mirror of
https://github.com/alliedmodders/hl2sdk.git
synced 2025-12-10 03:58:22 +00:00
165 lines
3.7 KiB
C++
165 lines
3.7 KiB
C++
// ALL SKIP STATEMENTS THAT AFFECT THIS SHADER!!!
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// $USE_STATIC_CONTROL_FLOW && ( $NUM_LIGHTS > 0 )
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// defined $LIGHTING_PREVIEW && defined $FASTPATH && $LIGHTING_PREVIEW && $FASTPATH
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#pragma once
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#include "shaderlib/cshader.h"
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class eyes_vs20_Static_Index
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{
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unsigned int m_nINTRO : 2;
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unsigned int m_nHALFLAMBERT : 2;
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unsigned int m_nUSE_STATIC_CONTROL_FLOW : 2;
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#ifdef _DEBUG
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bool m_bINTRO : 1;
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bool m_bHALFLAMBERT : 1;
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bool m_bUSE_STATIC_CONTROL_FLOW : 1;
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#endif // _DEBUG
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public:
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void SetINTRO( int i )
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{
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Assert( i >= 0 && i <= 1 );
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m_nINTRO = i;
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#ifdef _DEBUG
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m_bINTRO = true;
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#endif // _DEBUG
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}
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void SetHALFLAMBERT( int i )
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{
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Assert( i >= 0 && i <= 1 );
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m_nHALFLAMBERT = i;
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#ifdef _DEBUG
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m_bHALFLAMBERT = true;
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#endif // _DEBUG
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}
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void SetUSE_STATIC_CONTROL_FLOW( int i )
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{
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Assert( i >= 0 && i <= 1 );
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m_nUSE_STATIC_CONTROL_FLOW = i;
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#ifdef _DEBUG
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m_bUSE_STATIC_CONTROL_FLOW = true;
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#endif // _DEBUG
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}
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eyes_vs20_Static_Index( )
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{
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m_nINTRO = 0;
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m_nHALFLAMBERT = 0;
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m_nUSE_STATIC_CONTROL_FLOW = 0;
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#ifdef _DEBUG
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m_bINTRO = false;
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m_bHALFLAMBERT = false;
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m_bUSE_STATIC_CONTROL_FLOW = 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_bINTRO && m_bHALFLAMBERT && m_bUSE_STATIC_CONTROL_FLOW );
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return ( 96 * m_nINTRO ) + ( 192 * m_nHALFLAMBERT ) + ( 384 * m_nUSE_STATIC_CONTROL_FLOW ) + 0;
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}
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};
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#define shaderStaticTest_eyes_vs20 vsh_forgot_to_set_static_INTRO + vsh_forgot_to_set_static_HALFLAMBERT + vsh_forgot_to_set_static_USE_STATIC_CONTROL_FLOW
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class eyes_vs20_Dynamic_Index
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{
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unsigned int m_nCOMPRESSED_VERTS : 2;
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unsigned int m_nSKINNING : 2;
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unsigned int m_nDOWATERFOG : 2;
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unsigned int m_nDYNAMIC_LIGHT : 2;
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unsigned int m_nSTATIC_LIGHT : 2;
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unsigned int m_nNUM_LIGHTS : 2;
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#ifdef _DEBUG
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bool m_bCOMPRESSED_VERTS : 1;
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bool m_bSKINNING : 1;
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bool m_bDOWATERFOG : 1;
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bool m_bDYNAMIC_LIGHT : 1;
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bool m_bSTATIC_LIGHT : 1;
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bool m_bNUM_LIGHTS : 1;
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#endif // _DEBUG
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public:
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void SetCOMPRESSED_VERTS( int i )
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{
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Assert( i >= 0 && i <= 1 );
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m_nCOMPRESSED_VERTS = i;
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#ifdef _DEBUG
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m_bCOMPRESSED_VERTS = true;
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#endif // _DEBUG
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}
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void SetSKINNING( int i )
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{
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Assert( i >= 0 && i <= 1 );
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m_nSKINNING = i;
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#ifdef _DEBUG
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m_bSKINNING = true;
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#endif // _DEBUG
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}
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void SetDOWATERFOG( int i )
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{
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Assert( i >= 0 && i <= 1 );
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m_nDOWATERFOG = i;
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#ifdef _DEBUG
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m_bDOWATERFOG = true;
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#endif // _DEBUG
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}
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void SetDYNAMIC_LIGHT( int i )
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{
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Assert( i >= 0 && i <= 1 );
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m_nDYNAMIC_LIGHT = i;
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#ifdef _DEBUG
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m_bDYNAMIC_LIGHT = true;
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#endif // _DEBUG
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}
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void SetSTATIC_LIGHT( int i )
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{
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Assert( i >= 0 && i <= 1 );
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m_nSTATIC_LIGHT = i;
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#ifdef _DEBUG
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m_bSTATIC_LIGHT = true;
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#endif // _DEBUG
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}
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void SetNUM_LIGHTS( int i )
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{
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Assert( i >= 0 && i <= 2 );
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m_nNUM_LIGHTS = i;
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#ifdef _DEBUG
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m_bNUM_LIGHTS = true;
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#endif // _DEBUG
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}
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eyes_vs20_Dynamic_Index( )
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{
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m_nCOMPRESSED_VERTS = 0;
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m_nSKINNING = 0;
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m_nDOWATERFOG = 0;
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m_nDYNAMIC_LIGHT = 0;
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m_nSTATIC_LIGHT = 0;
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m_nNUM_LIGHTS = 0;
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#ifdef _DEBUG
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m_bCOMPRESSED_VERTS = false;
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m_bSKINNING = false;
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m_bDOWATERFOG = false;
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m_bDYNAMIC_LIGHT = false;
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m_bSTATIC_LIGHT = false;
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m_bNUM_LIGHTS = 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_bCOMPRESSED_VERTS && m_bSKINNING && m_bDOWATERFOG && m_bDYNAMIC_LIGHT && m_bSTATIC_LIGHT && m_bNUM_LIGHTS );
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return ( 1 * m_nCOMPRESSED_VERTS ) + ( 2 * m_nSKINNING ) + ( 4 * m_nDOWATERFOG ) + ( 8 * m_nDYNAMIC_LIGHT ) + ( 16 * m_nSTATIC_LIGHT ) + ( 32 * m_nNUM_LIGHTS ) + 0;
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}
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};
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#define shaderDynamicTest_eyes_vs20 vsh_forgot_to_set_dynamic_COMPRESSED_VERTS + vsh_forgot_to_set_dynamic_SKINNING + vsh_forgot_to_set_dynamic_DOWATERFOG + vsh_forgot_to_set_dynamic_DYNAMIC_LIGHT + vsh_forgot_to_set_dynamic_STATIC_LIGHT + vsh_forgot_to_set_dynamic_NUM_LIGHTS
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