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-rw-r--r--materialsystem/stdshaders/fxctmp9/vertexlit_lighting_only_ps20b.inc162
1 files changed, 162 insertions, 0 deletions
diff --git a/materialsystem/stdshaders/fxctmp9/vertexlit_lighting_only_ps20b.inc b/materialsystem/stdshaders/fxctmp9/vertexlit_lighting_only_ps20b.inc
new file mode 100644
index 0000000..cc1bfb3
--- /dev/null
+++ b/materialsystem/stdshaders/fxctmp9/vertexlit_lighting_only_ps20b.inc
@@ -0,0 +1,162 @@
+#include "shaderlib/cshader.h"
+class vertexlit_lighting_only_ps20b_Static_Index
+{
+private:
+ int m_nCONVERT_TO_SRGB;
+#ifdef _DEBUG
+ bool m_bCONVERT_TO_SRGB;
+#endif
+public:
+ void SetCONVERT_TO_SRGB( int i )
+ {
+ Assert( i >= 0 && i <= 1 );
+ m_nCONVERT_TO_SRGB = i;
+#ifdef _DEBUG
+ m_bCONVERT_TO_SRGB = true;
+#endif
+ }
+ void SetCONVERT_TO_SRGB( bool i )
+ {
+ m_nCONVERT_TO_SRGB = i ? 1 : 0;
+#ifdef _DEBUG
+ m_bCONVERT_TO_SRGB = 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_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
+ }
+public:
+ vertexlit_lighting_only_ps20b_Static_Index( )
+ {
+#ifdef _DEBUG
+ m_bCONVERT_TO_SRGB = true;
+#endif // _DEBUG
+ m_nCONVERT_TO_SRGB = g_pHardwareConfig->NeedsShaderSRGBConversion();
+#ifdef _DEBUG
+ m_bDIFFUSELIGHTING = false;
+#endif // _DEBUG
+ m_nDIFFUSELIGHTING = 0;
+#ifdef _DEBUG
+ m_bHALFLAMBERT = false;
+#endif // _DEBUG
+ m_nHALFLAMBERT = 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_bCONVERT_TO_SRGB && m_bDIFFUSELIGHTING && m_bHALFLAMBERT;
+ Assert( bAllStaticVarsDefined );
+#endif // _DEBUG
+ return ( 10 * m_nCONVERT_TO_SRGB ) + ( 20 * m_nDIFFUSELIGHTING ) + ( 40 * m_nHALFLAMBERT ) + 0;
+ }
+};
+#define shaderStaticTest_vertexlit_lighting_only_ps20b psh_forgot_to_set_static_DIFFUSELIGHTING + psh_forgot_to_set_static_HALFLAMBERT + 0
+class vertexlit_lighting_only_ps20b_Dynamic_Index
+{
+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_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:
+ vertexlit_lighting_only_ps20b_Dynamic_Index()
+ {
+#ifdef _DEBUG
+ m_bAMBIENT_LIGHT = false;
+#endif // _DEBUG
+ m_nAMBIENT_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_bAMBIENT_LIGHT && m_bNUM_LIGHTS;
+ Assert( bAllDynamicVarsDefined );
+#endif // _DEBUG
+ return ( 1 * m_nAMBIENT_LIGHT ) + ( 2 * m_nNUM_LIGHTS ) + 0;
+ }
+};
+#define shaderDynamicTest_vertexlit_lighting_only_ps20b psh_forgot_to_set_dynamic_AMBIENT_LIGHT + psh_forgot_to_set_dynamic_NUM_LIGHTS + 0