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https://github.com/alliedmodders/hl2sdk.git
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65 lines
3.1 KiB
Plaintext
65 lines
3.1 KiB
Plaintext
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// STATIC: "MASKEDBLENDING" "0..1"
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// STATIC: "BASETEXTURE2" "0..1"
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// STATIC: "BUMPMAP" "0..2"
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// STATIC: "BUMPMAP2" "0..1"
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// STATIC: "CUBEMAP" "0..2"
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// STATIC: "ENVMAPMASK" "0..1"
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// STATIC: "BASEALPHAENVMAPMASK" "0..1"
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// STATIC: "SELFILLUM" "0..1"
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// STATIC: "NORMALMAPALPHAENVMAPMASK" "0..1"
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// STATIC: "DIFFUSEBUMPMAP" "0..1"
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// STATIC: "BASETEXTURENOENVMAP" "0..1"
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// STATIC: "BASETEXTURE2NOENVMAP" "0..1"
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// STATIC: "WARPLIGHTING" "0..1"
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// STATIC: "FANCY_BLENDING" "0..1"
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// STATIC: "PARALLAX_MAPPING" "0..0" [ps20b]
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// STATIC: "PARALLAX_MAPPING" "0..0" [ps20]
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// STATIC: "SEAMLESS" "0..1"
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// STATIC: "OUTLINE" "0..0"
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// STATIC: "SOFTEDGES" "0..1"
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// STATIC: "BUMPMASK" "0..1"
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// STATIC: "DETAIL_BLEND_MODE" "0..12"
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// STATIC: "FLASHLIGHT" "0..1" [ps20b] [XBOX]
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// STATIC: "SHADER_SRGB_READ" "0..1" [XBOX]
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// STATIC: "SHADER_SRGB_READ" "0..0" [PC]
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// STATIC: "LIGHTING_PREVIEW" "0..3" [PC]
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// STATIC: "LIGHTING_PREVIEW" "0..0" [XBOX]
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// DYNAMIC: "FASTPATHENVMAPCONTRAST" "0..1"
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// DYNAMIC: "FASTPATH" "0..1"
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// DYNAMIC: "WRITEWATERFOGTODESTALPHA" "0..1"
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// DYNAMIC: "WRITE_DEPTH_TO_DESTALPHA" "0..1" [ps20b] [PC]
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// DYNAMIC: "WRITE_DEPTH_TO_DESTALPHA" "0..0" [ps20b] [XBOX]
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// DYNAMIC: "FLASHLIGHTSHADOWS" "0..1" [ps20b] [XBOX]
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// DYNAMIC: "FLASHLIGHTSHADOWS" "0..0" [ps20b] [PC]
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// SKIP: $SEAMLESS && $PARALLAX_MAPPING [ps20b]
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// SKIP: $SEAMLESS && ( $OUTLINE || $SOFTEDGES)
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// SKIP: $BASETEXTURE2 && ( $OUTLINE || $SOFTEDGES)
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// SKIP: $BUMPMAP2 && ( $OUTLINE || $SOFTEDGES)
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// SKIP: $SELFILLUM && ( $OUTLINE || $SOFTEDGES)
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// SKIP: $MASKEDBLENDING && ( $OUTLINE || $SOFTEDGES)
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// SKIP: $FANCY_BLENDING && ( $OUTLINE || $SOFTEDGES)
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// SKIP: $LIGHTING_PREVIEW && ( $OUTLINE || $SOFTEDGES)
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// SKIP: ($FASTPATH == 0) && ( $OUTLINE || $SOFTEDGES)
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// SKIP: (($DETAIL_BLEND_MODE != 12 ) && $BUMPMAP) && ( $OUTLINE || $SOFTEDGES)
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// SKIP: ($WARPLIGHTING) && ( $OUTLINE || $SOFTEDGES)
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// SKIP: ($BUMPMAP) && ( $OUTLINE || $SOFTEDGES)
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// SKIP: ($DETAIL_BLEND_MODE == 7 ) && ( $SOFTEDGES || $BUMPMAP2)
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// SKIP: ($DETAIL_BLEND_MODE == 6 )
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// SKIP: ($DETAIL_BLEND_MODE == 10 ) && ($BUMPMAP == 0 )
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// SKIP: ($DETAIL_BLEND_MODE == 11 ) && ($BUMPMAP != 0 )
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// SKIP: ($FANCY_BLENDING) && ($DETAIL_BLEND_MODE == 7 )
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// SKIP: ($PARALLAX_MAPPING) && ($BASETEXTURE2 || $BUMPMAP2 || $DETAILTEXTURE || $BASETEXTURE2 )
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// SKIP: ($FANCY_BLENDING) && ($BASETEXTURE2 == 0 ) && ($BUMPMAP2 == 0 )
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// SKIP: ( $FLASHLIGHT == 0 ) && ( $FLASHLIGHTSHADOWS == 1 )
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// program too complex for ps20. Don't do darkened cubemaps and 2 bump maps at the same time. Fairly arbitrary pairing just to get the damn thing compiling
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// SKIP: ( $CUBEMAP == 2 ) && ( $BUMPMAP2 ) [ps20]
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// program slightly more complex on 360 because of shader srgb read. Eliminate coexistance of srgb read, water fog, and darkened cubemaps
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// SKIP: ( $CUBEMAP == 2 ) && ( $PIXELFOGTYPE == 1 ) && ( $SHADER_SRGB_READ == 1 ) [XBOX]
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#include "common_fog_ps_supportsvertexfog_fxc.h"
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#include "lightmappedgeneric_ps2_3_x.h"
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