hl2sdk/materialsystem/stdshaders/include/eyes_vs30.inc
2025-02-19 18:36:16 -05:00

151 lines
3.2 KiB
C++

// ALL SKIP STATEMENTS THAT AFFECT THIS SHADER!!!
// defined $LIGHTING_PREVIEW && defined $FASTPATH && $LIGHTING_PREVIEW && $FASTPATH
#pragma once
#include "shaderlib/cshader.h"
class eyes_vs30_Static_Index
{
unsigned int m_nINTRO : 2;
unsigned int m_nHALFLAMBERT : 2;
#ifdef _DEBUG
bool m_bINTRO : 1;
bool m_bHALFLAMBERT : 1;
#endif // _DEBUG
public:
void SetINTRO( int i )
{
Assert( i >= 0 && i <= 1 );
m_nINTRO = i;
#ifdef _DEBUG
m_bINTRO = true;
#endif // _DEBUG
}
void SetHALFLAMBERT( int i )
{
Assert( i >= 0 && i <= 1 );
m_nHALFLAMBERT = i;
#ifdef _DEBUG
m_bHALFLAMBERT = true;
#endif // _DEBUG
}
eyes_vs30_Static_Index( )
{
m_nINTRO = 0;
m_nHALFLAMBERT = 0;
#ifdef _DEBUG
m_bINTRO = false;
m_bHALFLAMBERT = false;
#endif // _DEBUG
}
int GetIndex() const
{
Assert( m_bINTRO && m_bHALFLAMBERT );
return ( 64 * m_nINTRO ) + ( 128 * m_nHALFLAMBERT ) + 0;
}
};
#define shaderStaticTest_eyes_vs30 vsh_forgot_to_set_static_INTRO + vsh_forgot_to_set_static_HALFLAMBERT
class eyes_vs30_Dynamic_Index
{
unsigned int m_nCOMPRESSED_VERTS : 2;
unsigned int m_nSKINNING : 2;
unsigned int m_nDOWATERFOG : 2;
unsigned int m_nDYNAMIC_LIGHT : 2;
unsigned int m_nSTATIC_LIGHT : 2;
unsigned int m_nMORPHING : 2;
#ifdef _DEBUG
bool m_bCOMPRESSED_VERTS : 1;
bool m_bSKINNING : 1;
bool m_bDOWATERFOG : 1;
bool m_bDYNAMIC_LIGHT : 1;
bool m_bSTATIC_LIGHT : 1;
bool m_bMORPHING : 1;
#endif // _DEBUG
public:
void SetCOMPRESSED_VERTS( int i )
{
Assert( i >= 0 && i <= 1 );
m_nCOMPRESSED_VERTS = i;
#ifdef _DEBUG
m_bCOMPRESSED_VERTS = true;
#endif // _DEBUG
}
void SetSKINNING( int i )
{
Assert( i >= 0 && i <= 1 );
m_nSKINNING = i;
#ifdef _DEBUG
m_bSKINNING = true;
#endif // _DEBUG
}
void SetDOWATERFOG( int i )
{
Assert( i >= 0 && i <= 1 );
m_nDOWATERFOG = i;
#ifdef _DEBUG
m_bDOWATERFOG = true;
#endif // _DEBUG
}
void SetDYNAMIC_LIGHT( int i )
{
Assert( i >= 0 && i <= 1 );
m_nDYNAMIC_LIGHT = i;
#ifdef _DEBUG
m_bDYNAMIC_LIGHT = true;
#endif // _DEBUG
}
void SetSTATIC_LIGHT( int i )
{
Assert( i >= 0 && i <= 1 );
m_nSTATIC_LIGHT = i;
#ifdef _DEBUG
m_bSTATIC_LIGHT = true;
#endif // _DEBUG
}
void SetMORPHING( int i )
{
Assert( i >= 0 && i <= 1 );
m_nMORPHING = i;
#ifdef _DEBUG
m_bMORPHING = true;
#endif // _DEBUG
}
eyes_vs30_Dynamic_Index( )
{
m_nCOMPRESSED_VERTS = 0;
m_nSKINNING = 0;
m_nDOWATERFOG = 0;
m_nDYNAMIC_LIGHT = 0;
m_nSTATIC_LIGHT = 0;
m_nMORPHING = 0;
#ifdef _DEBUG
m_bCOMPRESSED_VERTS = false;
m_bSKINNING = false;
m_bDOWATERFOG = false;
m_bDYNAMIC_LIGHT = false;
m_bSTATIC_LIGHT = false;
m_bMORPHING = false;
#endif // _DEBUG
}
int GetIndex() const
{
Assert( m_bCOMPRESSED_VERTS && m_bSKINNING && m_bDOWATERFOG && m_bDYNAMIC_LIGHT && m_bSTATIC_LIGHT && m_bMORPHING );
return ( 1 * m_nCOMPRESSED_VERTS ) + ( 2 * m_nSKINNING ) + ( 4 * m_nDOWATERFOG ) + ( 8 * m_nDYNAMIC_LIGHT ) + ( 16 * m_nSTATIC_LIGHT ) + ( 32 * m_nMORPHING ) + 0;
}
};
#define shaderDynamicTest_eyes_vs30 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_MORPHING