hl2sdk/materialsystem/stdshaders/include/eyes_flashlight_ps20b.inc
2025-02-19 18:36:16 -05:00

99 lines
3.0 KiB
C++

// ALL SKIP STATEMENTS THAT AFFECT THIS SHADER!!!
// defined $HDRTYPE && defined $HDRENABLED && !$HDRTYPE && $HDRENABLED
// defined $PIXELFOGTYPE && defined $WRITEWATERFOGTODESTALPHA && ( $PIXELFOGTYPE != 1 ) && $WRITEWATERFOGTODESTALPHA
// defined $LIGHTING_PREVIEW && defined $HDRTYPE && $LIGHTING_PREVIEW && $HDRTYPE != 0
// defined $LIGHTING_PREVIEW && defined $FASTPATHENVMAPTINT && $LIGHTING_PREVIEW && $FASTPATHENVMAPTINT
// defined $LIGHTING_PREVIEW && defined $FASTPATHENVMAPCONTRAST && $LIGHTING_PREVIEW && $FASTPATHENVMAPCONTRAST
// defined $LIGHTING_PREVIEW && defined $FASTPATH && $LIGHTING_PREVIEW && $FASTPATH
// ($FLASHLIGHT || $FLASHLIGHTSHADOWS) && $LIGHTING_PREVIEW
// defined $HDRTYPE && defined $HDRENABLED && !$HDRTYPE && $HDRENABLED
// defined $PIXELFOGTYPE && defined $WRITEWATERFOGTODESTALPHA && ( $PIXELFOGTYPE != 1 ) && $WRITEWATERFOGTODESTALPHA
// defined $LIGHTING_PREVIEW && defined $HDRTYPE && $LIGHTING_PREVIEW && $HDRTYPE != 0
// defined $LIGHTING_PREVIEW && defined $FASTPATHENVMAPTINT && $LIGHTING_PREVIEW && $FASTPATHENVMAPTINT
// defined $LIGHTING_PREVIEW && defined $FASTPATHENVMAPCONTRAST && $LIGHTING_PREVIEW && $FASTPATHENVMAPCONTRAST
// defined $LIGHTING_PREVIEW && defined $FASTPATH && $LIGHTING_PREVIEW && $FASTPATH
// ($FLASHLIGHT || $FLASHLIGHTSHADOWS) && $LIGHTING_PREVIEW
#pragma once
#include "shaderlib/cshader.h"
class eyes_flashlight_ps20b_Static_Index
{
unsigned int m_nFLASHLIGHTDEPTHFILTERMODE : 2;
#ifdef _DEBUG
bool m_bFLASHLIGHTDEPTHFILTERMODE : 1;
#endif // _DEBUG
public:
void SetFLASHLIGHTDEPTHFILTERMODE( int i )
{
Assert( i >= 0 && i <= 2 );
m_nFLASHLIGHTDEPTHFILTERMODE = i;
#ifdef _DEBUG
m_bFLASHLIGHTDEPTHFILTERMODE = true;
#endif // _DEBUG
}
eyes_flashlight_ps20b_Static_Index( )
{
m_nFLASHLIGHTDEPTHFILTERMODE = 0;
#ifdef _DEBUG
m_bFLASHLIGHTDEPTHFILTERMODE = false;
#endif // _DEBUG
}
int GetIndex() const
{
Assert( m_bFLASHLIGHTDEPTHFILTERMODE );
return ( 6 * m_nFLASHLIGHTDEPTHFILTERMODE ) + 0;
}
};
#define shaderStaticTest_eyes_flashlight_ps20b psh_forgot_to_set_static_FLASHLIGHTDEPTHFILTERMODE
class eyes_flashlight_ps20b_Dynamic_Index
{
unsigned int m_nPIXELFOGTYPE : 2;
unsigned int m_nFLASHLIGHTSHADOWS : 2;
#ifdef _DEBUG
bool m_bPIXELFOGTYPE : 1;
bool m_bFLASHLIGHTSHADOWS : 1;
#endif // _DEBUG
public:
void SetPIXELFOGTYPE( int i )
{
Assert( i >= 0 && i <= 2 );
m_nPIXELFOGTYPE = i;
#ifdef _DEBUG
m_bPIXELFOGTYPE = true;
#endif // _DEBUG
}
void SetFLASHLIGHTSHADOWS( int i )
{
Assert( i >= 0 && i <= 1 );
m_nFLASHLIGHTSHADOWS = i;
#ifdef _DEBUG
m_bFLASHLIGHTSHADOWS = true;
#endif // _DEBUG
}
eyes_flashlight_ps20b_Dynamic_Index( )
{
m_nPIXELFOGTYPE = 0;
m_nFLASHLIGHTSHADOWS = 0;
#ifdef _DEBUG
m_bPIXELFOGTYPE = false;
m_bFLASHLIGHTSHADOWS = false;
#endif // _DEBUG
}
int GetIndex() const
{
Assert( m_bPIXELFOGTYPE && m_bFLASHLIGHTSHADOWS );
return ( 1 * m_nPIXELFOGTYPE ) + ( 3 * m_nFLASHLIGHTSHADOWS ) + 0;
}
};
#define shaderDynamicTest_eyes_flashlight_ps20b psh_forgot_to_set_dynamic_PIXELFOGTYPE + psh_forgot_to_set_dynamic_FLASHLIGHTSHADOWS