- reimplemented nightvision illumination

- converted ps20 shaders to ps20b only
This commit is contained in:
Biohazard 2013-09-24 00:01:32 +02:00
parent fab30f204f
commit b33c518ed8
35 changed files with 199 additions and 3400 deletions

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@ -90,6 +90,7 @@ const float4 g_ShaderControls : register( PSREG_CONSTANT_27 ); // xyz a
#define g_SelfIllumMaskControl g_EnvMapFresnel.w
#define g_fBaseMapAlphaPhongMask g_ShaderControls.x
#define g_fInvertPhongMask g_ShaderControls.w
#define g_fMinLighting g_ShaderControls.y // GSTRINGMIGRATION
sampler BaseTextureSampler : register( s0 ); // Base map, selfillum in alpha
sampler SpecularWarpSampler : register( s1 ); // Specular warp sampler (for iridescence etc)
@ -298,7 +299,15 @@ float4 main( PS_INPUT i ) : COLOR
diffuseLighting *= g_DiffuseModulation.rgb;
// GSTRINGMIGRATION
#if FOGTYPE == 2 || FLASHLIGHT != 0
float3 diffuseComponent = albedo * diffuseLighting;
#else
float flFresnelMinlight = saturate( dot( worldSpaceNormal, vEyeDir ) );
float3 diffuseComponent = albedo * lerp( diffuseLighting, 1, g_fMinLighting * flFresnelMinlight );
#endif
// END GSTRINGMIGRATION
if ( bSelfIllum && !bFlashlight )
{
#if ( SELFILLUMFRESNEL == 1 ) // To free up the constant register...see top of file

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@ -77,7 +77,12 @@ const float4 g_ShaderControls : register( c12 );
// 2 registers each - 6 registers total
PixelShaderLightInfo cLightInfo[3] : register( c13 ); // through c18
const float3 g_EyePos : register( c20 );
// GSTRINGMIGRATION
const float4 g_EyePos_MinLight : register( c20 );
#define g_EyePos g_EyePos_MinLight.xyz
#define g_fMinLighting g_EyePos_MinLight.w
// END GSTRINGMIGRATION
const float4 g_FogParams : register( c21 );
const float4 g_FlashlightAttenuationFactors : register( c22 );
@ -193,10 +198,9 @@ float4 main( PS_INPUT i ) : COLOR
specularFactor = normalTexel.a;
float3 diffuseLighting = float3( 1.0f, 1.0f, 1.0f );
float3 worldSpaceNormal = Vec3TangentToWorld( tangentSpaceNormal.xyz, i.vWorldNormal, i.vWorldTangent, vWorldBinormal ); // GSTRINGMIGRATION
if ( bDiffuseLighting )
{
float3 worldSpaceNormal = Vec3TangentToWorld( tangentSpaceNormal.xyz, i.vWorldNormal, i.vWorldTangent, vWorldBinormal );
#if ( defined(SHADER_MODEL_PS_2_B) || defined(SHADER_MODEL_PS_3_0) )
worldSpaceNormal = normalize( worldSpaceNormal );
#else
@ -252,7 +256,16 @@ float4 main( PS_INPUT i ) : COLOR
diffuseLighting *= g_DiffuseModulation.rgb;
alpha *= g_DiffuseModulation.a;
// GSTRINGMIGRATION
#if FOGTYPE == 2 || FLASHLIGHT != 0
float3 diffuseComponent = albedo * diffuseLighting;
#else
float3 vEyeDir = normalize( i.worldVertToEyeVectorXYZ_tangentSpaceVertToEyeVectorZ.xyz );
float flFresnelMinlight = saturate( dot( worldSpaceNormal, vEyeDir ) );
float3 diffuseComponent = albedo * lerp( diffuseLighting, 1, g_fMinLighting * flFresnelMinlight );
#endif
// END GSTRINGMIGRATION
#if !FLASHLIGHT || defined ( _X360 )

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@ -64,7 +64,12 @@ const float4 g_SelfIllumTint_and_BlendFactor : register( c4 );
const float4 g_ShaderControls : register( c12 );
const float4 g_DepthFeatheringConstants : register( c13 );
const float4 g_EyePos : register( c20 );
// GSTRINGMIGRATION
const float4 g_EyePos_MinLight : register( c20 );
#define g_EyePos g_EyePos_MinLight.xyz
#define g_fMinLighting g_EyePos_MinLight.w
// END GSTRINGMIGRATION
const float4 g_FogParams : register( c21 );
#define g_SelfIllumTint g_SelfIllumTint_and_BlendFactor.xyz
@ -351,7 +356,16 @@ float4 main( PS_INPUT i ) : COLOR
alpha = lerp( alpha, alpha * i.color.a, g_fVertexAlpha );
// GSTRINGMIGRATION
#if FOGTYPE == 2 || FLASHLIGHT != 0
float3 diffuseComponent = albedo * diffuseLighting;
#else
float3 vEyeDir = normalize( i.worldVertToEyeVector.xyz );
float flFresnelMinlight = saturate( dot( i.worldSpaceNormal, vEyeDir ) );
float3 diffuseComponent = albedo * lerp( diffuseLighting, 1, g_fMinLighting * flFresnelMinlight );
#endif
// END GSTRINGMIGRATION
#if DETAILTEXTURE
diffuseComponent =

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@ -98,7 +98,7 @@ struct VS_OUTPUT
#endif
float4 color : TEXCOORD2; // Vertex color (from lighting or unlit)
#if CUBEMAP || _X360
#if 1 //CUBEMAP || _X360 // GSTRINGMIGRATION
float3 worldVertToEyeVector : TEXCOORD3; // Necessary for cubemaps
#endif
@ -178,7 +178,7 @@ VS_OUTPUT main( const VS_INPUT v )
o.worldPos_ProjPosZ.w = projPos.z;
// Needed for cubemaps
#if CUBEMAP
#if 1 //CUBEMAP // GSTRINGMIGRATION
o.worldVertToEyeVector.xyz = VSHADER_VECT_SCALE * (cEyePos - worldPos);
#endif

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@ -1,712 +0,0 @@
#include "shaderlib/cshader.h"
class sdk_lightmappedgeneric_ps20_Static_Index
{
private:
int m_nMASKEDBLENDING;
#ifdef _DEBUG
bool m_bMASKEDBLENDING;
#endif
public:
void SetMASKEDBLENDING( int i )
{
Assert( i >= 0 && i <= 1 );
m_nMASKEDBLENDING = i;
#ifdef _DEBUG
m_bMASKEDBLENDING = true;
#endif
}
void SetMASKEDBLENDING( bool i )
{
m_nMASKEDBLENDING = i ? 1 : 0;
#ifdef _DEBUG
m_bMASKEDBLENDING = true;
#endif
}
private:
int m_nBASETEXTURE2;
#ifdef _DEBUG
bool m_bBASETEXTURE2;
#endif
public:
void SetBASETEXTURE2( int i )
{
Assert( i >= 0 && i <= 1 );
m_nBASETEXTURE2 = i;
#ifdef _DEBUG
m_bBASETEXTURE2 = true;
#endif
}
void SetBASETEXTURE2( bool i )
{
m_nBASETEXTURE2 = i ? 1 : 0;
#ifdef _DEBUG
m_bBASETEXTURE2 = 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 <= 2 );
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_nBUMPMAP2;
#ifdef _DEBUG
bool m_bBUMPMAP2;
#endif
public:
void SetBUMPMAP2( int i )
{
Assert( i >= 0 && i <= 1 );
m_nBUMPMAP2 = i;
#ifdef _DEBUG
m_bBUMPMAP2 = true;
#endif
}
void SetBUMPMAP2( bool i )
{
m_nBUMPMAP2 = i ? 1 : 0;
#ifdef _DEBUG
m_bBUMPMAP2 = true;
#endif
}
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_nENVMAPMASK;
#ifdef _DEBUG
bool m_bENVMAPMASK;
#endif
public:
void SetENVMAPMASK( int i )
{
Assert( i >= 0 && i <= 1 );
m_nENVMAPMASK = i;
#ifdef _DEBUG
m_bENVMAPMASK = true;
#endif
}
void SetENVMAPMASK( bool i )
{
m_nENVMAPMASK = i ? 1 : 0;
#ifdef _DEBUG
m_bENVMAPMASK = true;
#endif
}
private:
int m_nBASEALPHAENVMAPMASK;
#ifdef _DEBUG
bool m_bBASEALPHAENVMAPMASK;
#endif
public:
void SetBASEALPHAENVMAPMASK( int i )
{
Assert( i >= 0 && i <= 1 );
m_nBASEALPHAENVMAPMASK = i;
#ifdef _DEBUG
m_bBASEALPHAENVMAPMASK = true;
#endif
}
void SetBASEALPHAENVMAPMASK( bool i )
{
m_nBASEALPHAENVMAPMASK = i ? 1 : 0;
#ifdef _DEBUG
m_bBASEALPHAENVMAPMASK = 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_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_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_nBASETEXTURENOENVMAP;
#ifdef _DEBUG
bool m_bBASETEXTURENOENVMAP;
#endif
public:
void SetBASETEXTURENOENVMAP( int i )
{
Assert( i >= 0 && i <= 1 );
m_nBASETEXTURENOENVMAP = i;
#ifdef _DEBUG
m_bBASETEXTURENOENVMAP = true;
#endif
}
void SetBASETEXTURENOENVMAP( bool i )
{
m_nBASETEXTURENOENVMAP = i ? 1 : 0;
#ifdef _DEBUG
m_bBASETEXTURENOENVMAP = true;
#endif
}
private:
int m_nBASETEXTURE2NOENVMAP;
#ifdef _DEBUG
bool m_bBASETEXTURE2NOENVMAP;
#endif
public:
void SetBASETEXTURE2NOENVMAP( int i )
{
Assert( i >= 0 && i <= 1 );
m_nBASETEXTURE2NOENVMAP = i;
#ifdef _DEBUG
m_bBASETEXTURE2NOENVMAP = true;
#endif
}
void SetBASETEXTURE2NOENVMAP( bool i )
{
m_nBASETEXTURE2NOENVMAP = i ? 1 : 0;
#ifdef _DEBUG
m_bBASETEXTURE2NOENVMAP = true;
#endif
}
private:
int m_nWARPLIGHTING;
#ifdef _DEBUG
bool m_bWARPLIGHTING;
#endif
public:
void SetWARPLIGHTING( int i )
{
Assert( i >= 0 && i <= 1 );
m_nWARPLIGHTING = i;
#ifdef _DEBUG
m_bWARPLIGHTING = true;
#endif
}
void SetWARPLIGHTING( bool i )
{
m_nWARPLIGHTING = i ? 1 : 0;
#ifdef _DEBUG
m_bWARPLIGHTING = true;
#endif
}
private:
int m_nFANCY_BLENDING;
#ifdef _DEBUG
bool m_bFANCY_BLENDING;
#endif
public:
void SetFANCY_BLENDING( int i )
{
Assert( i >= 0 && i <= 1 );
m_nFANCY_BLENDING = i;
#ifdef _DEBUG
m_bFANCY_BLENDING = true;
#endif
}
void SetFANCY_BLENDING( bool i )
{
m_nFANCY_BLENDING = i ? 1 : 0;
#ifdef _DEBUG
m_bFANCY_BLENDING = 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_nOUTLINE;
#ifdef _DEBUG
bool m_bOUTLINE;
#endif
public:
void SetOUTLINE( int i )
{
Assert( i >= 0 && i <= 1 );
m_nOUTLINE = i;
#ifdef _DEBUG
m_bOUTLINE = true;
#endif
}
void SetOUTLINE( bool i )
{
m_nOUTLINE = i ? 1 : 0;
#ifdef _DEBUG
m_bOUTLINE = true;
#endif
}
private:
int m_nSOFTEDGES;
#ifdef _DEBUG
bool m_bSOFTEDGES;
#endif
public:
void SetSOFTEDGES( int i )
{
Assert( i >= 0 && i <= 1 );
m_nSOFTEDGES = i;
#ifdef _DEBUG
m_bSOFTEDGES = true;
#endif
}
void SetSOFTEDGES( bool i )
{
m_nSOFTEDGES = i ? 1 : 0;
#ifdef _DEBUG
m_bSOFTEDGES = true;
#endif
}
private:
int m_nBUMPMASK;
#ifdef _DEBUG
bool m_bBUMPMASK;
#endif
public:
void SetBUMPMASK( int i )
{
Assert( i >= 0 && i <= 1 );
m_nBUMPMASK = i;
#ifdef _DEBUG
m_bBUMPMASK = true;
#endif
}
void SetBUMPMASK( bool i )
{
m_nBUMPMASK = i ? 1 : 0;
#ifdef _DEBUG
m_bBUMPMASK = true;
#endif
}
private:
int m_nNORMAL_DECODE_MODE;
#ifdef _DEBUG
bool m_bNORMAL_DECODE_MODE;
#endif
public:
void SetNORMAL_DECODE_MODE( int i )
{
Assert( i >= 0 && i <= 0 );
m_nNORMAL_DECODE_MODE = i;
#ifdef _DEBUG
m_bNORMAL_DECODE_MODE = true;
#endif
}
void SetNORMAL_DECODE_MODE( bool i )
{
m_nNORMAL_DECODE_MODE = i ? 1 : 0;
#ifdef _DEBUG
m_bNORMAL_DECODE_MODE = true;
#endif
}
private:
int m_nNORMALMASK_DECODE_MODE;
#ifdef _DEBUG
bool m_bNORMALMASK_DECODE_MODE;
#endif
public:
void SetNORMALMASK_DECODE_MODE( int i )
{
Assert( i >= 0 && i <= 0 );
m_nNORMALMASK_DECODE_MODE = i;
#ifdef _DEBUG
m_bNORMALMASK_DECODE_MODE = true;
#endif
}
void SetNORMALMASK_DECODE_MODE( bool i )
{
m_nNORMALMASK_DECODE_MODE = i ? 1 : 0;
#ifdef _DEBUG
m_bNORMALMASK_DECODE_MODE = 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 <= 11 );
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
}
public:
sdk_lightmappedgeneric_ps20_Static_Index( )
{
#ifdef _DEBUG
m_bMASKEDBLENDING = false;
#endif // _DEBUG
m_nMASKEDBLENDING = 0;
#ifdef _DEBUG
m_bBASETEXTURE2 = false;
#endif // _DEBUG
m_nBASETEXTURE2 = 0;
#ifdef _DEBUG
m_bDETAILTEXTURE = false;
#endif // _DEBUG
m_nDETAILTEXTURE = 0;
#ifdef _DEBUG
m_bBUMPMAP = false;
#endif // _DEBUG
m_nBUMPMAP = 0;
#ifdef _DEBUG
m_bBUMPMAP2 = false;
#endif // _DEBUG
m_nBUMPMAP2 = 0;
#ifdef _DEBUG
m_bCUBEMAP = false;
#endif // _DEBUG
m_nCUBEMAP = 0;
#ifdef _DEBUG
m_bENVMAPMASK = false;
#endif // _DEBUG
m_nENVMAPMASK = 0;
#ifdef _DEBUG
m_bBASEALPHAENVMAPMASK = false;
#endif // _DEBUG
m_nBASEALPHAENVMAPMASK = 0;
#ifdef _DEBUG
m_bSELFILLUM = false;
#endif // _DEBUG
m_nSELFILLUM = 0;
#ifdef _DEBUG
m_bNORMALMAPALPHAENVMAPMASK = false;
#endif // _DEBUG
m_nNORMALMAPALPHAENVMAPMASK = 0;
#ifdef _DEBUG
m_bDIFFUSEBUMPMAP = false;
#endif // _DEBUG
m_nDIFFUSEBUMPMAP = 0;
#ifdef _DEBUG
m_bBASETEXTURENOENVMAP = false;
#endif // _DEBUG
m_nBASETEXTURENOENVMAP = 0;
#ifdef _DEBUG
m_bBASETEXTURE2NOENVMAP = false;
#endif // _DEBUG
m_nBASETEXTURE2NOENVMAP = 0;
#ifdef _DEBUG
m_bWARPLIGHTING = false;
#endif // _DEBUG
m_nWARPLIGHTING = 0;
#ifdef _DEBUG
m_bFANCY_BLENDING = false;
#endif // _DEBUG
m_nFANCY_BLENDING = 0;
#ifdef _DEBUG
m_bSEAMLESS = false;
#endif // _DEBUG
m_nSEAMLESS = 0;
#ifdef _DEBUG
m_bOUTLINE = false;
#endif // _DEBUG
m_nOUTLINE = 0;
#ifdef _DEBUG
m_bSOFTEDGES = false;
#endif // _DEBUG
m_nSOFTEDGES = 0;
#ifdef _DEBUG
m_bBUMPMASK = false;
#endif // _DEBUG
m_nBUMPMASK = 0;
#ifdef _DEBUG
m_bNORMAL_DECODE_MODE = false;
#endif // _DEBUG
m_nNORMAL_DECODE_MODE = 0;
#ifdef _DEBUG
m_bNORMALMASK_DECODE_MODE = false;
#endif // _DEBUG
m_nNORMALMASK_DECODE_MODE = 0;
#ifdef _DEBUG
m_bDETAIL_BLEND_MODE = false;
#endif // _DEBUG
m_nDETAIL_BLEND_MODE = 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_bMASKEDBLENDING && m_bBASETEXTURE2 && m_bDETAILTEXTURE && m_bBUMPMAP && m_bBUMPMAP2 && m_bCUBEMAP && m_bENVMAPMASK && m_bBASEALPHAENVMAPMASK && m_bSELFILLUM && m_bNORMALMAPALPHAENVMAPMASK && m_bDIFFUSEBUMPMAP && m_bBASETEXTURENOENVMAP && m_bBASETEXTURE2NOENVMAP && m_bWARPLIGHTING && m_bFANCY_BLENDING && m_bSEAMLESS && m_bOUTLINE && m_bSOFTEDGES && m_bBUMPMASK && m_bNORMAL_DECODE_MODE && m_bNORMALMASK_DECODE_MODE && m_bDETAIL_BLEND_MODE;
Assert( bAllStaticVarsDefined );
#endif // _DEBUG
return ( 48 * m_nMASKEDBLENDING ) + ( 96 * m_nBASETEXTURE2 ) + ( 192 * m_nDETAILTEXTURE ) + ( 384 * m_nBUMPMAP ) + ( 1152 * m_nBUMPMAP2 ) + ( 2304 * m_nCUBEMAP ) + ( 4608 * m_nENVMAPMASK ) + ( 9216 * m_nBASEALPHAENVMAPMASK ) + ( 18432 * m_nSELFILLUM ) + ( 36864 * m_nNORMALMAPALPHAENVMAPMASK ) + ( 73728 * m_nDIFFUSEBUMPMAP ) + ( 147456 * m_nBASETEXTURENOENVMAP ) + ( 294912 * m_nBASETEXTURE2NOENVMAP ) + ( 589824 * m_nWARPLIGHTING ) + ( 1179648 * m_nFANCY_BLENDING ) + ( 2359296 * m_nSEAMLESS ) + ( 4718592 * m_nOUTLINE ) + ( 9437184 * m_nSOFTEDGES ) + ( 18874368 * m_nBUMPMASK ) + ( 37748736 * m_nNORMAL_DECODE_MODE ) + ( 37748736 * m_nNORMALMASK_DECODE_MODE ) + ( 37748736 * m_nDETAIL_BLEND_MODE ) + 0;
}
};
#define shaderStaticTest_sdk_lightmappedgeneric_ps20 psh_forgot_to_set_static_MASKEDBLENDING + psh_forgot_to_set_static_BASETEXTURE2 + psh_forgot_to_set_static_DETAILTEXTURE + psh_forgot_to_set_static_BUMPMAP + psh_forgot_to_set_static_BUMPMAP2 + psh_forgot_to_set_static_CUBEMAP + psh_forgot_to_set_static_ENVMAPMASK + psh_forgot_to_set_static_BASEALPHAENVMAPMASK + psh_forgot_to_set_static_SELFILLUM + psh_forgot_to_set_static_NORMALMAPALPHAENVMAPMASK + psh_forgot_to_set_static_DIFFUSEBUMPMAP + psh_forgot_to_set_static_BASETEXTURENOENVMAP + psh_forgot_to_set_static_BASETEXTURE2NOENVMAP + psh_forgot_to_set_static_WARPLIGHTING + psh_forgot_to_set_static_FANCY_BLENDING + psh_forgot_to_set_static_SEAMLESS + psh_forgot_to_set_static_OUTLINE + psh_forgot_to_set_static_SOFTEDGES + psh_forgot_to_set_static_BUMPMASK + psh_forgot_to_set_static_NORMAL_DECODE_MODE + psh_forgot_to_set_static_NORMALMASK_DECODE_MODE + psh_forgot_to_set_static_DETAIL_BLEND_MODE + 0
class sdk_lightmappedgeneric_ps20_Dynamic_Index
{
private:
int m_nFASTPATHENVMAPCONTRAST;
#ifdef _DEBUG
bool m_bFASTPATHENVMAPCONTRAST;
#endif
public:
void SetFASTPATHENVMAPCONTRAST( int i )
{
Assert( i >= 0 && i <= 1 );
m_nFASTPATHENVMAPCONTRAST = i;
#ifdef _DEBUG
m_bFASTPATHENVMAPCONTRAST = true;
#endif
}
void SetFASTPATHENVMAPCONTRAST( bool i )
{
m_nFASTPATHENVMAPCONTRAST = i ? 1 : 0;
#ifdef _DEBUG
m_bFASTPATHENVMAPCONTRAST = true;
#endif
}
private:
int m_nFASTPATH;
#ifdef _DEBUG
bool m_bFASTPATH;
#endif
public:
void SetFASTPATH( int i )
{
Assert( i >= 0 && i <= 1 );
m_nFASTPATH = i;
#ifdef _DEBUG
m_bFASTPATH = true;
#endif
}
void SetFASTPATH( bool i )
{
m_nFASTPATH = i ? 1 : 0;
#ifdef _DEBUG
m_bFASTPATH = 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_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_nLIGHTING_PREVIEW;
#ifdef _DEBUG
bool m_bLIGHTING_PREVIEW;
#endif
public:
void SetLIGHTING_PREVIEW( int i )
{
Assert( i >= 0 && i <= 2 );
m_nLIGHTING_PREVIEW = i;
#ifdef _DEBUG
m_bLIGHTING_PREVIEW = true;
#endif
}
void SetLIGHTING_PREVIEW( bool i )
{
m_nLIGHTING_PREVIEW = i ? 1 : 0;
#ifdef _DEBUG
m_bLIGHTING_PREVIEW = true;
#endif
}
public:
sdk_lightmappedgeneric_ps20_Dynamic_Index()
{
#ifdef _DEBUG
m_bFASTPATHENVMAPCONTRAST = false;
#endif // _DEBUG
m_nFASTPATHENVMAPCONTRAST = 0;
#ifdef _DEBUG
m_bFASTPATH = false;
#endif // _DEBUG
m_nFASTPATH = 0;
#ifdef _DEBUG
m_bWRITEWATERFOGTODESTALPHA = false;
#endif // _DEBUG
m_nWRITEWATERFOGTODESTALPHA = 0;
#ifdef _DEBUG
m_bPIXELFOGTYPE = false;
#endif // _DEBUG
m_nPIXELFOGTYPE = 0;
#ifdef _DEBUG
m_bLIGHTING_PREVIEW = false;
#endif // _DEBUG
m_nLIGHTING_PREVIEW = 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_bFASTPATHENVMAPCONTRAST && m_bFASTPATH && m_bWRITEWATERFOGTODESTALPHA && m_bPIXELFOGTYPE && m_bLIGHTING_PREVIEW;
Assert( bAllDynamicVarsDefined );
#endif // _DEBUG
return ( 1 * m_nFASTPATHENVMAPCONTRAST ) + ( 2 * m_nFASTPATH ) + ( 4 * m_nWRITEWATERFOGTODESTALPHA ) + ( 8 * m_nPIXELFOGTYPE ) + ( 16 * m_nLIGHTING_PREVIEW ) + 0;
}
};
#define shaderDynamicTest_sdk_lightmappedgeneric_ps20 psh_forgot_to_set_dynamic_FASTPATHENVMAPCONTRAST + psh_forgot_to_set_dynamic_FASTPATH + psh_forgot_to_set_dynamic_WRITEWATERFOGTODESTALPHA + psh_forgot_to_set_dynamic_PIXELFOGTYPE + psh_forgot_to_set_dynamic_LIGHTING_PREVIEW + 0

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@ -1,387 +0,0 @@
#include "shaderlib/cshader.h"
class sdk_vertexlit_and_unlit_generic_bump_ps20_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
}
public:
sdk_vertexlit_and_unlit_generic_bump_ps20_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;
}
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;
Assert( bAllStaticVarsDefined );
#endif // _DEBUG
return ( 24 * m_nCUBEMAP ) + ( 48 * m_nDIFFUSELIGHTING ) + ( 96 * m_nLIGHTWARPTEXTURE ) + ( 192 * m_nSELFILLUM ) + ( 384 * m_nSELFILLUMFRESNEL ) + ( 768 * m_nNORMALMAPALPHAENVMAPMASK ) + ( 1536 * m_nHALFLAMBERT ) + ( 3072 * m_nFLASHLIGHT ) + ( 6144 * m_nDETAILTEXTURE ) + ( 12288 * m_nDETAIL_BLEND_MODE ) + 0;
}
};
#define shaderStaticTest_sdk_vertexlit_and_unlit_generic_bump_ps20 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 + 0
class sdk_vertexlit_and_unlit_generic_bump_ps20_Dynamic_Index
{
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_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_nNUM_LIGHTS;
#ifdef _DEBUG
bool m_bNUM_LIGHTS;
#endif
public:
void SetNUM_LIGHTS( int i )
{
Assert( i >= 0 && i <= 2 );
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
}
public:
sdk_vertexlit_and_unlit_generic_bump_ps20_Dynamic_Index()
{
#ifdef _DEBUG
m_bPIXELFOGTYPE = false;
#endif // _DEBUG
m_nPIXELFOGTYPE = 0;
#ifdef _DEBUG
m_bWRITEWATERFOGTODESTALPHA = false;
#endif // _DEBUG
m_nWRITEWATERFOGTODESTALPHA = 0;
#ifdef _DEBUG
m_bNUM_LIGHTS = false;
#endif // _DEBUG
m_nNUM_LIGHTS = 0;
#ifdef _DEBUG
m_bAMBIENT_LIGHT = false;
#endif // _DEBUG
m_nAMBIENT_LIGHT = 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_bPIXELFOGTYPE && m_bWRITEWATERFOGTODESTALPHA && m_bNUM_LIGHTS && m_bAMBIENT_LIGHT;
Assert( bAllDynamicVarsDefined );
#endif // _DEBUG
return ( 1 * m_nPIXELFOGTYPE ) + ( 2 * m_nWRITEWATERFOGTODESTALPHA ) + ( 4 * m_nNUM_LIGHTS ) + ( 12 * m_nAMBIENT_LIGHT ) + 0;
}
};
#define shaderDynamicTest_sdk_vertexlit_and_unlit_generic_bump_ps20 psh_forgot_to_set_dynamic_PIXELFOGTYPE + psh_forgot_to_set_dynamic_WRITEWATERFOGTODESTALPHA + psh_forgot_to_set_dynamic_NUM_LIGHTS + psh_forgot_to_set_dynamic_AMBIENT_LIGHT + 0

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@ -1,512 +0,0 @@
#include "shaderlib/cshader.h"
class sdk_vertexlit_and_unlit_generic_ps20_Static_Index
{
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_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_nENVMAPMASK;
#ifdef _DEBUG
bool m_bENVMAPMASK;
#endif
public:
void SetENVMAPMASK( int i )
{
Assert( i >= 0 && i <= 1 );
m_nENVMAPMASK = i;
#ifdef _DEBUG
m_bENVMAPMASK = true;
#endif
}
void SetENVMAPMASK( bool i )
{
m_nENVMAPMASK = i ? 1 : 0;
#ifdef _DEBUG
m_bENVMAPMASK = true;
#endif
}
private:
int m_nBASEALPHAENVMAPMASK;
#ifdef _DEBUG
bool m_bBASEALPHAENVMAPMASK;
#endif
public:
void SetBASEALPHAENVMAPMASK( int i )
{
Assert( i >= 0 && i <= 1 );
m_nBASEALPHAENVMAPMASK = i;
#ifdef _DEBUG
m_bBASEALPHAENVMAPMASK = true;
#endif
}
void SetBASEALPHAENVMAPMASK( bool i )
{
m_nBASEALPHAENVMAPMASK = i ? 1 : 0;
#ifdef _DEBUG
m_bBASEALPHAENVMAPMASK = 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_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_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_nSELFILLUM_ENVMAPMASK_ALPHA;
#ifdef _DEBUG
bool m_bSELFILLUM_ENVMAPMASK_ALPHA;
#endif
public:
void SetSELFILLUM_ENVMAPMASK_ALPHA( int i )
{
Assert( i >= 0 && i <= 1 );
m_nSELFILLUM_ENVMAPMASK_ALPHA = i;
#ifdef _DEBUG
m_bSELFILLUM_ENVMAPMASK_ALPHA = true;
#endif
}
void SetSELFILLUM_ENVMAPMASK_ALPHA( bool i )
{
m_nSELFILLUM_ENVMAPMASK_ALPHA = i ? 1 : 0;
#ifdef _DEBUG
m_bSELFILLUM_ENVMAPMASK_ALPHA = 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 <= 9 );
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_nSEAMLESS_BASE;
#ifdef _DEBUG
bool m_bSEAMLESS_BASE;
#endif
public:
void SetSEAMLESS_BASE( int i )
{
Assert( i >= 0 && i <= 1 );
m_nSEAMLESS_BASE = i;
#ifdef _DEBUG
m_bSEAMLESS_BASE = true;
#endif
}
void SetSEAMLESS_BASE( bool i )
{
m_nSEAMLESS_BASE = i ? 1 : 0;
#ifdef _DEBUG
m_bSEAMLESS_BASE = true;
#endif
}
private:
int m_nSEAMLESS_DETAIL;
#ifdef _DEBUG
bool m_bSEAMLESS_DETAIL;
#endif
public:
void SetSEAMLESS_DETAIL( int i )
{
Assert( i >= 0 && i <= 1 );
m_nSEAMLESS_DETAIL = i;
#ifdef _DEBUG
m_bSEAMLESS_DETAIL = true;
#endif
}
void SetSEAMLESS_DETAIL( bool i )
{
m_nSEAMLESS_DETAIL = i ? 1 : 0;
#ifdef _DEBUG
m_bSEAMLESS_DETAIL = true;
#endif
}
private:
int m_nDISTANCEALPHA;
#ifdef _DEBUG
bool m_bDISTANCEALPHA;
#endif
public:
void SetDISTANCEALPHA( int i )
{
Assert( i >= 0 && i <= 1 );
m_nDISTANCEALPHA = i;
#ifdef _DEBUG
m_bDISTANCEALPHA = true;
#endif
}
void SetDISTANCEALPHA( bool i )
{
m_nDISTANCEALPHA = i ? 1 : 0;
#ifdef _DEBUG
m_bDISTANCEALPHA = true;
#endif
}
private:
int m_nDISTANCEALPHAFROMDETAIL;
#ifdef _DEBUG
bool m_bDISTANCEALPHAFROMDETAIL;
#endif
public:
void SetDISTANCEALPHAFROMDETAIL( int i )
{
Assert( i >= 0 && i <= 1 );
m_nDISTANCEALPHAFROMDETAIL = i;
#ifdef _DEBUG
m_bDISTANCEALPHAFROMDETAIL = true;
#endif
}
void SetDISTANCEALPHAFROMDETAIL( bool i )
{
m_nDISTANCEALPHAFROMDETAIL = i ? 1 : 0;
#ifdef _DEBUG
m_bDISTANCEALPHAFROMDETAIL = true;
#endif
}
private:
int m_nSOFT_MASK;
#ifdef _DEBUG
bool m_bSOFT_MASK;
#endif
public:
void SetSOFT_MASK( int i )
{
Assert( i >= 0 && i <= 1 );
m_nSOFT_MASK = i;
#ifdef _DEBUG
m_bSOFT_MASK = true;
#endif
}
void SetSOFT_MASK( bool i )
{
m_nSOFT_MASK = i ? 1 : 0;
#ifdef _DEBUG
m_bSOFT_MASK = true;
#endif
}
private:
int m_nOUTLINE;
#ifdef _DEBUG
bool m_bOUTLINE;
#endif
public:
void SetOUTLINE( int i )
{
Assert( i >= 0 && i <= 1 );
m_nOUTLINE = i;
#ifdef _DEBUG
m_bOUTLINE = true;
#endif
}
void SetOUTLINE( bool i )
{
m_nOUTLINE = i ? 1 : 0;
#ifdef _DEBUG
m_bOUTLINE = true;
#endif
}
private:
int m_nOUTER_GLOW;
#ifdef _DEBUG
bool m_bOUTER_GLOW;
#endif
public:
void SetOUTER_GLOW( int i )
{
Assert( i >= 0 && i <= 1 );
m_nOUTER_GLOW = i;
#ifdef _DEBUG
m_bOUTER_GLOW = true;
#endif
}
void SetOUTER_GLOW( bool i )
{
m_nOUTER_GLOW = i ? 1 : 0;
#ifdef _DEBUG
m_bOUTER_GLOW = true;
#endif
}
public:
sdk_vertexlit_and_unlit_generic_ps20_Static_Index( )
{
#ifdef _DEBUG
m_bDETAILTEXTURE = false;
#endif // _DEBUG
m_nDETAILTEXTURE = 0;
#ifdef _DEBUG
m_bCUBEMAP = false;
#endif // _DEBUG
m_nCUBEMAP = 0;
#ifdef _DEBUG
m_bDIFFUSELIGHTING = false;
#endif // _DEBUG
m_nDIFFUSELIGHTING = 0;
#ifdef _DEBUG
m_bENVMAPMASK = false;
#endif // _DEBUG
m_nENVMAPMASK = 0;
#ifdef _DEBUG
m_bBASEALPHAENVMAPMASK = false;
#endif // _DEBUG
m_nBASEALPHAENVMAPMASK = 0;
#ifdef _DEBUG
m_bSELFILLUM = false;
#endif // _DEBUG
m_nSELFILLUM = 0;
#ifdef _DEBUG
m_bVERTEXCOLOR = false;
#endif // _DEBUG
m_nVERTEXCOLOR = 0;
#ifdef _DEBUG
m_bFLASHLIGHT = false;
#endif // _DEBUG
m_nFLASHLIGHT = 0;
#ifdef _DEBUG
m_bSELFILLUM_ENVMAPMASK_ALPHA = false;
#endif // _DEBUG
m_nSELFILLUM_ENVMAPMASK_ALPHA = 0;
#ifdef _DEBUG
m_bDETAIL_BLEND_MODE = false;
#endif // _DEBUG
m_nDETAIL_BLEND_MODE = 0;
#ifdef _DEBUG
m_bSEAMLESS_BASE = false;
#endif // _DEBUG
m_nSEAMLESS_BASE = 0;
#ifdef _DEBUG
m_bSEAMLESS_DETAIL = false;
#endif // _DEBUG
m_nSEAMLESS_DETAIL = 0;
#ifdef _DEBUG
m_bDISTANCEALPHA = false;
#endif // _DEBUG
m_nDISTANCEALPHA = 0;
#ifdef _DEBUG
m_bDISTANCEALPHAFROMDETAIL = false;
#endif // _DEBUG
m_nDISTANCEALPHAFROMDETAIL = 0;
#ifdef _DEBUG
m_bSOFT_MASK = false;
#endif // _DEBUG
m_nSOFT_MASK = 0;
#ifdef _DEBUG
m_bOUTLINE = false;
#endif // _DEBUG
m_nOUTLINE = 0;
#ifdef _DEBUG
m_bOUTER_GLOW = false;
#endif // _DEBUG
m_nOUTER_GLOW = 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_bDETAILTEXTURE && m_bCUBEMAP && m_bDIFFUSELIGHTING && m_bENVMAPMASK && m_bBASEALPHAENVMAPMASK && m_bSELFILLUM && m_bVERTEXCOLOR && m_bFLASHLIGHT && m_bSELFILLUM_ENVMAPMASK_ALPHA && m_bDETAIL_BLEND_MODE && m_bSEAMLESS_BASE && m_bSEAMLESS_DETAIL && m_bDISTANCEALPHA && m_bDISTANCEALPHAFROMDETAIL && m_bSOFT_MASK && m_bOUTLINE && m_bOUTER_GLOW;
Assert( bAllStaticVarsDefined );
#endif // _DEBUG
return ( 6 * m_nDETAILTEXTURE ) + ( 12 * m_nCUBEMAP ) + ( 24 * m_nDIFFUSELIGHTING ) + ( 48 * m_nENVMAPMASK ) + ( 96 * m_nBASEALPHAENVMAPMASK ) + ( 192 * m_nSELFILLUM ) + ( 384 * m_nVERTEXCOLOR ) + ( 768 * m_nFLASHLIGHT ) + ( 1536 * m_nSELFILLUM_ENVMAPMASK_ALPHA ) + ( 3072 * m_nDETAIL_BLEND_MODE ) + ( 30720 * m_nSEAMLESS_BASE ) + ( 61440 * m_nSEAMLESS_DETAIL ) + ( 122880 * m_nDISTANCEALPHA ) + ( 245760 * m_nDISTANCEALPHAFROMDETAIL ) + ( 491520 * m_nSOFT_MASK ) + ( 983040 * m_nOUTLINE ) + ( 1966080 * m_nOUTER_GLOW ) + 0;
}
};
#define shaderStaticTest_sdk_vertexlit_and_unlit_generic_ps20 psh_forgot_to_set_static_DETAILTEXTURE + psh_forgot_to_set_static_CUBEMAP + psh_forgot_to_set_static_DIFFUSELIGHTING + psh_forgot_to_set_static_ENVMAPMASK + psh_forgot_to_set_static_BASEALPHAENVMAPMASK + psh_forgot_to_set_static_SELFILLUM + psh_forgot_to_set_static_VERTEXCOLOR + psh_forgot_to_set_static_FLASHLIGHT + psh_forgot_to_set_static_SELFILLUM_ENVMAPMASK_ALPHA + psh_forgot_to_set_static_DETAIL_BLEND_MODE + psh_forgot_to_set_static_SEAMLESS_BASE + psh_forgot_to_set_static_SEAMLESS_DETAIL + psh_forgot_to_set_static_DISTANCEALPHA + psh_forgot_to_set_static_DISTANCEALPHAFROMDETAIL + psh_forgot_to_set_static_SOFT_MASK + psh_forgot_to_set_static_OUTLINE + psh_forgot_to_set_static_OUTER_GLOW + 0
class sdk_vertexlit_and_unlit_generic_ps20_Dynamic_Index
{
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_nLIGHTING_PREVIEW;
#ifdef _DEBUG
bool m_bLIGHTING_PREVIEW;
#endif
public:
void SetLIGHTING_PREVIEW( int i )
{
Assert( i >= 0 && i <= 2 );
m_nLIGHTING_PREVIEW = i;
#ifdef _DEBUG
m_bLIGHTING_PREVIEW = true;
#endif
}
void SetLIGHTING_PREVIEW( bool i )
{
m_nLIGHTING_PREVIEW = i ? 1 : 0;
#ifdef _DEBUG
m_bLIGHTING_PREVIEW = true;
#endif
}
public:
sdk_vertexlit_and_unlit_generic_ps20_Dynamic_Index()
{
#ifdef _DEBUG
m_bPIXELFOGTYPE = false;
#endif // _DEBUG
m_nPIXELFOGTYPE = 0;
#ifdef _DEBUG
m_bLIGHTING_PREVIEW = false;
#endif // _DEBUG
m_nLIGHTING_PREVIEW = 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_bPIXELFOGTYPE && m_bLIGHTING_PREVIEW;
Assert( bAllDynamicVarsDefined );
#endif // _DEBUG
return ( 1 * m_nPIXELFOGTYPE ) + ( 2 * m_nLIGHTING_PREVIEW ) + 0;
}
};
#define shaderDynamicTest_sdk_vertexlit_and_unlit_generic_ps20 psh_forgot_to_set_dynamic_PIXELFOGTYPE + psh_forgot_to_set_dynamic_LIGHTING_PREVIEW + 0

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@ -1,712 +0,0 @@
#include "shaderlib/cshader.h"
class sdk_lightmappedgeneric_ps20_Static_Index
{
private:
int m_nMASKEDBLENDING;
#ifdef _DEBUG
bool m_bMASKEDBLENDING;
#endif
public:
void SetMASKEDBLENDING( int i )
{
Assert( i >= 0 && i <= 1 );
m_nMASKEDBLENDING = i;
#ifdef _DEBUG
m_bMASKEDBLENDING = true;
#endif
}
void SetMASKEDBLENDING( bool i )
{
m_nMASKEDBLENDING = i ? 1 : 0;
#ifdef _DEBUG
m_bMASKEDBLENDING = true;
#endif
}
private:
int m_nBASETEXTURE2;
#ifdef _DEBUG
bool m_bBASETEXTURE2;
#endif
public:
void SetBASETEXTURE2( int i )
{
Assert( i >= 0 && i <= 1 );
m_nBASETEXTURE2 = i;
#ifdef _DEBUG
m_bBASETEXTURE2 = true;
#endif
}
void SetBASETEXTURE2( bool i )
{
m_nBASETEXTURE2 = i ? 1 : 0;
#ifdef _DEBUG
m_bBASETEXTURE2 = 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 <= 2 );
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_nBUMPMAP2;
#ifdef _DEBUG
bool m_bBUMPMAP2;
#endif
public:
void SetBUMPMAP2( int i )
{
Assert( i >= 0 && i <= 1 );
m_nBUMPMAP2 = i;
#ifdef _DEBUG
m_bBUMPMAP2 = true;
#endif
}
void SetBUMPMAP2( bool i )
{
m_nBUMPMAP2 = i ? 1 : 0;
#ifdef _DEBUG
m_bBUMPMAP2 = true;
#endif
}
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_nENVMAPMASK;
#ifdef _DEBUG
bool m_bENVMAPMASK;
#endif
public:
void SetENVMAPMASK( int i )
{
Assert( i >= 0 && i <= 1 );
m_nENVMAPMASK = i;
#ifdef _DEBUG
m_bENVMAPMASK = true;
#endif
}
void SetENVMAPMASK( bool i )
{
m_nENVMAPMASK = i ? 1 : 0;
#ifdef _DEBUG
m_bENVMAPMASK = true;
#endif
}
private:
int m_nBASEALPHAENVMAPMASK;
#ifdef _DEBUG
bool m_bBASEALPHAENVMAPMASK;
#endif
public:
void SetBASEALPHAENVMAPMASK( int i )
{
Assert( i >= 0 && i <= 1 );
m_nBASEALPHAENVMAPMASK = i;
#ifdef _DEBUG
m_bBASEALPHAENVMAPMASK = true;
#endif
}
void SetBASEALPHAENVMAPMASK( bool i )
{
m_nBASEALPHAENVMAPMASK = i ? 1 : 0;
#ifdef _DEBUG
m_bBASEALPHAENVMAPMASK = 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_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_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_nBASETEXTURENOENVMAP;
#ifdef _DEBUG
bool m_bBASETEXTURENOENVMAP;
#endif
public:
void SetBASETEXTURENOENVMAP( int i )
{
Assert( i >= 0 && i <= 1 );
m_nBASETEXTURENOENVMAP = i;
#ifdef _DEBUG
m_bBASETEXTURENOENVMAP = true;
#endif
}
void SetBASETEXTURENOENVMAP( bool i )
{
m_nBASETEXTURENOENVMAP = i ? 1 : 0;
#ifdef _DEBUG
m_bBASETEXTURENOENVMAP = true;
#endif
}
private:
int m_nBASETEXTURE2NOENVMAP;
#ifdef _DEBUG
bool m_bBASETEXTURE2NOENVMAP;
#endif
public:
void SetBASETEXTURE2NOENVMAP( int i )
{
Assert( i >= 0 && i <= 1 );
m_nBASETEXTURE2NOENVMAP = i;
#ifdef _DEBUG
m_bBASETEXTURE2NOENVMAP = true;
#endif
}
void SetBASETEXTURE2NOENVMAP( bool i )
{
m_nBASETEXTURE2NOENVMAP = i ? 1 : 0;
#ifdef _DEBUG
m_bBASETEXTURE2NOENVMAP = true;
#endif
}
private:
int m_nWARPLIGHTING;
#ifdef _DEBUG
bool m_bWARPLIGHTING;
#endif
public:
void SetWARPLIGHTING( int i )
{
Assert( i >= 0 && i <= 1 );
m_nWARPLIGHTING = i;
#ifdef _DEBUG
m_bWARPLIGHTING = true;
#endif
}
void SetWARPLIGHTING( bool i )
{
m_nWARPLIGHTING = i ? 1 : 0;
#ifdef _DEBUG
m_bWARPLIGHTING = true;
#endif
}
private:
int m_nFANCY_BLENDING;
#ifdef _DEBUG
bool m_bFANCY_BLENDING;
#endif
public:
void SetFANCY_BLENDING( int i )
{
Assert( i >= 0 && i <= 1 );
m_nFANCY_BLENDING = i;
#ifdef _DEBUG
m_bFANCY_BLENDING = true;
#endif
}
void SetFANCY_BLENDING( bool i )
{
m_nFANCY_BLENDING = i ? 1 : 0;
#ifdef _DEBUG
m_bFANCY_BLENDING = 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_nOUTLINE;
#ifdef _DEBUG
bool m_bOUTLINE;
#endif
public:
void SetOUTLINE( int i )
{
Assert( i >= 0 && i <= 1 );
m_nOUTLINE = i;
#ifdef _DEBUG
m_bOUTLINE = true;
#endif
}
void SetOUTLINE( bool i )
{
m_nOUTLINE = i ? 1 : 0;
#ifdef _DEBUG
m_bOUTLINE = true;
#endif
}
private:
int m_nSOFTEDGES;
#ifdef _DEBUG
bool m_bSOFTEDGES;
#endif
public:
void SetSOFTEDGES( int i )
{
Assert( i >= 0 && i <= 1 );
m_nSOFTEDGES = i;
#ifdef _DEBUG
m_bSOFTEDGES = true;
#endif
}
void SetSOFTEDGES( bool i )
{
m_nSOFTEDGES = i ? 1 : 0;
#ifdef _DEBUG
m_bSOFTEDGES = true;
#endif
}
private:
int m_nBUMPMASK;
#ifdef _DEBUG
bool m_bBUMPMASK;
#endif
public:
void SetBUMPMASK( int i )
{
Assert( i >= 0 && i <= 1 );
m_nBUMPMASK = i;
#ifdef _DEBUG
m_bBUMPMASK = true;
#endif
}
void SetBUMPMASK( bool i )
{
m_nBUMPMASK = i ? 1 : 0;
#ifdef _DEBUG
m_bBUMPMASK = true;
#endif
}
private:
int m_nNORMAL_DECODE_MODE;
#ifdef _DEBUG
bool m_bNORMAL_DECODE_MODE;
#endif
public:
void SetNORMAL_DECODE_MODE( int i )
{
Assert( i >= 0 && i <= 0 );
m_nNORMAL_DECODE_MODE = i;
#ifdef _DEBUG
m_bNORMAL_DECODE_MODE = true;
#endif
}
void SetNORMAL_DECODE_MODE( bool i )
{
m_nNORMAL_DECODE_MODE = i ? 1 : 0;
#ifdef _DEBUG
m_bNORMAL_DECODE_MODE = true;
#endif
}
private:
int m_nNORMALMASK_DECODE_MODE;
#ifdef _DEBUG
bool m_bNORMALMASK_DECODE_MODE;
#endif
public:
void SetNORMALMASK_DECODE_MODE( int i )
{
Assert( i >= 0 && i <= 0 );
m_nNORMALMASK_DECODE_MODE = i;
#ifdef _DEBUG
m_bNORMALMASK_DECODE_MODE = true;
#endif
}
void SetNORMALMASK_DECODE_MODE( bool i )
{
m_nNORMALMASK_DECODE_MODE = i ? 1 : 0;
#ifdef _DEBUG
m_bNORMALMASK_DECODE_MODE = 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 <= 11 );
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
}
public:
sdk_lightmappedgeneric_ps20_Static_Index( )
{
#ifdef _DEBUG
m_bMASKEDBLENDING = false;
#endif // _DEBUG
m_nMASKEDBLENDING = 0;
#ifdef _DEBUG
m_bBASETEXTURE2 = false;
#endif // _DEBUG
m_nBASETEXTURE2 = 0;
#ifdef _DEBUG
m_bDETAILTEXTURE = false;
#endif // _DEBUG
m_nDETAILTEXTURE = 0;
#ifdef _DEBUG
m_bBUMPMAP = false;
#endif // _DEBUG
m_nBUMPMAP = 0;
#ifdef _DEBUG
m_bBUMPMAP2 = false;
#endif // _DEBUG
m_nBUMPMAP2 = 0;
#ifdef _DEBUG
m_bCUBEMAP = false;
#endif // _DEBUG
m_nCUBEMAP = 0;
#ifdef _DEBUG
m_bENVMAPMASK = false;
#endif // _DEBUG
m_nENVMAPMASK = 0;
#ifdef _DEBUG
m_bBASEALPHAENVMAPMASK = false;
#endif // _DEBUG
m_nBASEALPHAENVMAPMASK = 0;
#ifdef _DEBUG
m_bSELFILLUM = false;
#endif // _DEBUG
m_nSELFILLUM = 0;
#ifdef _DEBUG
m_bNORMALMAPALPHAENVMAPMASK = false;
#endif // _DEBUG
m_nNORMALMAPALPHAENVMAPMASK = 0;
#ifdef _DEBUG
m_bDIFFUSEBUMPMAP = false;
#endif // _DEBUG
m_nDIFFUSEBUMPMAP = 0;
#ifdef _DEBUG
m_bBASETEXTURENOENVMAP = false;
#endif // _DEBUG
m_nBASETEXTURENOENVMAP = 0;
#ifdef _DEBUG
m_bBASETEXTURE2NOENVMAP = false;
#endif // _DEBUG
m_nBASETEXTURE2NOENVMAP = 0;
#ifdef _DEBUG
m_bWARPLIGHTING = false;
#endif // _DEBUG
m_nWARPLIGHTING = 0;
#ifdef _DEBUG
m_bFANCY_BLENDING = false;
#endif // _DEBUG
m_nFANCY_BLENDING = 0;
#ifdef _DEBUG
m_bSEAMLESS = false;
#endif // _DEBUG
m_nSEAMLESS = 0;
#ifdef _DEBUG
m_bOUTLINE = false;
#endif // _DEBUG
m_nOUTLINE = 0;
#ifdef _DEBUG
m_bSOFTEDGES = false;
#endif // _DEBUG
m_nSOFTEDGES = 0;
#ifdef _DEBUG
m_bBUMPMASK = false;
#endif // _DEBUG
m_nBUMPMASK = 0;
#ifdef _DEBUG
m_bNORMAL_DECODE_MODE = false;
#endif // _DEBUG
m_nNORMAL_DECODE_MODE = 0;
#ifdef _DEBUG
m_bNORMALMASK_DECODE_MODE = false;
#endif // _DEBUG
m_nNORMALMASK_DECODE_MODE = 0;
#ifdef _DEBUG
m_bDETAIL_BLEND_MODE = false;
#endif // _DEBUG
m_nDETAIL_BLEND_MODE = 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_bMASKEDBLENDING && m_bBASETEXTURE2 && m_bDETAILTEXTURE && m_bBUMPMAP && m_bBUMPMAP2 && m_bCUBEMAP && m_bENVMAPMASK && m_bBASEALPHAENVMAPMASK && m_bSELFILLUM && m_bNORMALMAPALPHAENVMAPMASK && m_bDIFFUSEBUMPMAP && m_bBASETEXTURENOENVMAP && m_bBASETEXTURE2NOENVMAP && m_bWARPLIGHTING && m_bFANCY_BLENDING && m_bSEAMLESS && m_bOUTLINE && m_bSOFTEDGES && m_bBUMPMASK && m_bNORMAL_DECODE_MODE && m_bNORMALMASK_DECODE_MODE && m_bDETAIL_BLEND_MODE;
Assert( bAllStaticVarsDefined );
#endif // _DEBUG
return ( 48 * m_nMASKEDBLENDING ) + ( 96 * m_nBASETEXTURE2 ) + ( 192 * m_nDETAILTEXTURE ) + ( 384 * m_nBUMPMAP ) + ( 1152 * m_nBUMPMAP2 ) + ( 2304 * m_nCUBEMAP ) + ( 4608 * m_nENVMAPMASK ) + ( 9216 * m_nBASEALPHAENVMAPMASK ) + ( 18432 * m_nSELFILLUM ) + ( 36864 * m_nNORMALMAPALPHAENVMAPMASK ) + ( 73728 * m_nDIFFUSEBUMPMAP ) + ( 147456 * m_nBASETEXTURENOENVMAP ) + ( 294912 * m_nBASETEXTURE2NOENVMAP ) + ( 589824 * m_nWARPLIGHTING ) + ( 1179648 * m_nFANCY_BLENDING ) + ( 2359296 * m_nSEAMLESS ) + ( 4718592 * m_nOUTLINE ) + ( 9437184 * m_nSOFTEDGES ) + ( 18874368 * m_nBUMPMASK ) + ( 37748736 * m_nNORMAL_DECODE_MODE ) + ( 37748736 * m_nNORMALMASK_DECODE_MODE ) + ( 37748736 * m_nDETAIL_BLEND_MODE ) + 0;
}
};
#define shaderStaticTest_sdk_lightmappedgeneric_ps20 psh_forgot_to_set_static_MASKEDBLENDING + psh_forgot_to_set_static_BASETEXTURE2 + psh_forgot_to_set_static_DETAILTEXTURE + psh_forgot_to_set_static_BUMPMAP + psh_forgot_to_set_static_BUMPMAP2 + psh_forgot_to_set_static_CUBEMAP + psh_forgot_to_set_static_ENVMAPMASK + psh_forgot_to_set_static_BASEALPHAENVMAPMASK + psh_forgot_to_set_static_SELFILLUM + psh_forgot_to_set_static_NORMALMAPALPHAENVMAPMASK + psh_forgot_to_set_static_DIFFUSEBUMPMAP + psh_forgot_to_set_static_BASETEXTURENOENVMAP + psh_forgot_to_set_static_BASETEXTURE2NOENVMAP + psh_forgot_to_set_static_WARPLIGHTING + psh_forgot_to_set_static_FANCY_BLENDING + psh_forgot_to_set_static_SEAMLESS + psh_forgot_to_set_static_OUTLINE + psh_forgot_to_set_static_SOFTEDGES + psh_forgot_to_set_static_BUMPMASK + psh_forgot_to_set_static_NORMAL_DECODE_MODE + psh_forgot_to_set_static_NORMALMASK_DECODE_MODE + psh_forgot_to_set_static_DETAIL_BLEND_MODE + 0
class sdk_lightmappedgeneric_ps20_Dynamic_Index
{
private:
int m_nFASTPATHENVMAPCONTRAST;
#ifdef _DEBUG
bool m_bFASTPATHENVMAPCONTRAST;
#endif
public:
void SetFASTPATHENVMAPCONTRAST( int i )
{
Assert( i >= 0 && i <= 1 );
m_nFASTPATHENVMAPCONTRAST = i;
#ifdef _DEBUG
m_bFASTPATHENVMAPCONTRAST = true;
#endif
}
void SetFASTPATHENVMAPCONTRAST( bool i )
{
m_nFASTPATHENVMAPCONTRAST = i ? 1 : 0;
#ifdef _DEBUG
m_bFASTPATHENVMAPCONTRAST = true;
#endif
}
private:
int m_nFASTPATH;
#ifdef _DEBUG
bool m_bFASTPATH;
#endif
public:
void SetFASTPATH( int i )
{
Assert( i >= 0 && i <= 1 );
m_nFASTPATH = i;
#ifdef _DEBUG
m_bFASTPATH = true;
#endif
}
void SetFASTPATH( bool i )
{
m_nFASTPATH = i ? 1 : 0;
#ifdef _DEBUG
m_bFASTPATH = 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_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_nLIGHTING_PREVIEW;
#ifdef _DEBUG
bool m_bLIGHTING_PREVIEW;
#endif
public:
void SetLIGHTING_PREVIEW( int i )
{
Assert( i >= 0 && i <= 2 );
m_nLIGHTING_PREVIEW = i;
#ifdef _DEBUG
m_bLIGHTING_PREVIEW = true;
#endif
}
void SetLIGHTING_PREVIEW( bool i )
{
m_nLIGHTING_PREVIEW = i ? 1 : 0;
#ifdef _DEBUG
m_bLIGHTING_PREVIEW = true;
#endif
}
public:
sdk_lightmappedgeneric_ps20_Dynamic_Index()
{
#ifdef _DEBUG
m_bFASTPATHENVMAPCONTRAST = false;
#endif // _DEBUG
m_nFASTPATHENVMAPCONTRAST = 0;
#ifdef _DEBUG
m_bFASTPATH = false;
#endif // _DEBUG
m_nFASTPATH = 0;
#ifdef _DEBUG
m_bWRITEWATERFOGTODESTALPHA = false;
#endif // _DEBUG
m_nWRITEWATERFOGTODESTALPHA = 0;
#ifdef _DEBUG
m_bPIXELFOGTYPE = false;
#endif // _DEBUG
m_nPIXELFOGTYPE = 0;
#ifdef _DEBUG
m_bLIGHTING_PREVIEW = false;
#endif // _DEBUG
m_nLIGHTING_PREVIEW = 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_bFASTPATHENVMAPCONTRAST && m_bFASTPATH && m_bWRITEWATERFOGTODESTALPHA && m_bPIXELFOGTYPE && m_bLIGHTING_PREVIEW;
Assert( bAllDynamicVarsDefined );
#endif // _DEBUG
return ( 1 * m_nFASTPATHENVMAPCONTRAST ) + ( 2 * m_nFASTPATH ) + ( 4 * m_nWRITEWATERFOGTODESTALPHA ) + ( 8 * m_nPIXELFOGTYPE ) + ( 16 * m_nLIGHTING_PREVIEW ) + 0;
}
};
#define shaderDynamicTest_sdk_lightmappedgeneric_ps20 psh_forgot_to_set_dynamic_FASTPATHENVMAPCONTRAST + psh_forgot_to_set_dynamic_FASTPATH + psh_forgot_to_set_dynamic_WRITEWATERFOGTODESTALPHA + psh_forgot_to_set_dynamic_PIXELFOGTYPE + psh_forgot_to_set_dynamic_LIGHTING_PREVIEW + 0

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@ -1,387 +0,0 @@
#include "shaderlib/cshader.h"
class sdk_vertexlit_and_unlit_generic_bump_ps20_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
}
public:
sdk_vertexlit_and_unlit_generic_bump_ps20_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;
}
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;
Assert( bAllStaticVarsDefined );
#endif // _DEBUG
return ( 24 * m_nCUBEMAP ) + ( 48 * m_nDIFFUSELIGHTING ) + ( 96 * m_nLIGHTWARPTEXTURE ) + ( 192 * m_nSELFILLUM ) + ( 384 * m_nSELFILLUMFRESNEL ) + ( 768 * m_nNORMALMAPALPHAENVMAPMASK ) + ( 1536 * m_nHALFLAMBERT ) + ( 3072 * m_nFLASHLIGHT ) + ( 6144 * m_nDETAILTEXTURE ) + ( 12288 * m_nDETAIL_BLEND_MODE ) + 0;
}
};
#define shaderStaticTest_sdk_vertexlit_and_unlit_generic_bump_ps20 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 + 0
class sdk_vertexlit_and_unlit_generic_bump_ps20_Dynamic_Index
{
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_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_nNUM_LIGHTS;
#ifdef _DEBUG
bool m_bNUM_LIGHTS;
#endif
public:
void SetNUM_LIGHTS( int i )
{
Assert( i >= 0 && i <= 2 );
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
}
public:
sdk_vertexlit_and_unlit_generic_bump_ps20_Dynamic_Index()
{
#ifdef _DEBUG
m_bPIXELFOGTYPE = false;
#endif // _DEBUG
m_nPIXELFOGTYPE = 0;
#ifdef _DEBUG
m_bWRITEWATERFOGTODESTALPHA = false;
#endif // _DEBUG
m_nWRITEWATERFOGTODESTALPHA = 0;
#ifdef _DEBUG
m_bNUM_LIGHTS = false;
#endif // _DEBUG
m_nNUM_LIGHTS = 0;
#ifdef _DEBUG
m_bAMBIENT_LIGHT = false;
#endif // _DEBUG
m_nAMBIENT_LIGHT = 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_bPIXELFOGTYPE && m_bWRITEWATERFOGTODESTALPHA && m_bNUM_LIGHTS && m_bAMBIENT_LIGHT;
Assert( bAllDynamicVarsDefined );
#endif // _DEBUG
return ( 1 * m_nPIXELFOGTYPE ) + ( 2 * m_nWRITEWATERFOGTODESTALPHA ) + ( 4 * m_nNUM_LIGHTS ) + ( 12 * m_nAMBIENT_LIGHT ) + 0;
}
};
#define shaderDynamicTest_sdk_vertexlit_and_unlit_generic_bump_ps20 psh_forgot_to_set_dynamic_PIXELFOGTYPE + psh_forgot_to_set_dynamic_WRITEWATERFOGTODESTALPHA + psh_forgot_to_set_dynamic_NUM_LIGHTS + psh_forgot_to_set_dynamic_AMBIENT_LIGHT + 0

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@ -1,512 +0,0 @@
#include "shaderlib/cshader.h"
class sdk_vertexlit_and_unlit_generic_ps20_Static_Index
{
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_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_nENVMAPMASK;
#ifdef _DEBUG
bool m_bENVMAPMASK;
#endif
public:
void SetENVMAPMASK( int i )
{
Assert( i >= 0 && i <= 1 );
m_nENVMAPMASK = i;
#ifdef _DEBUG
m_bENVMAPMASK = true;
#endif
}
void SetENVMAPMASK( bool i )
{
m_nENVMAPMASK = i ? 1 : 0;
#ifdef _DEBUG
m_bENVMAPMASK = true;
#endif
}
private:
int m_nBASEALPHAENVMAPMASK;
#ifdef _DEBUG
bool m_bBASEALPHAENVMAPMASK;
#endif
public:
void SetBASEALPHAENVMAPMASK( int i )
{
Assert( i >= 0 && i <= 1 );
m_nBASEALPHAENVMAPMASK = i;
#ifdef _DEBUG
m_bBASEALPHAENVMAPMASK = true;
#endif
}
void SetBASEALPHAENVMAPMASK( bool i )
{
m_nBASEALPHAENVMAPMASK = i ? 1 : 0;
#ifdef _DEBUG
m_bBASEALPHAENVMAPMASK = 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_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_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_nSELFILLUM_ENVMAPMASK_ALPHA;
#ifdef _DEBUG
bool m_bSELFILLUM_ENVMAPMASK_ALPHA;
#endif
public:
void SetSELFILLUM_ENVMAPMASK_ALPHA( int i )
{
Assert( i >= 0 && i <= 1 );
m_nSELFILLUM_ENVMAPMASK_ALPHA = i;
#ifdef _DEBUG
m_bSELFILLUM_ENVMAPMASK_ALPHA = true;
#endif
}
void SetSELFILLUM_ENVMAPMASK_ALPHA( bool i )
{
m_nSELFILLUM_ENVMAPMASK_ALPHA = i ? 1 : 0;
#ifdef _DEBUG
m_bSELFILLUM_ENVMAPMASK_ALPHA = 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 <= 9 );
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_nSEAMLESS_BASE;
#ifdef _DEBUG
bool m_bSEAMLESS_BASE;
#endif
public:
void SetSEAMLESS_BASE( int i )
{
Assert( i >= 0 && i <= 1 );
m_nSEAMLESS_BASE = i;
#ifdef _DEBUG
m_bSEAMLESS_BASE = true;
#endif
}
void SetSEAMLESS_BASE( bool i )
{
m_nSEAMLESS_BASE = i ? 1 : 0;
#ifdef _DEBUG
m_bSEAMLESS_BASE = true;
#endif
}
private:
int m_nSEAMLESS_DETAIL;
#ifdef _DEBUG
bool m_bSEAMLESS_DETAIL;
#endif
public:
void SetSEAMLESS_DETAIL( int i )
{
Assert( i >= 0 && i <= 1 );
m_nSEAMLESS_DETAIL = i;
#ifdef _DEBUG
m_bSEAMLESS_DETAIL = true;
#endif
}
void SetSEAMLESS_DETAIL( bool i )
{
m_nSEAMLESS_DETAIL = i ? 1 : 0;
#ifdef _DEBUG
m_bSEAMLESS_DETAIL = true;
#endif
}
private:
int m_nDISTANCEALPHA;
#ifdef _DEBUG
bool m_bDISTANCEALPHA;
#endif
public:
void SetDISTANCEALPHA( int i )
{
Assert( i >= 0 && i <= 1 );
m_nDISTANCEALPHA = i;
#ifdef _DEBUG
m_bDISTANCEALPHA = true;
#endif
}
void SetDISTANCEALPHA( bool i )
{
m_nDISTANCEALPHA = i ? 1 : 0;
#ifdef _DEBUG
m_bDISTANCEALPHA = true;
#endif
}
private:
int m_nDISTANCEALPHAFROMDETAIL;
#ifdef _DEBUG
bool m_bDISTANCEALPHAFROMDETAIL;
#endif
public:
void SetDISTANCEALPHAFROMDETAIL( int i )
{
Assert( i >= 0 && i <= 1 );
m_nDISTANCEALPHAFROMDETAIL = i;
#ifdef _DEBUG
m_bDISTANCEALPHAFROMDETAIL = true;
#endif
}
void SetDISTANCEALPHAFROMDETAIL( bool i )
{
m_nDISTANCEALPHAFROMDETAIL = i ? 1 : 0;
#ifdef _DEBUG
m_bDISTANCEALPHAFROMDETAIL = true;
#endif
}
private:
int m_nSOFT_MASK;
#ifdef _DEBUG
bool m_bSOFT_MASK;
#endif
public:
void SetSOFT_MASK( int i )
{
Assert( i >= 0 && i <= 1 );
m_nSOFT_MASK = i;
#ifdef _DEBUG
m_bSOFT_MASK = true;
#endif
}
void SetSOFT_MASK( bool i )
{
m_nSOFT_MASK = i ? 1 : 0;
#ifdef _DEBUG
m_bSOFT_MASK = true;
#endif
}
private:
int m_nOUTLINE;
#ifdef _DEBUG
bool m_bOUTLINE;
#endif
public:
void SetOUTLINE( int i )
{
Assert( i >= 0 && i <= 1 );
m_nOUTLINE = i;
#ifdef _DEBUG
m_bOUTLINE = true;
#endif
}
void SetOUTLINE( bool i )
{
m_nOUTLINE = i ? 1 : 0;
#ifdef _DEBUG
m_bOUTLINE = true;
#endif
}
private:
int m_nOUTER_GLOW;
#ifdef _DEBUG
bool m_bOUTER_GLOW;
#endif
public:
void SetOUTER_GLOW( int i )
{
Assert( i >= 0 && i <= 1 );
m_nOUTER_GLOW = i;
#ifdef _DEBUG
m_bOUTER_GLOW = true;
#endif
}
void SetOUTER_GLOW( bool i )
{
m_nOUTER_GLOW = i ? 1 : 0;
#ifdef _DEBUG
m_bOUTER_GLOW = true;
#endif
}
public:
sdk_vertexlit_and_unlit_generic_ps20_Static_Index( )
{
#ifdef _DEBUG
m_bDETAILTEXTURE = false;
#endif // _DEBUG
m_nDETAILTEXTURE = 0;
#ifdef _DEBUG
m_bCUBEMAP = false;
#endif // _DEBUG
m_nCUBEMAP = 0;
#ifdef _DEBUG
m_bDIFFUSELIGHTING = false;
#endif // _DEBUG
m_nDIFFUSELIGHTING = 0;
#ifdef _DEBUG
m_bENVMAPMASK = false;
#endif // _DEBUG
m_nENVMAPMASK = 0;
#ifdef _DEBUG
m_bBASEALPHAENVMAPMASK = false;
#endif // _DEBUG
m_nBASEALPHAENVMAPMASK = 0;
#ifdef _DEBUG
m_bSELFILLUM = false;
#endif // _DEBUG
m_nSELFILLUM = 0;
#ifdef _DEBUG
m_bVERTEXCOLOR = false;
#endif // _DEBUG
m_nVERTEXCOLOR = 0;
#ifdef _DEBUG
m_bFLASHLIGHT = false;
#endif // _DEBUG
m_nFLASHLIGHT = 0;
#ifdef _DEBUG
m_bSELFILLUM_ENVMAPMASK_ALPHA = false;
#endif // _DEBUG
m_nSELFILLUM_ENVMAPMASK_ALPHA = 0;
#ifdef _DEBUG
m_bDETAIL_BLEND_MODE = false;
#endif // _DEBUG
m_nDETAIL_BLEND_MODE = 0;
#ifdef _DEBUG
m_bSEAMLESS_BASE = false;
#endif // _DEBUG
m_nSEAMLESS_BASE = 0;
#ifdef _DEBUG
m_bSEAMLESS_DETAIL = false;
#endif // _DEBUG
m_nSEAMLESS_DETAIL = 0;
#ifdef _DEBUG
m_bDISTANCEALPHA = false;
#endif // _DEBUG
m_nDISTANCEALPHA = 0;
#ifdef _DEBUG
m_bDISTANCEALPHAFROMDETAIL = false;
#endif // _DEBUG
m_nDISTANCEALPHAFROMDETAIL = 0;
#ifdef _DEBUG
m_bSOFT_MASK = false;
#endif // _DEBUG
m_nSOFT_MASK = 0;
#ifdef _DEBUG
m_bOUTLINE = false;
#endif // _DEBUG
m_nOUTLINE = 0;
#ifdef _DEBUG
m_bOUTER_GLOW = false;
#endif // _DEBUG
m_nOUTER_GLOW = 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_bDETAILTEXTURE && m_bCUBEMAP && m_bDIFFUSELIGHTING && m_bENVMAPMASK && m_bBASEALPHAENVMAPMASK && m_bSELFILLUM && m_bVERTEXCOLOR && m_bFLASHLIGHT && m_bSELFILLUM_ENVMAPMASK_ALPHA && m_bDETAIL_BLEND_MODE && m_bSEAMLESS_BASE && m_bSEAMLESS_DETAIL && m_bDISTANCEALPHA && m_bDISTANCEALPHAFROMDETAIL && m_bSOFT_MASK && m_bOUTLINE && m_bOUTER_GLOW;
Assert( bAllStaticVarsDefined );
#endif // _DEBUG
return ( 6 * m_nDETAILTEXTURE ) + ( 12 * m_nCUBEMAP ) + ( 24 * m_nDIFFUSELIGHTING ) + ( 48 * m_nENVMAPMASK ) + ( 96 * m_nBASEALPHAENVMAPMASK ) + ( 192 * m_nSELFILLUM ) + ( 384 * m_nVERTEXCOLOR ) + ( 768 * m_nFLASHLIGHT ) + ( 1536 * m_nSELFILLUM_ENVMAPMASK_ALPHA ) + ( 3072 * m_nDETAIL_BLEND_MODE ) + ( 30720 * m_nSEAMLESS_BASE ) + ( 61440 * m_nSEAMLESS_DETAIL ) + ( 122880 * m_nDISTANCEALPHA ) + ( 245760 * m_nDISTANCEALPHAFROMDETAIL ) + ( 491520 * m_nSOFT_MASK ) + ( 983040 * m_nOUTLINE ) + ( 1966080 * m_nOUTER_GLOW ) + 0;
}
};
#define shaderStaticTest_sdk_vertexlit_and_unlit_generic_ps20 psh_forgot_to_set_static_DETAILTEXTURE + psh_forgot_to_set_static_CUBEMAP + psh_forgot_to_set_static_DIFFUSELIGHTING + psh_forgot_to_set_static_ENVMAPMASK + psh_forgot_to_set_static_BASEALPHAENVMAPMASK + psh_forgot_to_set_static_SELFILLUM + psh_forgot_to_set_static_VERTEXCOLOR + psh_forgot_to_set_static_FLASHLIGHT + psh_forgot_to_set_static_SELFILLUM_ENVMAPMASK_ALPHA + psh_forgot_to_set_static_DETAIL_BLEND_MODE + psh_forgot_to_set_static_SEAMLESS_BASE + psh_forgot_to_set_static_SEAMLESS_DETAIL + psh_forgot_to_set_static_DISTANCEALPHA + psh_forgot_to_set_static_DISTANCEALPHAFROMDETAIL + psh_forgot_to_set_static_SOFT_MASK + psh_forgot_to_set_static_OUTLINE + psh_forgot_to_set_static_OUTER_GLOW + 0
class sdk_vertexlit_and_unlit_generic_ps20_Dynamic_Index
{
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_nLIGHTING_PREVIEW;
#ifdef _DEBUG
bool m_bLIGHTING_PREVIEW;
#endif
public:
void SetLIGHTING_PREVIEW( int i )
{
Assert( i >= 0 && i <= 2 );
m_nLIGHTING_PREVIEW = i;
#ifdef _DEBUG
m_bLIGHTING_PREVIEW = true;
#endif
}
void SetLIGHTING_PREVIEW( bool i )
{
m_nLIGHTING_PREVIEW = i ? 1 : 0;
#ifdef _DEBUG
m_bLIGHTING_PREVIEW = true;
#endif
}
public:
sdk_vertexlit_and_unlit_generic_ps20_Dynamic_Index()
{
#ifdef _DEBUG
m_bPIXELFOGTYPE = false;
#endif // _DEBUG
m_nPIXELFOGTYPE = 0;
#ifdef _DEBUG
m_bLIGHTING_PREVIEW = false;
#endif // _DEBUG
m_nLIGHTING_PREVIEW = 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_bPIXELFOGTYPE && m_bLIGHTING_PREVIEW;
Assert( bAllDynamicVarsDefined );
#endif // _DEBUG
return ( 1 * m_nPIXELFOGTYPE ) + ( 2 * m_nLIGHTING_PREVIEW ) + 0;
}
};
#define shaderDynamicTest_sdk_vertexlit_and_unlit_generic_ps20 psh_forgot_to_set_dynamic_PIXELFOGTYPE + psh_forgot_to_set_dynamic_LIGHTING_PREVIEW + 0

View file

@ -1,8 +1,8 @@
SDK_skin_ps20b.fxc
SDK_skin_vs20.fxc
SDK_vertexlit_and_unlit_generic_bump_ps2x.fxc
SDK_vertexlit_and_unlit_generic_bump_ps20b.fxc
SDK_vertexlit_and_unlit_generic_bump_vs20.fxc
SDK_vertexlit_and_unlit_generic_ps2x.fxc
SDK_vertexlit_and_unlit_generic_ps20b.fxc
SDK_vertexlit_and_unlit_generic_vs20.fxc
SDK_cloak_blended_pass_ps2x.fxc
@ -20,7 +20,7 @@ SDK_lightmappedgeneric_flashlight_vs11.fxc
SDK_lightmappedgeneric_flashlight_vs20.fxc
SDK_lightmappedgeneric_lightingonly_overbright2_ps11.fxc
SDK_lightmappedgeneric_lightingonly_vs11.fxc
SDK_lightmappedgeneric_ps2x.fxc
SDK_lightmappedgeneric_ps20b.fxc
SDK_lightmappedgeneric_ps11.fxc
SDK_lightmappedgeneric_vs20.fxc
SDK_lightmappedreflective_ps2x.fxc

View file

@ -9,7 +9,7 @@
#include "BaseVSShader.h"
#include "convar.h"
#include "lightmappedgeneric_dx9_helper.h"
#include "SDK_lightmappedgeneric_ps20.inc"
#include "SDK_lightmappedgeneric_ps20b.inc"
#include "SDK_lightmappedgeneric_vs20.inc"
BEGIN_VS_SHADER( SDK_LightmappedGeneric,

View file

@ -10,9 +10,8 @@
#include "BaseVSShader.h"
#include "commandbuilder.h"
#include "convar.h"
#include "SDK_lightmappedgeneric_ps20.inc"
#include "SDK_lightmappedgeneric_vs20.inc"
#include "SDK_lightmappedgeneric_ps20b.inc"
#include "SDK_lightmappedgeneric_vs20.inc"
#include "tier0/memdbgon.h"
@ -426,7 +425,7 @@ void DrawLightmappedGeneric_DX9_Internal(CBaseVSShader *pShader, IMaterialVar**
VERTEX_SHADER_SHADER_SPECIFIC_CONST_0,
params[info.m_nSeamlessMappingScale]->GetFloatValue(),0,0,0 );
}
staticCmdsBuf.StoreEyePosInPixelShaderConstant( 10 );
//staticCmdsBuf.StoreEyePosInPixelShaderConstant( 10 ); // GSTRINGMIGRATION
staticCmdsBuf.SetPixelShaderFogParams( 11 );
staticCmdsBuf.End();
// now, copy buf
@ -574,7 +573,7 @@ void DrawLightmappedGeneric_DX9_Internal(CBaseVSShader *pShader, IMaterialVar**
DECLARE_STATIC_VERTEX_SHADER( sdk_lightmappedgeneric_vs20 );
SET_STATIC_VERTEX_SHADER_COMBO( ENVMAP_MASK, hasEnvmapMask );
SET_STATIC_VERTEX_SHADER_COMBO( TANGENTSPACE, params[info.m_nEnvmap]->IsTexture() );
SET_STATIC_VERTEX_SHADER_COMBO( TANGENTSPACE, 1 ); // // GSTRINGMIGRATION params[info.m_nEnvmap]->IsTexture() );
SET_STATIC_VERTEX_SHADER_COMBO( BUMPMAP, hasBump );
SET_STATIC_VERTEX_SHADER_COMBO( DIFFUSEBUMPMAP, hasDiffuseBumpmap );
SET_STATIC_VERTEX_SHADER_COMBO( VERTEXCOLOR, IS_FLAG_SET( MATERIAL_VAR_VERTEXCOLOR ) );
@ -589,7 +588,7 @@ void DrawLightmappedGeneric_DX9_Internal(CBaseVSShader *pShader, IMaterialVar**
#endif
SET_STATIC_VERTEX_SHADER( sdk_lightmappedgeneric_vs20 );
if ( g_pHardwareConfig->SupportsPixelShaders_2_b() )
//if ( g_pHardwareConfig->SupportsPixelShaders_2_b() )
{
DECLARE_STATIC_PIXEL_SHADER( sdk_lightmappedgeneric_ps20b );
SET_STATIC_PIXEL_SHADER_COMBO( BASETEXTURE2, hasBaseTexture2 );
@ -620,33 +619,33 @@ void DrawLightmappedGeneric_DX9_Internal(CBaseVSShader *pShader, IMaterialVar**
#endif
SET_STATIC_PIXEL_SHADER( sdk_lightmappedgeneric_ps20b );
}
else
{
DECLARE_STATIC_PIXEL_SHADER( sdk_lightmappedgeneric_ps20 );
SET_STATIC_PIXEL_SHADER_COMBO( BASETEXTURE2, hasBaseTexture2 );
SET_STATIC_PIXEL_SHADER_COMBO( DETAILTEXTURE, hasDetailTexture );
SET_STATIC_PIXEL_SHADER_COMBO( BUMPMAP, bumpmap_variant );
SET_STATIC_PIXEL_SHADER_COMBO( BUMPMAP2, hasBump2 );
SET_STATIC_PIXEL_SHADER_COMBO( BUMPMASK, hasBumpMask );
SET_STATIC_PIXEL_SHADER_COMBO( DIFFUSEBUMPMAP, hasDiffuseBumpmap );
SET_STATIC_PIXEL_SHADER_COMBO( CUBEMAP, hasEnvmap );
SET_STATIC_PIXEL_SHADER_COMBO( ENVMAPMASK, hasEnvmapMask );
SET_STATIC_PIXEL_SHADER_COMBO( BASEALPHAENVMAPMASK, hasBaseAlphaEnvmapMask );
SET_STATIC_PIXEL_SHADER_COMBO( SELFILLUM, hasSelfIllum );
SET_STATIC_PIXEL_SHADER_COMBO( NORMALMAPALPHAENVMAPMASK, hasNormalMapAlphaEnvmapMask );
SET_STATIC_PIXEL_SHADER_COMBO( BASETEXTURENOENVMAP, params[info.m_nBaseTextureNoEnvmap]->GetIntValue() );
SET_STATIC_PIXEL_SHADER_COMBO( BASETEXTURE2NOENVMAP, params[info.m_nBaseTexture2NoEnvmap]->GetIntValue() );
SET_STATIC_PIXEL_SHADER_COMBO( WARPLIGHTING, hasLightWarpTexture );
SET_STATIC_PIXEL_SHADER_COMBO( FANCY_BLENDING, bHasBlendModulateTexture );
SET_STATIC_PIXEL_SHADER_COMBO( MASKEDBLENDING, bMaskedBlending);
SET_STATIC_PIXEL_SHADER_COMBO( SEAMLESS, bSeamlessMapping );
SET_STATIC_PIXEL_SHADER_COMBO( OUTLINE, bHasOutline );
SET_STATIC_PIXEL_SHADER_COMBO( SOFTEDGES, bHasSoftEdges );
SET_STATIC_PIXEL_SHADER_COMBO( DETAIL_BLEND_MODE, nDetailBlendMode );
SET_STATIC_PIXEL_SHADER_COMBO( NORMAL_DECODE_MODE, 0 ); // No normal compression with ps_2_0 (yikes!)
SET_STATIC_PIXEL_SHADER_COMBO( NORMALMASK_DECODE_MODE, 0 ); // No normal compression with ps_2_0
SET_STATIC_PIXEL_SHADER( sdk_lightmappedgeneric_ps20 );
}
//else
//{
// DECLARE_STATIC_PIXEL_SHADER( sdk_lightmappedgeneric_ps20 );
// SET_STATIC_PIXEL_SHADER_COMBO( BASETEXTURE2, hasBaseTexture2 );
// SET_STATIC_PIXEL_SHADER_COMBO( DETAILTEXTURE, hasDetailTexture );
// SET_STATIC_PIXEL_SHADER_COMBO( BUMPMAP, bumpmap_variant );
// SET_STATIC_PIXEL_SHADER_COMBO( BUMPMAP2, hasBump2 );
// SET_STATIC_PIXEL_SHADER_COMBO( BUMPMASK, hasBumpMask );
// SET_STATIC_PIXEL_SHADER_COMBO( DIFFUSEBUMPMAP, hasDiffuseBumpmap );
// SET_STATIC_PIXEL_SHADER_COMBO( CUBEMAP, hasEnvmap );
// SET_STATIC_PIXEL_SHADER_COMBO( ENVMAPMASK, hasEnvmapMask );
// SET_STATIC_PIXEL_SHADER_COMBO( BASEALPHAENVMAPMASK, hasBaseAlphaEnvmapMask );
// SET_STATIC_PIXEL_SHADER_COMBO( SELFILLUM, hasSelfIllum );
// SET_STATIC_PIXEL_SHADER_COMBO( NORMALMAPALPHAENVMAPMASK, hasNormalMapAlphaEnvmapMask );
// SET_STATIC_PIXEL_SHADER_COMBO( BASETEXTURENOENVMAP, params[info.m_nBaseTextureNoEnvmap]->GetIntValue() );
// SET_STATIC_PIXEL_SHADER_COMBO( BASETEXTURE2NOENVMAP, params[info.m_nBaseTexture2NoEnvmap]->GetIntValue() );
// SET_STATIC_PIXEL_SHADER_COMBO( WARPLIGHTING, hasLightWarpTexture );
// SET_STATIC_PIXEL_SHADER_COMBO( FANCY_BLENDING, bHasBlendModulateTexture );
// SET_STATIC_PIXEL_SHADER_COMBO( MASKEDBLENDING, bMaskedBlending);
// SET_STATIC_PIXEL_SHADER_COMBO( SEAMLESS, bSeamlessMapping );
// SET_STATIC_PIXEL_SHADER_COMBO( OUTLINE, bHasOutline );
// SET_STATIC_PIXEL_SHADER_COMBO( SOFTEDGES, bHasSoftEdges );
// SET_STATIC_PIXEL_SHADER_COMBO( DETAIL_BLEND_MODE, nDetailBlendMode );
// SET_STATIC_PIXEL_SHADER_COMBO( NORMAL_DECODE_MODE, 0 ); // No normal compression with ps_2_0 (yikes!)
// SET_STATIC_PIXEL_SHADER_COMBO( NORMALMASK_DECODE_MODE, 0 ); // No normal compression with ps_2_0
// SET_STATIC_PIXEL_SHADER( sdk_lightmappedgeneric_ps20 );
//}
// HACK HACK HACK - enable alpha writes all the time so that we have them for
// underwater stuff and writing depth to dest alpha
// But only do it if we're not using the alpha already for translucency
@ -981,7 +980,7 @@ void DrawLightmappedGeneric_DX9_Internal(CBaseVSShader *pShader, IMaterialVar**
}
float envmapContrast = params[info.m_nEnvmapContrast]->GetFloatValue();
if ( g_pHardwareConfig->SupportsPixelShaders_2_b() )
//if ( g_pHardwareConfig->SupportsPixelShaders_2_b() )
{
DECLARE_DYNAMIC_PIXEL_SHADER( sdk_lightmappedgeneric_ps20b );
SET_DYNAMIC_PIXEL_SHADER_COMBO( FASTPATH, bPixelShaderFastPath || pContextData->m_bPixelShaderForceFastPathBecauseOutline );
@ -995,19 +994,19 @@ void DrawLightmappedGeneric_DX9_Internal(CBaseVSShader *pShader, IMaterialVar**
SET_DYNAMIC_PIXEL_SHADER_CMD( DynamicCmdsOut, sdk_lightmappedgeneric_ps20b );
}
else
{
DECLARE_DYNAMIC_PIXEL_SHADER( sdk_lightmappedgeneric_ps20 );
SET_DYNAMIC_PIXEL_SHADER_COMBO( FASTPATH, bPixelShaderFastPath );
SET_DYNAMIC_PIXEL_SHADER_COMBO( FASTPATHENVMAPCONTRAST, bPixelShaderFastPath && envmapContrast == 1.0f );
SET_DYNAMIC_PIXEL_SHADER_COMBO( PIXELFOGTYPE, pShaderAPI->GetPixelFogCombo() );
// Don't write fog to alpha if we're using translucency
SET_DYNAMIC_PIXEL_SHADER_COMBO( WRITEWATERFOGTODESTALPHA, bWriteWaterFogToAlpha );
SET_DYNAMIC_PIXEL_SHADER_COMBO( LIGHTING_PREVIEW, nFixedLightingMode );
SET_DYNAMIC_PIXEL_SHADER_CMD( DynamicCmdsOut, sdk_lightmappedgeneric_ps20 );
}
//else
//{
// DECLARE_DYNAMIC_PIXEL_SHADER( sdk_lightmappedgeneric_ps20 );
// SET_DYNAMIC_PIXEL_SHADER_COMBO( FASTPATH, bPixelShaderFastPath );
// SET_DYNAMIC_PIXEL_SHADER_COMBO( FASTPATHENVMAPCONTRAST, bPixelShaderFastPath && envmapContrast == 1.0f );
// SET_DYNAMIC_PIXEL_SHADER_COMBO( PIXELFOGTYPE, pShaderAPI->GetPixelFogCombo() );
//
// // Don't write fog to alpha if we're using translucency
// SET_DYNAMIC_PIXEL_SHADER_COMBO( WRITEWATERFOGTODESTALPHA, bWriteWaterFogToAlpha );
// SET_DYNAMIC_PIXEL_SHADER_COMBO( LIGHTING_PREVIEW, nFixedLightingMode );
//
// SET_DYNAMIC_PIXEL_SHADER_CMD( DynamicCmdsOut, sdk_lightmappedgeneric_ps20 );
//}
if( hasFlashlight && IsX360() )
{
@ -1055,6 +1054,13 @@ void DrawLightmappedGeneric_DX9_Internal(CBaseVSShader *pShader, IMaterialVar**
}
}
// GSTRINGMIGRATION
float eyePos[4];
pShaderAPI->GetWorldSpaceCameraPosition( eyePos );
eyePos[3] = pShaderAPI->GetFloatRenderingParameter( FLOAT_RENDERPARM_MINIMUMLIGHTING );
DynamicCmdsOut.SetPixelShaderConstant( 10, eyePos );
// END GSTRINGMIGRATION
DynamicCmdsOut.End();
pShaderAPI->ExecuteCommandBuffer( DynamicCmdsOut.Base() );
}

View file

@ -89,7 +89,13 @@ const float4 g_DetailTint_and_BlendFactor : register( c8 );
#define g_DetailTint (g_DetailTint_and_BlendFactor.rgb)
#define g_DetailBlendFactor (g_DetailTint_and_BlendFactor.w)
const HALF3 g_EyePos : register( c10 );
// GSTRINGMIGRATION
const float4 g_EyePos_MinLight : register( c10 );
#define g_EyePos g_EyePos_MinLight.xyz
#define g_fMinLighting g_EyePos_MinLight.w
// END GSTRINGMIGRATION
const HALF4 g_FogParams : register( c11 );
const float4 g_TintValuesAndLightmapScale : register( c12 );
@ -464,11 +470,23 @@ HALF4 main( PS_INPUT i ) : COLOR
diffuseLighting *= 2.0*tex2D(WarpLightingSampler,float2(len,0));
#endif
#if CUBEMAP || LIGHTING_PREVIEW || ( defined( _X360 ) && FLASHLIGHT )
#if 1 //CUBEMAP || LIGHTING_PREVIEW || ( defined( _X360 ) && FLASHLIGHT ) // GSTRINGMIGRATION
float3 worldSpaceNormal = mul( vNormal, i.tangentSpaceTranspose );
#endif
float3 worldVertToEyeVector = g_EyePos - i.worldPos_projPosZ.xyz;
// GSTRINGMIGRATION
#if FOGTYPE == 2 || FLASHLIGHT != 0
float3 diffuseComponent = albedo.xyz * diffuseLighting;
#else
float3 vEyeDir = normalize( worldVertToEyeVector );
float flFresnelMinlight = saturate( dot( worldSpaceNormal, vEyeDir ) );
float3 diffuseComponent = albedo.xyz * lerp( diffuseLighting, 1, g_fMinLighting * flFresnelMinlight );
#endif
// END GSTRINGMIGRATION
#if defined( _X360 ) && FLASHLIGHT
@ -511,7 +529,7 @@ HALF4 main( PS_INPUT i ) : COLOR
#if CUBEMAP
if( bCubemap )
{
float3 worldVertToEyeVector = g_EyePos - i.worldPos_projPosZ.xyz;
//float3 worldVertToEyeVector = g_EyePos - i.worldPos_projPosZ.xyz; // GSTRINGMIGRATION
float3 reflectVect = CalcReflectionVectorUnnormalized( worldSpaceNormal, worldVertToEyeVector );
// Calc Fresnel factor

View file

@ -1,4 +1,4 @@
default: fxctmp9_tmp\SDK_skin_ps20b.inc shaders\fxc\SDK_skin_ps20b.vcs fxctmp9_tmp\SDK_skin_vs20.inc shaders\fxc\SDK_skin_vs20.vcs fxctmp9_tmp\SDK_vertexlit_and_unlit_generic_bump_ps20.inc shaders\fxc\SDK_vertexlit_and_unlit_generic_bump_ps20.vcs fxctmp9_tmp\SDK_vertexlit_and_unlit_generic_bump_ps20b.inc shaders\fxc\SDK_vertexlit_and_unlit_generic_bump_ps20b.vcs fxctmp9_tmp\SDK_vertexlit_and_unlit_generic_bump_vs20.inc shaders\fxc\SDK_vertexlit_and_unlit_generic_bump_vs20.vcs fxctmp9_tmp\SDK_vertexlit_and_unlit_generic_ps20.inc shaders\fxc\SDK_vertexlit_and_unlit_generic_ps20.vcs fxctmp9_tmp\SDK_vertexlit_and_unlit_generic_ps20b.inc shaders\fxc\SDK_vertexlit_and_unlit_generic_ps20b.vcs fxctmp9_tmp\SDK_vertexlit_and_unlit_generic_vs20.inc shaders\fxc\SDK_vertexlit_and_unlit_generic_vs20.vcs fxctmp9_tmp\SDK_cloak_blended_pass_ps20.inc shaders\fxc\SDK_cloak_blended_pass_ps20.vcs fxctmp9_tmp\SDK_cloak_blended_pass_ps20b.inc shaders\fxc\SDK_cloak_blended_pass_ps20b.vcs fxctmp9_tmp\SDK_cloak_blended_pass_vs20.inc shaders\fxc\SDK_cloak_blended_pass_vs20.vcs fxctmp9_tmp\SDK_emissive_scroll_blended_pass_ps20.inc shaders\fxc\SDK_emissive_scroll_blended_pass_ps20.vcs fxctmp9_tmp\SDK_emissive_scroll_blended_pass_ps20b.inc shaders\fxc\SDK_emissive_scroll_blended_pass_ps20b.vcs fxctmp9_tmp\SDK_emissive_scroll_blended_pass_vs20.inc shaders\fxc\SDK_emissive_scroll_blended_pass_vs20.vcs fxctmp9_tmp\SDK_flesh_interior_blended_pass_ps20.inc shaders\fxc\SDK_flesh_interior_blended_pass_ps20.vcs fxctmp9_tmp\SDK_flesh_interior_blended_pass_ps20b.inc shaders\fxc\SDK_flesh_interior_blended_pass_ps20b.vcs fxctmp9_tmp\SDK_flesh_interior_blended_pass_vs20.inc shaders\fxc\SDK_flesh_interior_blended_pass_vs20.vcs fxctmp9_tmp\SDK_flashlight_ps20.inc shaders\fxc\SDK_flashlight_ps20.vcs fxctmp9_tmp\SDK_flashlight_ps20b.inc shaders\fxc\SDK_flashlight_ps20b.vcs fxctmp9_tmp\SDK_flashlight_ps11.inc shaders\fxc\SDK_flashlight_ps11.vcs fxctmp9_tmp\SDK_lightmappedgeneric_decal_ps20.inc shaders\fxc\SDK_lightmappedgeneric_decal_ps20.vcs fxctmp9_tmp\SDK_lightmappedgeneric_decal_ps20b.inc shaders\fxc\SDK_lightmappedgeneric_decal_ps20b.vcs fxctmp9_tmp\SDK_lightmappedgeneric_decal_vs20.inc shaders\fxc\SDK_lightmappedgeneric_decal_vs20.vcs fxctmp9_tmp\SDK_lightmappedgeneric_flashlight_vs11.inc shaders\fxc\SDK_lightmappedgeneric_flashlight_vs11.vcs fxctmp9_tmp\SDK_lightmappedgeneric_flashlight_vs20.inc shaders\fxc\SDK_lightmappedgeneric_flashlight_vs20.vcs fxctmp9_tmp\SDK_lightmappedgeneric_lightingonly_overbright2_ps11.inc shaders\fxc\SDK_lightmappedgeneric_lightingonly_overbright2_ps11.vcs fxctmp9_tmp\SDK_lightmappedgeneric_lightingonly_vs11.inc shaders\fxc\SDK_lightmappedgeneric_lightingonly_vs11.vcs fxctmp9_tmp\SDK_lightmappedgeneric_ps20.inc shaders\fxc\SDK_lightmappedgeneric_ps20.vcs fxctmp9_tmp\SDK_lightmappedgeneric_ps20b.inc shaders\fxc\SDK_lightmappedgeneric_ps20b.vcs fxctmp9_tmp\SDK_lightmappedgeneric_ps11.inc shaders\fxc\SDK_lightmappedgeneric_ps11.vcs fxctmp9_tmp\SDK_lightmappedgeneric_vs20.inc shaders\fxc\SDK_lightmappedgeneric_vs20.vcs fxctmp9_tmp\SDK_lightmappedreflective_ps20.inc shaders\fxc\SDK_lightmappedreflective_ps20.vcs fxctmp9_tmp\SDK_lightmappedreflective_ps20b.inc shaders\fxc\SDK_lightmappedreflective_ps20b.vcs fxctmp9_tmp\SDK_lightmappedreflective_vs20.inc shaders\fxc\SDK_lightmappedreflective_vs20.vcs fxctmp9_tmp\SDK_unlitgeneric_ps20.inc shaders\fxc\SDK_unlitgeneric_ps20.vcs fxctmp9_tmp\SDK_unlitgeneric_ps20b.inc shaders\fxc\SDK_unlitgeneric_ps20b.vcs fxctmp9_tmp\SDK_unlitgeneric_ps11.inc shaders\fxc\SDK_unlitgeneric_ps11.vcs fxctmp9_tmp\SDK_unlitgeneric_vs20.inc shaders\fxc\SDK_unlitgeneric_vs20.vcs fxctmp9_tmp\SDK_vertexlit_lighting_only_ps20.inc shaders\fxc\SDK_vertexlit_lighting_only_ps20.vcs fxctmp9_tmp\SDK_vertexlit_lighting_only_ps20b.inc shaders\fxc\SDK_vertexlit_lighting_only_ps20b.vcs fxctmp9_tmp\SDK_vertexlitgeneric_lightingonly_overbright2_ps11.inc shaders\fxc\SDK_vertexlitgeneric_lightingonly_overbright2_ps11.vcs
default: fxctmp9_tmp\SDK_skin_ps20b.inc shaders\fxc\SDK_skin_ps20b.vcs fxctmp9_tmp\SDK_skin_vs20.inc shaders\fxc\SDK_skin_vs20.vcs fxctmp9_tmp\SDK_vertexlit_and_unlit_generic_bump_ps20b.inc shaders\fxc\SDK_vertexlit_and_unlit_generic_bump_ps20b.vcs fxctmp9_tmp\SDK_vertexlit_and_unlit_generic_bump_vs20.inc shaders\fxc\SDK_vertexlit_and_unlit_generic_bump_vs20.vcs fxctmp9_tmp\SDK_vertexlit_and_unlit_generic_ps20b.inc shaders\fxc\SDK_vertexlit_and_unlit_generic_ps20b.vcs fxctmp9_tmp\SDK_vertexlit_and_unlit_generic_vs20.inc shaders\fxc\SDK_vertexlit_and_unlit_generic_vs20.vcs fxctmp9_tmp\SDK_cloak_blended_pass_ps20.inc shaders\fxc\SDK_cloak_blended_pass_ps20.vcs fxctmp9_tmp\SDK_cloak_blended_pass_ps20b.inc shaders\fxc\SDK_cloak_blended_pass_ps20b.vcs fxctmp9_tmp\SDK_cloak_blended_pass_vs20.inc shaders\fxc\SDK_cloak_blended_pass_vs20.vcs fxctmp9_tmp\SDK_emissive_scroll_blended_pass_ps20.inc shaders\fxc\SDK_emissive_scroll_blended_pass_ps20.vcs fxctmp9_tmp\SDK_emissive_scroll_blended_pass_ps20b.inc shaders\fxc\SDK_emissive_scroll_blended_pass_ps20b.vcs fxctmp9_tmp\SDK_emissive_scroll_blended_pass_vs20.inc shaders\fxc\SDK_emissive_scroll_blended_pass_vs20.vcs fxctmp9_tmp\SDK_flesh_interior_blended_pass_ps20.inc shaders\fxc\SDK_flesh_interior_blended_pass_ps20.vcs fxctmp9_tmp\SDK_flesh_interior_blended_pass_ps20b.inc shaders\fxc\SDK_flesh_interior_blended_pass_ps20b.vcs fxctmp9_tmp\SDK_flesh_interior_blended_pass_vs20.inc shaders\fxc\SDK_flesh_interior_blended_pass_vs20.vcs fxctmp9_tmp\SDK_flashlight_ps20.inc shaders\fxc\SDK_flashlight_ps20.vcs fxctmp9_tmp\SDK_flashlight_ps20b.inc shaders\fxc\SDK_flashlight_ps20b.vcs fxctmp9_tmp\SDK_flashlight_ps11.inc shaders\fxc\SDK_flashlight_ps11.vcs fxctmp9_tmp\SDK_lightmappedgeneric_decal_ps20.inc shaders\fxc\SDK_lightmappedgeneric_decal_ps20.vcs fxctmp9_tmp\SDK_lightmappedgeneric_decal_ps20b.inc shaders\fxc\SDK_lightmappedgeneric_decal_ps20b.vcs fxctmp9_tmp\SDK_lightmappedgeneric_decal_vs20.inc shaders\fxc\SDK_lightmappedgeneric_decal_vs20.vcs fxctmp9_tmp\SDK_lightmappedgeneric_flashlight_vs11.inc shaders\fxc\SDK_lightmappedgeneric_flashlight_vs11.vcs fxctmp9_tmp\SDK_lightmappedgeneric_flashlight_vs20.inc shaders\fxc\SDK_lightmappedgeneric_flashlight_vs20.vcs fxctmp9_tmp\SDK_lightmappedgeneric_lightingonly_overbright2_ps11.inc shaders\fxc\SDK_lightmappedgeneric_lightingonly_overbright2_ps11.vcs fxctmp9_tmp\SDK_lightmappedgeneric_lightingonly_vs11.inc shaders\fxc\SDK_lightmappedgeneric_lightingonly_vs11.vcs fxctmp9_tmp\SDK_lightmappedgeneric_ps20b.inc shaders\fxc\SDK_lightmappedgeneric_ps20b.vcs fxctmp9_tmp\SDK_lightmappedgeneric_ps11.inc shaders\fxc\SDK_lightmappedgeneric_ps11.vcs fxctmp9_tmp\SDK_lightmappedgeneric_vs20.inc shaders\fxc\SDK_lightmappedgeneric_vs20.vcs fxctmp9_tmp\SDK_lightmappedreflective_ps20.inc shaders\fxc\SDK_lightmappedreflective_ps20.vcs fxctmp9_tmp\SDK_lightmappedreflective_ps20b.inc shaders\fxc\SDK_lightmappedreflective_ps20b.vcs fxctmp9_tmp\SDK_lightmappedreflective_vs20.inc shaders\fxc\SDK_lightmappedreflective_vs20.vcs fxctmp9_tmp\SDK_unlitgeneric_ps20.inc shaders\fxc\SDK_unlitgeneric_ps20.vcs fxctmp9_tmp\SDK_unlitgeneric_ps20b.inc shaders\fxc\SDK_unlitgeneric_ps20b.vcs fxctmp9_tmp\SDK_unlitgeneric_ps11.inc shaders\fxc\SDK_unlitgeneric_ps11.vcs fxctmp9_tmp\SDK_unlitgeneric_vs20.inc shaders\fxc\SDK_unlitgeneric_vs20.vcs fxctmp9_tmp\SDK_vertexlit_lighting_only_ps20.inc shaders\fxc\SDK_vertexlit_lighting_only_ps20.vcs fxctmp9_tmp\SDK_vertexlit_lighting_only_ps20b.inc shaders\fxc\SDK_vertexlit_lighting_only_ps20b.vcs fxctmp9_tmp\SDK_vertexlitgeneric_lightingonly_overbright2_ps11.inc shaders\fxc\SDK_vertexlitgeneric_lightingonly_overbright2_ps11.vcs
fxctmp9_tmp\SDK_skin_ps20b.inc shaders\fxc\SDK_skin_ps20b.vcs: SDK_skin_ps20b.fxc common_fxc.h shader_constant_register_map.h common_hlsl_cpp_consts.h common_pragmas.h common_flashlight_fxc.h common_vertexlitgeneric_dx9.h common_ps_fxc.h
perl ..\..\devtools\bin\fxc_prep.pl -source "..\.." SDK_skin_ps20b.fxc-----SDK_skin_ps20b
@ -19,19 +19,9 @@ fxctmp9_tmp\SDK_skin_vs20.inc shaders\fxc\SDK_skin_vs20.vcs: SDK_skin_vs20.fxc c
echo common_pragmas.h>> filestocopy.txt
echo common_vs_fxc.h>> filestocopy.txt
fxctmp9_tmp\SDK_vertexlit_and_unlit_generic_bump_ps20.inc shaders\fxc\SDK_vertexlit_and_unlit_generic_bump_ps20.vcs: SDK_vertexlit_and_unlit_generic_bump_ps2x.fxc common_fxc.h common_hlsl_cpp_consts.h common_pragmas.h common_flashlight_fxc.h common_vertexlitgeneric_dx9.h common_ps_fxc.h
perl ..\..\devtools\bin\fxc_prep.pl -source "..\.." SDK_vertexlit_and_unlit_generic_bump_ps2x.fxc-----SDK_vertexlit_and_unlit_generic_bump_ps20
echo SDK_vertexlit_and_unlit_generic_bump_ps2x.fxc>> filestocopy.txt
echo common_fxc.h>> filestocopy.txt
echo common_hlsl_cpp_consts.h>> filestocopy.txt
echo common_pragmas.h>> filestocopy.txt
echo common_flashlight_fxc.h>> filestocopy.txt
echo common_vertexlitgeneric_dx9.h>> filestocopy.txt
echo common_ps_fxc.h>> filestocopy.txt
fxctmp9_tmp\SDK_vertexlit_and_unlit_generic_bump_ps20b.inc shaders\fxc\SDK_vertexlit_and_unlit_generic_bump_ps20b.vcs: SDK_vertexlit_and_unlit_generic_bump_ps2x.fxc common_fxc.h common_hlsl_cpp_consts.h common_pragmas.h common_flashlight_fxc.h common_vertexlitgeneric_dx9.h common_ps_fxc.h
perl ..\..\devtools\bin\fxc_prep.pl -source "..\.." SDK_vertexlit_and_unlit_generic_bump_ps2x.fxc-----SDK_vertexlit_and_unlit_generic_bump_ps20b
echo SDK_vertexlit_and_unlit_generic_bump_ps2x.fxc>> filestocopy.txt
fxctmp9_tmp\SDK_vertexlit_and_unlit_generic_bump_ps20b.inc shaders\fxc\SDK_vertexlit_and_unlit_generic_bump_ps20b.vcs: SDK_vertexlit_and_unlit_generic_bump_ps20b.fxc common_fxc.h common_hlsl_cpp_consts.h common_pragmas.h common_flashlight_fxc.h common_vertexlitgeneric_dx9.h common_ps_fxc.h
perl ..\..\devtools\bin\fxc_prep.pl -source "..\.." SDK_vertexlit_and_unlit_generic_bump_ps20b.fxc-----SDK_vertexlit_and_unlit_generic_bump_ps20b
echo SDK_vertexlit_and_unlit_generic_bump_ps20b.fxc>> filestocopy.txt
echo common_fxc.h>> filestocopy.txt
echo common_hlsl_cpp_consts.h>> filestocopy.txt
echo common_pragmas.h>> filestocopy.txt
@ -47,19 +37,9 @@ fxctmp9_tmp\SDK_vertexlit_and_unlit_generic_bump_vs20.inc shaders\fxc\SDK_vertex
echo common_pragmas.h>> filestocopy.txt
echo common_vs_fxc.h>> filestocopy.txt
fxctmp9_tmp\SDK_vertexlit_and_unlit_generic_ps20.inc shaders\fxc\SDK_vertexlit_and_unlit_generic_ps20.vcs: SDK_vertexlit_and_unlit_generic_ps2x.fxc common_fxc.h common_hlsl_cpp_consts.h common_pragmas.h common_flashlight_fxc.h common_vertexlitgeneric_dx9.h common_ps_fxc.h
perl ..\..\devtools\bin\fxc_prep.pl -source "..\.." SDK_vertexlit_and_unlit_generic_ps2x.fxc-----SDK_vertexlit_and_unlit_generic_ps20
echo SDK_vertexlit_and_unlit_generic_ps2x.fxc>> filestocopy.txt
echo common_fxc.h>> filestocopy.txt
echo common_hlsl_cpp_consts.h>> filestocopy.txt
echo common_pragmas.h>> filestocopy.txt
echo common_flashlight_fxc.h>> filestocopy.txt
echo common_vertexlitgeneric_dx9.h>> filestocopy.txt
echo common_ps_fxc.h>> filestocopy.txt
fxctmp9_tmp\SDK_vertexlit_and_unlit_generic_ps20b.inc shaders\fxc\SDK_vertexlit_and_unlit_generic_ps20b.vcs: SDK_vertexlit_and_unlit_generic_ps2x.fxc common_fxc.h common_hlsl_cpp_consts.h common_pragmas.h common_flashlight_fxc.h common_vertexlitgeneric_dx9.h common_ps_fxc.h
perl ..\..\devtools\bin\fxc_prep.pl -source "..\.." SDK_vertexlit_and_unlit_generic_ps2x.fxc-----SDK_vertexlit_and_unlit_generic_ps20b
echo SDK_vertexlit_and_unlit_generic_ps2x.fxc>> filestocopy.txt
fxctmp9_tmp\SDK_vertexlit_and_unlit_generic_ps20b.inc shaders\fxc\SDK_vertexlit_and_unlit_generic_ps20b.vcs: SDK_vertexlit_and_unlit_generic_ps20b.fxc common_fxc.h common_hlsl_cpp_consts.h common_pragmas.h common_flashlight_fxc.h common_vertexlitgeneric_dx9.h common_ps_fxc.h
perl ..\..\devtools\bin\fxc_prep.pl -source "..\.." SDK_vertexlit_and_unlit_generic_ps20b.fxc-----SDK_vertexlit_and_unlit_generic_ps20b
echo SDK_vertexlit_and_unlit_generic_ps20b.fxc>> filestocopy.txt
echo common_fxc.h>> filestocopy.txt
echo common_hlsl_cpp_consts.h>> filestocopy.txt
echo common_pragmas.h>> filestocopy.txt
@ -241,20 +221,9 @@ fxctmp9_tmp\SDK_lightmappedgeneric_lightingonly_vs11.inc shaders\fxc\SDK_lightma
echo common_pragmas.h>> filestocopy.txt
echo common_vs_fxc.h>> filestocopy.txt
fxctmp9_tmp\SDK_lightmappedgeneric_ps20.inc shaders\fxc\SDK_lightmappedgeneric_ps20.vcs: SDK_lightmappedgeneric_ps2x.fxc common_lightmappedgeneric_fxc.h common_fxc.h common_hlsl_cpp_consts.h common_pragmas.h common_flashlight_fxc.h lightmappedgeneric_ps2_3_x.h common_ps_fxc.h
perl ..\..\devtools\bin\fxc_prep.pl -source "..\.." SDK_lightmappedgeneric_ps2x.fxc-----SDK_lightmappedgeneric_ps20
echo SDK_lightmappedgeneric_ps2x.fxc>> filestocopy.txt
echo common_lightmappedgeneric_fxc.h>> filestocopy.txt
echo common_fxc.h>> filestocopy.txt
echo common_hlsl_cpp_consts.h>> filestocopy.txt
echo common_pragmas.h>> filestocopy.txt
echo common_flashlight_fxc.h>> filestocopy.txt
echo lightmappedgeneric_ps2_3_x.h>> filestocopy.txt
echo common_ps_fxc.h>> filestocopy.txt
fxctmp9_tmp\SDK_lightmappedgeneric_ps20b.inc shaders\fxc\SDK_lightmappedgeneric_ps20b.vcs: SDK_lightmappedgeneric_ps2x.fxc common_lightmappedgeneric_fxc.h common_fxc.h common_hlsl_cpp_consts.h common_pragmas.h common_flashlight_fxc.h lightmappedgeneric_ps2_3_x.h common_ps_fxc.h
perl ..\..\devtools\bin\fxc_prep.pl -source "..\.." SDK_lightmappedgeneric_ps2x.fxc-----SDK_lightmappedgeneric_ps20b
echo SDK_lightmappedgeneric_ps2x.fxc>> filestocopy.txt
fxctmp9_tmp\SDK_lightmappedgeneric_ps20b.inc shaders\fxc\SDK_lightmappedgeneric_ps20b.vcs: SDK_lightmappedgeneric_ps20b.fxc common_lightmappedgeneric_fxc.h common_fxc.h common_hlsl_cpp_consts.h common_pragmas.h common_flashlight_fxc.h lightmappedgeneric_ps2_3_x.h common_ps_fxc.h
perl ..\..\devtools\bin\fxc_prep.pl -source "..\.." SDK_lightmappedgeneric_ps20b.fxc-----SDK_lightmappedgeneric_ps20b
echo SDK_lightmappedgeneric_ps20b.fxc>> filestocopy.txt
echo common_lightmappedgeneric_fxc.h>> filestocopy.txt
echo common_fxc.h>> filestocopy.txt
echo common_hlsl_cpp_consts.h>> filestocopy.txt

View file

@ -19,15 +19,9 @@ fxctmp9_tmp\SDK_skin_vs30.inc shaders\fxc\SDK_skin_vs30.vcs: SDK_skin_vs20.fxc c
echo common_pragmas.h>> filestocopy.txt
echo common_vs_fxc.h>> filestocopy.txt
fxctmp9_tmp\SDK_vertexlit_and_unlit_generic_bump_ps30.inc shaders\fxc\SDK_vertexlit_and_unlit_generic_bump_ps30.vcs: SDK_vertexlit_and_unlit_generic_bump_ps2x.fxc common_fxc.h common_hlsl_cpp_consts.h common_pragmas.h common_flashlight_fxc.h common_vertexlitgeneric_dx9.h common_ps_fxc.h
fxctmp9_tmp\SDK_vertexlit_and_unlit_generic_bump_ps30.inc shaders\fxc\SDK_vertexlit_and_unlit_generic_bump_ps30.vcs: SDK_vertexlit_and_unlit_generic_bump_ps2x.fxc
perl ..\..\devtools\bin\fxc_prep.pl -source "..\.." SDK_vertexlit_and_unlit_generic_bump_ps2x.fxc-----SDK_vertexlit_and_unlit_generic_bump_ps30
echo SDK_vertexlit_and_unlit_generic_bump_ps2x.fxc>> filestocopy.txt
echo common_fxc.h>> filestocopy.txt
echo common_hlsl_cpp_consts.h>> filestocopy.txt
echo common_pragmas.h>> filestocopy.txt
echo common_flashlight_fxc.h>> filestocopy.txt
echo common_vertexlitgeneric_dx9.h>> filestocopy.txt
echo common_ps_fxc.h>> filestocopy.txt
fxctmp9_tmp\SDK_vertexlit_and_unlit_generic_bump_vs30.inc shaders\fxc\SDK_vertexlit_and_unlit_generic_bump_vs30.vcs: SDK_vertexlit_and_unlit_generic_bump_vs20.fxc common_fxc.h common_hlsl_cpp_consts.h common_pragmas.h common_vs_fxc.h
perl ..\..\devtools\bin\fxc_prep.pl -source "..\.." SDK_vertexlit_and_unlit_generic_bump_vs20.fxc-----SDK_vertexlit_and_unlit_generic_bump_vs30
@ -37,15 +31,9 @@ fxctmp9_tmp\SDK_vertexlit_and_unlit_generic_bump_vs30.inc shaders\fxc\SDK_vertex
echo common_pragmas.h>> filestocopy.txt
echo common_vs_fxc.h>> filestocopy.txt
fxctmp9_tmp\SDK_vertexlit_and_unlit_generic_ps30.inc shaders\fxc\SDK_vertexlit_and_unlit_generic_ps30.vcs: SDK_vertexlit_and_unlit_generic_ps2x.fxc common_fxc.h common_hlsl_cpp_consts.h common_pragmas.h common_flashlight_fxc.h common_vertexlitgeneric_dx9.h common_ps_fxc.h
fxctmp9_tmp\SDK_vertexlit_and_unlit_generic_ps30.inc shaders\fxc\SDK_vertexlit_and_unlit_generic_ps30.vcs: SDK_vertexlit_and_unlit_generic_ps2x.fxc
perl ..\..\devtools\bin\fxc_prep.pl -source "..\.." SDK_vertexlit_and_unlit_generic_ps2x.fxc-----SDK_vertexlit_and_unlit_generic_ps30
echo SDK_vertexlit_and_unlit_generic_ps2x.fxc>> filestocopy.txt
echo common_fxc.h>> filestocopy.txt
echo common_hlsl_cpp_consts.h>> filestocopy.txt
echo common_pragmas.h>> filestocopy.txt
echo common_flashlight_fxc.h>> filestocopy.txt
echo common_vertexlitgeneric_dx9.h>> filestocopy.txt
echo common_ps_fxc.h>> filestocopy.txt
fxctmp9_tmp\SDK_vertexlit_and_unlit_generic_vs30.inc shaders\fxc\SDK_vertexlit_and_unlit_generic_vs30.vcs: SDK_vertexlit_and_unlit_generic_vs20.fxc common_fxc.h common_hlsl_cpp_consts.h common_pragmas.h common_vs_fxc.h
perl ..\..\devtools\bin\fxc_prep.pl -source "..\.." SDK_vertexlit_and_unlit_generic_vs20.fxc-----SDK_vertexlit_and_unlit_generic_vs30

View file

@ -717,7 +717,10 @@ void DrawSkin_DX9_Internal( CBaseVSShader *pShader, IMaterialVar** params, IShad
bool bHasBaseAlphaPhongMask = (info.m_nBaseMapAlphaPhongMask != -1) && ( params[info.m_nBaseMapAlphaPhongMask]->GetIntValue() != 0 );
float fHasBaseAlphaPhongMask = bHasBaseAlphaPhongMask ? 1 : 0;
// Controls for lerp-style paths through shader code
float vShaderControls[4] = { fHasBaseAlphaPhongMask, 0.0f, 0.0f, fInvertPhongMask };
const float flMinLighting = pShaderAPI->GetFloatRenderingParameter( FLOAT_RENDERPARM_MINIMUMLIGHTING ); // GSTRINGMIGRATION
float vShaderControls[4] = { fHasBaseAlphaPhongMask, flMinLighting, 0.0f, fInvertPhongMask }; // GSTRINGMIGRATION
pShaderAPI->SetPixelShaderConstant( PSREG_CONSTANT_27, vShaderControls, 1 );
if ( hasDetailTexture )

View file

@ -12,9 +12,9 @@
#include "SDK_vertexlit_and_unlit_generic_vs20.inc"
#include "SDK_vertexlit_and_unlit_generic_bump_vs20.inc"
#include "SDK_vertexlit_and_unlit_generic_ps20.inc"
//#include "SDK_vertexlit_and_unlit_generic_ps20.inc"
#include "SDK_vertexlit_and_unlit_generic_ps20b.inc"
#include "SDK_vertexlit_and_unlit_generic_bump_ps20.inc"
//#include "SDK_vertexlit_and_unlit_generic_bump_ps20.inc"
#include "SDK_vertexlit_and_unlit_generic_bump_ps20b.inc"
#ifndef _X360
@ -633,13 +633,13 @@ static void DrawVertexLitGeneric_DX9_Internal( CBaseVSShader *pShader, IMaterial
{
DECLARE_STATIC_VERTEX_SHADER( sdk_vertexlit_and_unlit_generic_bump_vs20 );
SET_STATIC_VERTEX_SHADER_COMBO( HALFLAMBERT, bHalfLambert);
SET_STATIC_VERTEX_SHADER_COMBO( USE_WITH_2B, g_pHardwareConfig->SupportsPixelShaders_2_b() );
SET_STATIC_VERTEX_SHADER_COMBO( USE_WITH_2B, 1 ); // g_pHardwareConfig->SupportsPixelShaders_2_b() );
#ifdef _X360
SET_STATIC_VERTEX_SHADER_COMBO( FLASHLIGHT, bHasFlashlight );
#endif
SET_STATIC_VERTEX_SHADER( sdk_vertexlit_and_unlit_generic_bump_vs20 );
if ( g_pHardwareConfig->SupportsPixelShaders_2_b() )
//if ( g_pHardwareConfig->SupportsPixelShaders_2_b() )
{
DECLARE_STATIC_PIXEL_SHADER( sdk_vertexlit_and_unlit_generic_bump_ps20b );
SET_STATIC_PIXEL_SHADER_COMBO( CUBEMAP, bHasEnvmap );
@ -655,21 +655,21 @@ static void DrawVertexLitGeneric_DX9_Internal( CBaseVSShader *pShader, IMaterial
SET_STATIC_PIXEL_SHADER_COMBO( FLASHLIGHTDEPTHFILTERMODE, nShadowFilterMode );
SET_STATIC_PIXEL_SHADER( sdk_vertexlit_and_unlit_generic_bump_ps20b );
}
else // ps_2_0
{
DECLARE_STATIC_PIXEL_SHADER( sdk_vertexlit_and_unlit_generic_bump_ps20 );
SET_STATIC_PIXEL_SHADER_COMBO( CUBEMAP, bHasEnvmap );
SET_STATIC_PIXEL_SHADER_COMBO( DIFFUSELIGHTING, hasDiffuseLighting );
SET_STATIC_PIXEL_SHADER_COMBO( LIGHTWARPTEXTURE, bHasDiffuseWarp && !bHasSelfIllumFresnel );
SET_STATIC_PIXEL_SHADER_COMBO( SELFILLUM, bHasSelfIllum );
SET_STATIC_PIXEL_SHADER_COMBO( SELFILLUMFRESNEL, bHasSelfIllumFresnel );
SET_STATIC_PIXEL_SHADER_COMBO( NORMALMAPALPHAENVMAPMASK, hasNormalMapAlphaEnvmapMask );
SET_STATIC_PIXEL_SHADER_COMBO( HALFLAMBERT, bHalfLambert);
SET_STATIC_PIXEL_SHADER_COMBO( FLASHLIGHT, bHasFlashlight );
SET_STATIC_PIXEL_SHADER_COMBO( DETAILTEXTURE, bHasDetailTexture );
SET_STATIC_PIXEL_SHADER_COMBO( DETAIL_BLEND_MODE, nDetailBlendMode );
SET_STATIC_PIXEL_SHADER( sdk_vertexlit_and_unlit_generic_bump_ps20 );
}
//else // ps_2_0
//{
// DECLARE_STATIC_PIXEL_SHADER( sdk_vertexlit_and_unlit_generic_bump_ps20 );
// SET_STATIC_PIXEL_SHADER_COMBO( CUBEMAP, bHasEnvmap );
// SET_STATIC_PIXEL_SHADER_COMBO( DIFFUSELIGHTING, hasDiffuseLighting );
// SET_STATIC_PIXEL_SHADER_COMBO( LIGHTWARPTEXTURE, bHasDiffuseWarp && !bHasSelfIllumFresnel );
// SET_STATIC_PIXEL_SHADER_COMBO( SELFILLUM, bHasSelfIllum );
// SET_STATIC_PIXEL_SHADER_COMBO( SELFILLUMFRESNEL, bHasSelfIllumFresnel );
// SET_STATIC_PIXEL_SHADER_COMBO( NORMALMAPALPHAENVMAPMASK, hasNormalMapAlphaEnvmapMask );
// SET_STATIC_PIXEL_SHADER_COMBO( HALFLAMBERT, bHalfLambert);
// SET_STATIC_PIXEL_SHADER_COMBO( FLASHLIGHT, bHasFlashlight );
// SET_STATIC_PIXEL_SHADER_COMBO( DETAILTEXTURE, bHasDetailTexture );
// SET_STATIC_PIXEL_SHADER_COMBO( DETAIL_BLEND_MODE, nDetailBlendMode );
// SET_STATIC_PIXEL_SHADER( sdk_vertexlit_and_unlit_generic_bump_ps20 );
//}
}
#ifndef _X360
else
@ -728,7 +728,7 @@ static void DrawVertexLitGeneric_DX9_Internal( CBaseVSShader *pShader, IMaterial
SET_STATIC_VERTEX_SHADER_COMBO( SEPARATE_DETAIL_UVS, IsBoolSet( info.m_nSeparateDetailUVs, params ) );
SET_STATIC_VERTEX_SHADER( sdk_vertexlit_and_unlit_generic_vs20 );
if ( g_pHardwareConfig->SupportsPixelShaders_2_b() )
//if ( g_pHardwareConfig->SupportsPixelShaders_2_b() )
{
DECLARE_STATIC_PIXEL_SHADER( sdk_vertexlit_and_unlit_generic_ps20b );
SET_STATIC_PIXEL_SHADER_COMBO( SELFILLUM_ENVMAPMASK_ALPHA, ( hasSelfIllumInEnvMapMask && ( bHasEnvmapMask ) ) );
@ -752,28 +752,28 @@ static void DrawVertexLitGeneric_DX9_Internal( CBaseVSShader *pShader, IMaterial
SET_STATIC_PIXEL_SHADER_COMBO( DEPTHBLEND, IsBoolSet( info.m_nDepthBlend, params ) );
SET_STATIC_PIXEL_SHADER( sdk_vertexlit_and_unlit_generic_ps20b );
}
else // ps_2_0
{
DECLARE_STATIC_PIXEL_SHADER( sdk_vertexlit_and_unlit_generic_ps20 );
SET_STATIC_PIXEL_SHADER_COMBO( SELFILLUM_ENVMAPMASK_ALPHA, ( hasSelfIllumInEnvMapMask && ( bHasEnvmapMask ) ) );
SET_STATIC_PIXEL_SHADER_COMBO( DETAILTEXTURE, bHasDetailTexture );
SET_STATIC_PIXEL_SHADER_COMBO( CUBEMAP, bHasEnvmap );
SET_STATIC_PIXEL_SHADER_COMBO( DIFFUSELIGHTING, hasDiffuseLighting );
SET_STATIC_PIXEL_SHADER_COMBO( ENVMAPMASK, bHasEnvmapMask );
SET_STATIC_PIXEL_SHADER_COMBO( BASEALPHAENVMAPMASK, hasBaseAlphaEnvmapMask );
SET_STATIC_PIXEL_SHADER_COMBO( SELFILLUM, bHasSelfIllum );
SET_STATIC_PIXEL_SHADER_COMBO( VERTEXCOLOR, bHasVertexColor );
SET_STATIC_PIXEL_SHADER_COMBO( FLASHLIGHT, bHasFlashlight );
SET_STATIC_PIXEL_SHADER_COMBO( DETAIL_BLEND_MODE, nDetailBlendMode );
SET_STATIC_PIXEL_SHADER_COMBO( SEAMLESS_BASE, bSeamlessBase );
SET_STATIC_PIXEL_SHADER_COMBO( SEAMLESS_DETAIL, bSeamlessDetail );
SET_STATIC_PIXEL_SHADER_COMBO( DISTANCEALPHA, bDistanceAlpha );
SET_STATIC_PIXEL_SHADER_COMBO( DISTANCEALPHAFROMDETAIL, bDistanceAlphaFromDetail );
SET_STATIC_PIXEL_SHADER_COMBO( SOFT_MASK, bSoftMask );
SET_STATIC_PIXEL_SHADER_COMBO( OUTLINE, bOutline );
SET_STATIC_PIXEL_SHADER_COMBO( OUTER_GLOW, bGlow );
SET_STATIC_PIXEL_SHADER( sdk_vertexlit_and_unlit_generic_ps20 );
}
//else // ps_2_0
//{
// DECLARE_STATIC_PIXEL_SHADER( sdk_vertexlit_and_unlit_generic_ps20 );
// SET_STATIC_PIXEL_SHADER_COMBO( SELFILLUM_ENVMAPMASK_ALPHA, ( hasSelfIllumInEnvMapMask && ( bHasEnvmapMask ) ) );
// SET_STATIC_PIXEL_SHADER_COMBO( DETAILTEXTURE, bHasDetailTexture );
// SET_STATIC_PIXEL_SHADER_COMBO( CUBEMAP, bHasEnvmap );
// SET_STATIC_PIXEL_SHADER_COMBO( DIFFUSELIGHTING, hasDiffuseLighting );
// SET_STATIC_PIXEL_SHADER_COMBO( ENVMAPMASK, bHasEnvmapMask );
// SET_STATIC_PIXEL_SHADER_COMBO( BASEALPHAENVMAPMASK, hasBaseAlphaEnvmapMask );
// SET_STATIC_PIXEL_SHADER_COMBO( SELFILLUM, bHasSelfIllum );
// SET_STATIC_PIXEL_SHADER_COMBO( VERTEXCOLOR, bHasVertexColor );
// SET_STATIC_PIXEL_SHADER_COMBO( FLASHLIGHT, bHasFlashlight );
// SET_STATIC_PIXEL_SHADER_COMBO( DETAIL_BLEND_MODE, nDetailBlendMode );
// SET_STATIC_PIXEL_SHADER_COMBO( SEAMLESS_BASE, bSeamlessBase );
// SET_STATIC_PIXEL_SHADER_COMBO( SEAMLESS_DETAIL, bSeamlessDetail );
// SET_STATIC_PIXEL_SHADER_COMBO( DISTANCEALPHA, bDistanceAlpha );
// SET_STATIC_PIXEL_SHADER_COMBO( DISTANCEALPHAFROMDETAIL, bDistanceAlphaFromDetail );
// SET_STATIC_PIXEL_SHADER_COMBO( SOFT_MASK, bSoftMask );
// SET_STATIC_PIXEL_SHADER_COMBO( OUTLINE, bOutline );
// SET_STATIC_PIXEL_SHADER_COMBO( OUTER_GLOW, bGlow );
// SET_STATIC_PIXEL_SHADER( sdk_vertexlit_and_unlit_generic_ps20 );
//}
}
#ifndef _X360
else
@ -1167,7 +1167,7 @@ static void DrawVertexLitGeneric_DX9_Internal( CBaseVSShader *pShader, IMaterial
SET_DYNAMIC_VERTEX_SHADER_CMD( DynamicCmdsOut, sdk_vertexlit_and_unlit_generic_bump_vs20 );
// Bind ps_2_b shader so we can get shadow mapping...
if ( g_pHardwareConfig->SupportsPixelShaders_2_b() )
//if ( g_pHardwareConfig->SupportsPixelShaders_2_b() )
{
DECLARE_DYNAMIC_PIXEL_SHADER( sdk_vertexlit_and_unlit_generic_bump_ps20b );
SET_DYNAMIC_PIXEL_SHADER_COMBO( NUM_LIGHTS, lightState.m_nNumLights );
@ -1175,15 +1175,15 @@ static void DrawVertexLitGeneric_DX9_Internal( CBaseVSShader *pShader, IMaterial
SET_DYNAMIC_PIXEL_SHADER_COMBO( FLASHLIGHTSHADOWS, bFlashlightShadows );
SET_DYNAMIC_PIXEL_SHADER_CMD( DynamicCmdsOut, sdk_vertexlit_and_unlit_generic_bump_ps20b );
}
else
{
DECLARE_DYNAMIC_PIXEL_SHADER( sdk_vertexlit_and_unlit_generic_bump_ps20 );
SET_DYNAMIC_PIXEL_SHADER_COMBO( NUM_LIGHTS, lightState.m_nNumLights );
SET_DYNAMIC_PIXEL_SHADER_COMBO( AMBIENT_LIGHT, lightState.m_bAmbientLight ? 1 : 0 );
SET_DYNAMIC_PIXEL_SHADER_COMBO( WRITEWATERFOGTODESTALPHA, bWriteWaterFogToAlpha );
SET_DYNAMIC_PIXEL_SHADER_COMBO( PIXELFOGTYPE, pShaderAPI->GetPixelFogCombo() );
SET_DYNAMIC_PIXEL_SHADER_CMD( DynamicCmdsOut, sdk_vertexlit_and_unlit_generic_bump_ps20 );
}
//else
//{
// DECLARE_DYNAMIC_PIXEL_SHADER( sdk_vertexlit_and_unlit_generic_bump_ps20 );
// SET_DYNAMIC_PIXEL_SHADER_COMBO( NUM_LIGHTS, lightState.m_nNumLights );
// SET_DYNAMIC_PIXEL_SHADER_COMBO( AMBIENT_LIGHT, lightState.m_bAmbientLight ? 1 : 0 );
// SET_DYNAMIC_PIXEL_SHADER_COMBO( WRITEWATERFOGTODESTALPHA, bWriteWaterFogToAlpha );
// SET_DYNAMIC_PIXEL_SHADER_COMBO( PIXELFOGTYPE, pShaderAPI->GetPixelFogCombo() );
// SET_DYNAMIC_PIXEL_SHADER_CMD( DynamicCmdsOut, sdk_vertexlit_and_unlit_generic_bump_ps20 );
//}
}
#ifndef _X360
else
@ -1233,7 +1233,7 @@ static void DrawVertexLitGeneric_DX9_Internal( CBaseVSShader *pShader, IMaterial
SET_DYNAMIC_VERTEX_SHADER_CMD( DynamicCmdsOut, sdk_vertexlit_and_unlit_generic_vs20 );
// Bind ps_2_b shader so we can get shadow mapping
if ( g_pHardwareConfig->SupportsPixelShaders_2_b() )
//if ( g_pHardwareConfig->SupportsPixelShaders_2_b() )
{
DECLARE_DYNAMIC_PIXEL_SHADER( sdk_vertexlit_and_unlit_generic_ps20b );
@ -1243,15 +1243,15 @@ static void DrawVertexLitGeneric_DX9_Internal( CBaseVSShader *pShader, IMaterial
pShaderAPI->GetIntRenderingParameter(INT_RENDERPARM_ENABLE_FIXED_LIGHTING) );
SET_DYNAMIC_PIXEL_SHADER_CMD( DynamicCmdsOut, sdk_vertexlit_and_unlit_generic_ps20b );
}
else
{
DECLARE_DYNAMIC_PIXEL_SHADER( sdk_vertexlit_and_unlit_generic_ps20 );
SET_DYNAMIC_PIXEL_SHADER_COMBO( PIXELFOGTYPE, pShaderAPI->GetPixelFogCombo() );
SET_DYNAMIC_PIXEL_SHADER_COMBO(
LIGHTING_PREVIEW,
pShaderAPI->GetIntRenderingParameter(INT_RENDERPARM_ENABLE_FIXED_LIGHTING) );
SET_DYNAMIC_PIXEL_SHADER_CMD( DynamicCmdsOut, sdk_vertexlit_and_unlit_generic_ps20 );
}
//else
//{
// DECLARE_DYNAMIC_PIXEL_SHADER( sdk_vertexlit_and_unlit_generic_ps20 );
// SET_DYNAMIC_PIXEL_SHADER_COMBO( PIXELFOGTYPE, pShaderAPI->GetPixelFogCombo() );
// SET_DYNAMIC_PIXEL_SHADER_COMBO(
// LIGHTING_PREVIEW,
// pShaderAPI->GetIntRenderingParameter(INT_RENDERPARM_ENABLE_FIXED_LIGHTING) );
// SET_DYNAMIC_PIXEL_SHADER_CMD( DynamicCmdsOut, sdk_vertexlit_and_unlit_generic_ps20 );
//}
}
#ifndef _X360
else
@ -1292,6 +1292,7 @@ static void DrawVertexLitGeneric_DX9_Internal( CBaseVSShader *pShader, IMaterial
float eyePos[4];
pShaderAPI->GetWorldSpaceCameraPosition( eyePos );
eyePos[3] = pShaderAPI->GetFloatRenderingParameter( FLOAT_RENDERPARM_MINIMUMLIGHTING );
DynamicCmdsOut.SetPixelShaderConstant( 20, eyePos );
// Non-bump case does its own depth feathering work
@ -1344,7 +1345,7 @@ void DrawVertexLitGeneric_DX9( CBaseVSShader *pShader, IMaterialVar** params, IS
IShaderShadow* pShaderShadow, bool bVertexLitGeneric, VertexLitGeneric_DX9_Vars_t &info, VertexCompressionType_t vertexCompression,
CBasePerMaterialContextData **pContextDataPtr )
{
if ( WantsSkinShader( params, info ) && g_pHardwareConfig->SupportsPixelShaders_2_b() /*&& mat_bumpmap.GetBool()*/ )
if ( WantsSkinShader( params, info ) ) //&& g_pHardwareConfig->SupportsPixelShaders_2_b() /*&& mat_bumpmap.GetBool()*/ )
{
DrawSkin_DX9( pShader, params, pShaderAPI, pShaderShadow, info, vertexCompression, pContextDataPtr );
return;