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-rw-r--r--materialsystem/stdshaders/fxctmp9_360/WorldTwoTextureBlend_ps20b.inc387
1 files changed, 387 insertions, 0 deletions
diff --git a/materialsystem/stdshaders/fxctmp9_360/WorldTwoTextureBlend_ps20b.inc b/materialsystem/stdshaders/fxctmp9_360/WorldTwoTextureBlend_ps20b.inc
new file mode 100644
index 0000000..ef54bed
--- /dev/null
+++ b/materialsystem/stdshaders/fxctmp9_360/WorldTwoTextureBlend_ps20b.inc
@@ -0,0 +1,387 @@
+#include "shaderlib/cshader.h"
+class worldtwotextureblend_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 <= 0 );
+ 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_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_nBUMPMAP;
+#ifdef _DEBUG
+ bool m_bBUMPMAP;
+#endif
+public:
+ void SetBUMPMAP( int i )
+ {
+ Assert( i >= 0 && i <= 1 );
+ m_nBUMPMAP = i;
+#ifdef _DEBUG
+ m_bBUMPMAP = true;
+#endif
+ }
+ void SetBUMPMAP( bool i )
+ {
+ m_nBUMPMAP = i ? 1 : 0;
+#ifdef _DEBUG
+ m_bBUMPMAP = true;
+#endif
+ }
+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_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_nDIFFUSEBUMPMAP;
+#ifdef _DEBUG
+ bool m_bDIFFUSEBUMPMAP;
+#endif
+public:
+ void SetDIFFUSEBUMPMAP( int i )
+ {
+ Assert( i >= 0 && i <= 1 );
+ m_nDIFFUSEBUMPMAP = i;
+#ifdef _DEBUG
+ m_bDIFFUSEBUMPMAP = true;
+#endif
+ }
+ void SetDIFFUSEBUMPMAP( bool i )
+ {
+ m_nDIFFUSEBUMPMAP = i ? 1 : 0;
+#ifdef _DEBUG
+ m_bDIFFUSEBUMPMAP = true;
+#endif
+ }
+private:
+ int m_nDETAIL_ALPHA_MASK_BASE_TEXTURE;
+#ifdef _DEBUG
+ bool m_bDETAIL_ALPHA_MASK_BASE_TEXTURE;
+#endif
+public:
+ void SetDETAIL_ALPHA_MASK_BASE_TEXTURE( int i )
+ {
+ Assert( i >= 0 && i <= 1 );
+ m_nDETAIL_ALPHA_MASK_BASE_TEXTURE = i;
+#ifdef _DEBUG
+ m_bDETAIL_ALPHA_MASK_BASE_TEXTURE = true;
+#endif
+ }
+ void SetDETAIL_ALPHA_MASK_BASE_TEXTURE( bool i )
+ {
+ m_nDETAIL_ALPHA_MASK_BASE_TEXTURE = i ? 1 : 0;
+#ifdef _DEBUG
+ m_bDETAIL_ALPHA_MASK_BASE_TEXTURE = 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;
+#ifdef _DEBUG
+ bool m_bSEAMLESS;
+#endif
+public:
+ void SetSEAMLESS( int i )
+ {
+ Assert( i >= 0 && i <= 1 );
+ m_nSEAMLESS = i;
+#ifdef _DEBUG
+ m_bSEAMLESS = true;
+#endif
+ }
+ void SetSEAMLESS( bool i )
+ {
+ m_nSEAMLESS = i ? 1 : 0;
+#ifdef _DEBUG
+ m_bSEAMLESS = true;
+#endif
+ }
+private:
+ int m_nFLASHLIGHTDEPTHFILTERMODE;
+#ifdef _DEBUG
+ bool m_bFLASHLIGHTDEPTHFILTERMODE;
+#endif
+public:
+ void SetFLASHLIGHTDEPTHFILTERMODE( int i )
+ {
+ Assert( i >= 0 && i <= 0 );
+ m_nFLASHLIGHTDEPTHFILTERMODE = i;
+#ifdef _DEBUG
+ m_bFLASHLIGHTDEPTHFILTERMODE = true;
+#endif
+ }
+ void SetFLASHLIGHTDEPTHFILTERMODE( bool i )
+ {
+ m_nFLASHLIGHTDEPTHFILTERMODE = i ? 1 : 0;
+#ifdef _DEBUG
+ m_bFLASHLIGHTDEPTHFILTERMODE = true;
+#endif
+ }
+public:
+ worldtwotextureblend_ps20b_Static_Index( )
+ {
+#ifdef _DEBUG
+ m_bCONVERT_TO_SRGB = true;
+#endif // _DEBUG
+ m_nCONVERT_TO_SRGB = 0;
+#ifdef _DEBUG
+ m_bDETAILTEXTURE = false;
+#endif // _DEBUG
+ m_nDETAILTEXTURE = 0;
+#ifdef _DEBUG
+ m_bBUMPMAP = false;
+#endif // _DEBUG
+ m_nBUMPMAP = 0;
+#ifdef _DEBUG
+ m_bVERTEXCOLOR = false;
+#endif // _DEBUG
+ m_nVERTEXCOLOR = 0;
+#ifdef _DEBUG
+ m_bSELFILLUM = false;
+#endif // _DEBUG
+ m_nSELFILLUM = 0;
+#ifdef _DEBUG
+ m_bDIFFUSEBUMPMAP = false;
+#endif // _DEBUG
+ m_nDIFFUSEBUMPMAP = 0;
+#ifdef _DEBUG
+ m_bDETAIL_ALPHA_MASK_BASE_TEXTURE = false;
+#endif // _DEBUG
+ m_nDETAIL_ALPHA_MASK_BASE_TEXTURE = 0;
+#ifdef _DEBUG
+ m_bFLASHLIGHT = false;
+#endif // _DEBUG
+ m_nFLASHLIGHT = 0;
+#ifdef _DEBUG
+ m_bSEAMLESS = false;
+#endif // _DEBUG
+ m_nSEAMLESS = 0;
+#ifdef _DEBUG
+ m_bFLASHLIGHTDEPTHFILTERMODE = false;
+#endif // _DEBUG
+ m_nFLASHLIGHTDEPTHFILTERMODE = 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_bDETAILTEXTURE && m_bBUMPMAP && m_bVERTEXCOLOR && m_bSELFILLUM && m_bDIFFUSEBUMPMAP && m_bDETAIL_ALPHA_MASK_BASE_TEXTURE && m_bFLASHLIGHT && m_bSEAMLESS && m_bFLASHLIGHTDEPTHFILTERMODE;
+ Assert( bAllStaticVarsDefined );
+#endif // _DEBUG
+ return ( 8 * m_nCONVERT_TO_SRGB ) + ( 8 * m_nDETAILTEXTURE ) + ( 16 * m_nBUMPMAP ) + ( 32 * m_nVERTEXCOLOR ) + ( 64 * m_nSELFILLUM ) + ( 128 * m_nDIFFUSEBUMPMAP ) + ( 256 * m_nDETAIL_ALPHA_MASK_BASE_TEXTURE ) + ( 512 * m_nFLASHLIGHT ) + ( 1024 * m_nSEAMLESS ) + ( 2048 * m_nFLASHLIGHTDEPTHFILTERMODE ) + 0;
+ }
+};
+#define shaderStaticTest_worldtwotextureblend_ps20b psh_forgot_to_set_static_DETAILTEXTURE + psh_forgot_to_set_static_BUMPMAP + psh_forgot_to_set_static_VERTEXCOLOR + psh_forgot_to_set_static_SELFILLUM + psh_forgot_to_set_static_DIFFUSEBUMPMAP + psh_forgot_to_set_static_DETAIL_ALPHA_MASK_BASE_TEXTURE + psh_forgot_to_set_static_FLASHLIGHT + psh_forgot_to_set_static_SEAMLESS + psh_forgot_to_set_static_FLASHLIGHTDEPTHFILTERMODE + 0
+class worldtwotextureblend_ps20b_Dynamic_Index
+{
+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_nPIXELFOGTYPE;
+#ifdef _DEBUG
+ bool m_bPIXELFOGTYPE;
+#endif
+public:
+ void SetPIXELFOGTYPE( int i )
+ {
+ Assert( i >= 0 && i <= 1 );
+ m_nPIXELFOGTYPE = i;
+#ifdef _DEBUG
+ m_bPIXELFOGTYPE = true;
+#endif
+ }
+ void SetPIXELFOGTYPE( bool i )
+ {
+ m_nPIXELFOGTYPE = i ? 1 : 0;
+#ifdef _DEBUG
+ m_bPIXELFOGTYPE = true;
+#endif
+ }
+private:
+ int m_nWRITE_DEPTH_TO_DESTALPHA;
+#ifdef _DEBUG
+ bool m_bWRITE_DEPTH_TO_DESTALPHA;
+#endif
+public:
+ void SetWRITE_DEPTH_TO_DESTALPHA( int i )
+ {
+ Assert( i >= 0 && i <= 0 );
+ m_nWRITE_DEPTH_TO_DESTALPHA = i;
+#ifdef _DEBUG
+ m_bWRITE_DEPTH_TO_DESTALPHA = true;
+#endif
+ }
+ void SetWRITE_DEPTH_TO_DESTALPHA( bool i )
+ {
+ m_nWRITE_DEPTH_TO_DESTALPHA = i ? 1 : 0;
+#ifdef _DEBUG
+ m_bWRITE_DEPTH_TO_DESTALPHA = 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:
+ worldtwotextureblend_ps20b_Dynamic_Index()
+ {
+#ifdef _DEBUG
+ m_bWRITEWATERFOGTODESTALPHA = false;
+#endif // _DEBUG
+ m_nWRITEWATERFOGTODESTALPHA = 0;
+#ifdef _DEBUG
+ m_bPIXELFOGTYPE = false;
+#endif // _DEBUG
+ m_nPIXELFOGTYPE = 0;
+#ifdef _DEBUG
+ m_bWRITE_DEPTH_TO_DESTALPHA = false;
+#endif // _DEBUG
+ m_nWRITE_DEPTH_TO_DESTALPHA = 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_bWRITEWATERFOGTODESTALPHA && m_bPIXELFOGTYPE && m_bWRITE_DEPTH_TO_DESTALPHA && m_bFLASHLIGHTSHADOWS;
+ Assert( bAllDynamicVarsDefined );
+#endif // _DEBUG
+ return ( 1 * m_nWRITEWATERFOGTODESTALPHA ) + ( 2 * m_nPIXELFOGTYPE ) + ( 4 * m_nWRITE_DEPTH_TO_DESTALPHA ) + ( 4 * m_nFLASHLIGHTSHADOWS ) + 0;
+ }
+};
+#define shaderDynamicTest_worldtwotextureblend_ps20b psh_forgot_to_set_dynamic_WRITEWATERFOGTODESTALPHA + psh_forgot_to_set_dynamic_PIXELFOGTYPE + psh_forgot_to_set_dynamic_WRITE_DEPTH_TO_DESTALPHA + psh_forgot_to_set_dynamic_FLASHLIGHTSHADOWS + 0