mirror of
https://github.com/alliedmodders/hl2sdk.git
synced 2025-12-07 18:48:22 +00:00
99 lines
3.0 KiB
C++
99 lines
3.0 KiB
C++
// ALL SKIP STATEMENTS THAT AFFECT THIS SHADER!!!
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// defined $HDRTYPE && defined $HDRENABLED && !$HDRTYPE && $HDRENABLED
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// defined $PIXELFOGTYPE && defined $WRITEWATERFOGTODESTALPHA && ( $PIXELFOGTYPE != 1 ) && $WRITEWATERFOGTODESTALPHA
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// defined $LIGHTING_PREVIEW && defined $HDRTYPE && $LIGHTING_PREVIEW && $HDRTYPE != 0
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// defined $LIGHTING_PREVIEW && defined $FASTPATHENVMAPTINT && $LIGHTING_PREVIEW && $FASTPATHENVMAPTINT
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// defined $LIGHTING_PREVIEW && defined $FASTPATHENVMAPCONTRAST && $LIGHTING_PREVIEW && $FASTPATHENVMAPCONTRAST
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// defined $LIGHTING_PREVIEW && defined $FASTPATH && $LIGHTING_PREVIEW && $FASTPATH
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// ($FLASHLIGHT || $FLASHLIGHTSHADOWS) && $LIGHTING_PREVIEW
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// defined $HDRTYPE && defined $HDRENABLED && !$HDRTYPE && $HDRENABLED
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// defined $PIXELFOGTYPE && defined $WRITEWATERFOGTODESTALPHA && ( $PIXELFOGTYPE != 1 ) && $WRITEWATERFOGTODESTALPHA
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// defined $LIGHTING_PREVIEW && defined $HDRTYPE && $LIGHTING_PREVIEW && $HDRTYPE != 0
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// defined $LIGHTING_PREVIEW && defined $FASTPATHENVMAPTINT && $LIGHTING_PREVIEW && $FASTPATHENVMAPTINT
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// defined $LIGHTING_PREVIEW && defined $FASTPATHENVMAPCONTRAST && $LIGHTING_PREVIEW && $FASTPATHENVMAPCONTRAST
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// defined $LIGHTING_PREVIEW && defined $FASTPATH && $LIGHTING_PREVIEW && $FASTPATH
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// ($FLASHLIGHT || $FLASHLIGHTSHADOWS) && $LIGHTING_PREVIEW
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#pragma once
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#include "shaderlib/cshader.h"
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class eyes_flashlight_ps30_Static_Index
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{
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unsigned int m_nFLASHLIGHTDEPTHFILTERMODE : 2;
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#ifdef _DEBUG
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bool m_bFLASHLIGHTDEPTHFILTERMODE : 1;
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#endif // _DEBUG
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public:
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void SetFLASHLIGHTDEPTHFILTERMODE( int i )
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{
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Assert( i >= 0 && i <= 2 );
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m_nFLASHLIGHTDEPTHFILTERMODE = i;
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#ifdef _DEBUG
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m_bFLASHLIGHTDEPTHFILTERMODE = true;
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#endif // _DEBUG
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}
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eyes_flashlight_ps30_Static_Index( )
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{
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m_nFLASHLIGHTDEPTHFILTERMODE = 0;
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#ifdef _DEBUG
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m_bFLASHLIGHTDEPTHFILTERMODE = false;
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#endif // _DEBUG
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}
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int GetIndex() const
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{
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Assert( m_bFLASHLIGHTDEPTHFILTERMODE );
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return ( 6 * m_nFLASHLIGHTDEPTHFILTERMODE ) + 0;
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}
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};
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#define shaderStaticTest_eyes_flashlight_ps30 psh_forgot_to_set_static_FLASHLIGHTDEPTHFILTERMODE
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class eyes_flashlight_ps30_Dynamic_Index
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{
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unsigned int m_nPIXELFOGTYPE : 2;
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unsigned int m_nFLASHLIGHTSHADOWS : 2;
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#ifdef _DEBUG
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bool m_bPIXELFOGTYPE : 1;
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bool m_bFLASHLIGHTSHADOWS : 1;
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#endif // _DEBUG
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public:
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void SetPIXELFOGTYPE( int i )
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{
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Assert( i >= 0 && i <= 2 );
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m_nPIXELFOGTYPE = i;
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#ifdef _DEBUG
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m_bPIXELFOGTYPE = true;
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#endif // _DEBUG
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}
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void SetFLASHLIGHTSHADOWS( int i )
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{
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Assert( i >= 0 && i <= 1 );
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m_nFLASHLIGHTSHADOWS = i;
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#ifdef _DEBUG
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m_bFLASHLIGHTSHADOWS = true;
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#endif // _DEBUG
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}
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eyes_flashlight_ps30_Dynamic_Index( )
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{
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m_nPIXELFOGTYPE = 0;
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m_nFLASHLIGHTSHADOWS = 0;
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#ifdef _DEBUG
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m_bPIXELFOGTYPE = false;
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m_bFLASHLIGHTSHADOWS = false;
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#endif // _DEBUG
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}
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int GetIndex() const
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{
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Assert( m_bPIXELFOGTYPE && m_bFLASHLIGHTSHADOWS );
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return ( 1 * m_nPIXELFOGTYPE ) + ( 3 * m_nFLASHLIGHTSHADOWS ) + 0;
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}
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};
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#define shaderDynamicTest_eyes_flashlight_ps30 psh_forgot_to_set_dynamic_PIXELFOGTYPE + psh_forgot_to_set_dynamic_FLASHLIGHTSHADOWS
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