mirror of
https://github.com/mapbase-source/source-sdk-2013.git
synced 2025-06-21 18:19:32 +03:00
125 lines
2.7 KiB
C++
125 lines
2.7 KiB
C++
// ALL SKIP STATEMENTS THAT AFFECT THIS SHADER!!!
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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 depthwrite_vs30_Static_Index
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{
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unsigned int m_nONLY_PROJECT_POSITION : 1;
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unsigned int m_nCOLOR_DEPTH : 2;
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unsigned int m_nTREESWAY : 2;
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#ifdef _DEBUG
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bool m_bONLY_PROJECT_POSITION : 1;
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bool m_bCOLOR_DEPTH : 1;
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bool m_bTREESWAY : 1;
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#endif // _DEBUG
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public:
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void SetONLY_PROJECT_POSITION( int i )
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{
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Assert( i >= 0 && i <= 0 );
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m_nONLY_PROJECT_POSITION = i;
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#ifdef _DEBUG
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m_bONLY_PROJECT_POSITION = true;
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#endif // _DEBUG
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}
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void SetCOLOR_DEPTH( int i )
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{
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Assert( i >= 0 && i <= 1 );
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m_nCOLOR_DEPTH = i;
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#ifdef _DEBUG
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m_bCOLOR_DEPTH = true;
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#endif // _DEBUG
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}
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void SetTREESWAY( int i )
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{
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Assert( i >= 0 && i <= 2 );
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m_nTREESWAY = i;
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#ifdef _DEBUG
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m_bTREESWAY = true;
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#endif // _DEBUG
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}
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depthwrite_vs30_Static_Index( )
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{
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m_nONLY_PROJECT_POSITION = 0;
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m_nCOLOR_DEPTH = 0;
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m_nTREESWAY = 0;
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#ifdef _DEBUG
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m_bONLY_PROJECT_POSITION = false;
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m_bCOLOR_DEPTH = false;
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m_bTREESWAY = 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_bONLY_PROJECT_POSITION && m_bCOLOR_DEPTH && m_bTREESWAY );
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return ( 8 * m_nONLY_PROJECT_POSITION ) + ( 8 * m_nCOLOR_DEPTH ) + ( 16 * m_nTREESWAY ) + 0;
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}
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};
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#define shaderStaticTest_depthwrite_vs30 vsh_forgot_to_set_static_ONLY_PROJECT_POSITION + vsh_forgot_to_set_static_COLOR_DEPTH + vsh_forgot_to_set_static_TREESWAY
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class depthwrite_vs30_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_nMORPHING : 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_bMORPHING : 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 SetMORPHING( int i )
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{
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Assert( i >= 0 && i <= 1 );
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m_nMORPHING = i;
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#ifdef _DEBUG
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m_bMORPHING = true;
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#endif // _DEBUG
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}
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depthwrite_vs30_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_nMORPHING = 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_bMORPHING = 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_bMORPHING );
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return ( 1 * m_nCOMPRESSED_VERTS ) + ( 2 * m_nSKINNING ) + ( 4 * m_nMORPHING ) + 0;
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}
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};
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#define shaderDynamicTest_depthwrite_vs30 vsh_forgot_to_set_dynamic_COMPRESSED_VERTS + vsh_forgot_to_set_dynamic_SKINNING + vsh_forgot_to_set_dynamic_MORPHING
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