+ Assert( i >= 0 && i <= 1 );
+ m_nNORMALMAPALPHAENVMAPMASK = i;
+#ifdef _DEBUG
+ m_bNORMALMAPALPHAENVMAPMASK = true;
+#endif
+ }
+ void SetNORMALMAPALPHAENVMAPMASK( bool i )
+ {
+ m_nNORMALMAPALPHAENVMAPMASK = i ? 1 : 0;
+#ifdef _DEBUG
+ m_bNORMALMAPALPHAENVMAPMASK = 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_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_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_nFLASHLIGHTDEPTHFILTERMODE;
+#ifdef _DEBUG
+ bool m_bFLASHLIGHTDEPTHFILTERMODE;
+#endif
+public:
+ void SetFLASHLIGHTDEPTHFILTERMODE( int i )
+ {
+ Assert( i >= 0 && i <= 2 );
+ m_nFLASHLIGHTDEPTHFILTERMODE = i;
+#ifdef _DEBUG
+ m_bFLASHLIGHTDEPTHFILTERMODE = true;
+#endif
+ }
+ void SetFLASHLIGHTDEPTHFILTERMODE( bool i )
+ {
+ m_nFLASHLIGHTDEPTHFILTERMODE = i ? 1 : 0;
+#ifdef _DEBUG
+ m_bFLASHLIGHTDEPTHFILTERMODE = true;
+#endif
+ }
+private:
+ int m_nBLENDTINTBYBASEALPHA;
+#ifdef _DEBUG
+ bool m_bBLENDTINTBYBASEALPHA;
+#endif
+public:
+ void SetBLENDTINTBYBASEALPHA( int i )
+ {
+ Assert( i >= 0 && i <= 1 );
+ m_nBLENDTINTBYBASEALPHA = i;
+#ifdef _DEBUG
+ m_bBLENDTINTBYBASEALPHA = true;
+#endif
+ }
+ void SetBLENDTINTBYBASEALPHA( bool i )
+ {
+ m_nBLENDTINTBYBASEALPHA = i ? 1 : 0;
+#ifdef _DEBUG
+ m_bBLENDTINTBYBASEALPHA = true;
+#endif
+ }
+public:
+ vertexlit_and_unlit_generic_bump_ps30_Static_Index( )
+ {
+#ifdef _DEBUG
+ m_bCUBEMAP = false;
+#endif // _DEBUG
+ m_nCUBEMAP = 0;
+#ifdef _DEBUG
+ m_bDIFFUSELIGHTING = false;
+#endif // _DEBUG
+ m_nDIFFUSELIGHTING = 0;
+#ifdef _DEBUG
+ m_bLIGHTWARPTEXTURE = false;
+#endif // _DEBUG
+ m_nLIGHTWARPTEXTURE = 0;
+#ifdef _DEBUG
+ m_bSELFILLUM = false;
+#endif // _DEBUG
+ m_nSELFILLUM = 0;
+#ifdef _DEBUG
+ m_bSELFILLUMFRESNEL = false;
+#endif // _DEBUG
+ m_nSELFILLUMFRESNEL = 0;
+#ifdef _DEBUG
+ m_bNORMALMAPALPHAENVMAPMASK = false;
+#endif // _DEBUG
+ m_nNORMALMAPALPHAENVMAPMASK = 0;
+#ifdef _DEBUG
+ m_bHALFLAMBERT = false;
+#endif // _DEBUG
+ m_nHALFLAMBERT = 0;
+#ifdef _DEBUG
+ m_bFLASHLIGHT = false;
+#endif // _DEBUG
+ m_nFLASHLIGHT = 0;
+#ifdef _DEBUG
+ m_bDETAILTEXTURE = false;
+#endif // _DEBUG
+ m_nDETAILTEXTURE = 0;
+#ifdef _DEBUG
+ m_bDETAIL_BLEND_MODE = false;
+#endif // _DEBUG
+ m_nDETAIL_BLEND_MODE = 0;
+#ifdef _DEBUG
+ m_bFLASHLIGHTDEPTHFILTERMODE = false;
+#endif // _DEBUG
+ m_nFLASHLIGHTDEPTHFILTERMODE = 0;
+#ifdef _DEBUG
+ m_bBLENDTINTBYBASEALPHA = false;
+#endif // _DEBUG
+ m_nBLENDTINTBYBASEALPHA = 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_bDIFFUSELIGHTING && m_bLIGHTWARPTEXTURE && m_bSELFILLUM && m_bSELFILLUMFRESNEL && m_bNORMALMAPALPHAENVMAPMASK && m_bHALFLAMBERT && m_bFLASHLIGHT && m_bDETAILTEXTURE && m_bDETAIL_BLEND_MODE && m_bFLASHLIGHTDEPTHFILTERMODE && m_bBLENDTINTBYBASEALPHA;
+ Assert( bAllStaticVarsDefined );
+#endif // _DEBUG
+ return ( 20 * m_nCUBEMAP ) + ( 40 * m_nDIFFUSELIGHTING ) + ( 80 * m_nLIGHTWARPTEXTURE ) + ( 160 * m_nSELFILLUM ) + ( 320 * m_nSELFILLUMFRESNEL ) + ( 640 * m_nNORMALMAPALPHAENVMAPMASK ) + ( 1280 * m_nHALFLAMBERT ) + ( 2560 * m_nFLASHLIGHT ) + ( 5120 * m_nDETAILTEXTURE ) + ( 10240 * m_nDETAIL_BLEND_MODE ) + ( 71680 * m_nFLASHLIGHTDEPTHFILTERMODE ) + ( 215040 * m_nBLENDTINTBYBASEALPHA ) + 0;
+ }
+};
+#define shaderStaticTest_vertexlit_and_unlit_generic_bump_ps30 psh_forgot_to_set_static_CUBEMAP + psh_forgot_to_set_static_DIFFUSELIGHTING + psh_forgot_to_set_static_LIGHTWARPTEXTURE + psh_forgot_to_set_static_SELFILLUM + psh_forgot_to_set_static_SELFILLUMFRESNEL + psh_forgot_to_set_static_NORMALMAPALPHAENVMAPMASK + psh_forgot_to_set_static_HALFLAMBERT + psh_forgot_to_set_static_FLASHLIGHT + psh_forgot_to_set_static_DETAILTEXTURE + psh_forgot_to_set_static_DETAIL_BLEND_MODE + psh_forgot_to_set_static_FLASHLIGHTDEPTHFILTERMODE + psh_forgot_to_set_static_BLENDTINTBYBASEALPHA + 0
+class vertexlit_and_unlit_generic_bump_ps30_Dynamic_Index
+{
+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
+ }
+private:
+ int m_nAMBIENT_LIGHT;
+#ifdef _DEBUG
+ bool m_bAMBIENT_LIGHT;
+#endif
+public:
+ void SetAMBIENT_LIGHT( int i )
+ {
+ Assert( i >= 0 && i <= 1 );
+ m_nAMBIENT_LIGHT = i;
+#ifdef _DEBUG
+ m_bAMBIENT_LIGHT = true;
+#endif
+ }
+ void SetAMBIENT_LIGHT( bool i )
+ {
+ m_nAMBIENT_LIGHT = i ? 1 : 0;
+#ifdef _DEBUG
+ m_bAMBIENT_LIGHT = true;
+#endif
+ }
+private:
+ int m_nFLASHLIGHTSHADOWS;
+#ifdef _DEBUG
+ bool m_bFLASHLIGHTSHADOWS;
+#endif
+public:
+ void SetFLASHLIGHTSHADOWS( int i )
+ {
+ Assert( i >= 0 && i <= 1 );
+ m_nFLASHLIGHTSHADOWS = i;
+#ifdef _DEBUG
+ m_bFLASHLIGHTSHADOWS = true;
+#endif
+ }
+ void SetFLASHLIGHTSHADOWS( bool i )
+ {
+ m_nFLASHLIGHTSHADOWS = i ? 1 : 0;
+#ifdef _DEBUG
+ m_bFLASHLIGHTSHADOWS = true;
+#endif
+ }
+public:
+ vertexlit_and_unlit_generic_bump_ps30_Dynamic_Index()
+ {
+#ifdef _DEBUG
+ m_bNUM_LIGHTS = false;
+#endif // _DEBUG
+ m_nNUM_LIGHTS = 0;
+#ifdef _DEBUG
+ m_bAMBIENT_LIGHT = false;
+#endif // _DEBUG
+ m_nAMBIENT_LIGHT = 0;
+#ifdef _DEBUG
+ m_bFLASHLIGHTSHADOWS = false;
+#endif // _DEBUG
+ m_nFLASHLIGHTSHADOWS = 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_bNUM_LIGHTS && m_bAMBIENT_LIGHT && m_bFLASHLIGHTSHADOWS;
+ Assert( bAllDynamicVarsDefined );
+#endif // _DEBUG
+ return ( 1 * m_nNUM_LIGHTS ) + ( 5 * m_nAMBIENT_LIGHT ) + ( 10 * m_nFLASHLIGHTSHADOWS ) + 0;
+ }
+};
+#define shaderDynamicTest_vertexlit_and_unlit_generic_bump_ps30 psh_forgot_to_set_dynamic_NUM_LIGHTS + psh_forgot_to_set_dynamic_AMBIENT_LIGHT + psh_forgot_to_set_dynamic_FLASHLIGHTSHADOWS + 0