1
0
mirror of https://github.com/alliedmodders/hl2sdk.git synced 2025-09-19 20:16:10 +08:00
Files
hl2sdk/materialsystem/stdshaders/lightmappedgeneric_ps2x.fxc

Ignoring revisions in .git-blame-ignore-revs. Click here to bypass and see the normal blame view.

65 lines
3.1 KiB
Plaintext
Raw Normal View History

2012-07-06 20:35:59 -05:00
// STATIC: "MASKEDBLENDING" "0..1"
// STATIC: "BASETEXTURE2" "0..1"
// STATIC: "BUMPMAP" "0..2"
// STATIC: "BUMPMAP2" "0..1"
// STATIC: "CUBEMAP" "0..2"
// STATIC: "ENVMAPMASK" "0..1"
// STATIC: "BASEALPHAENVMAPMASK" "0..1"
// STATIC: "SELFILLUM" "0..1"
// STATIC: "NORMALMAPALPHAENVMAPMASK" "0..1"
// STATIC: "DIFFUSEBUMPMAP" "0..1"
// STATIC: "BASETEXTURENOENVMAP" "0..1"
// STATIC: "BASETEXTURE2NOENVMAP" "0..1"
// STATIC: "WARPLIGHTING" "0..1"
// STATIC: "FANCY_BLENDING" "0..1"
// STATIC: "PARALLAX_MAPPING" "0..0" [ps20b]
// STATIC: "PARALLAX_MAPPING" "0..0" [ps20]
// STATIC: "SEAMLESS" "0..1"
// STATIC: "OUTLINE" "0..0"
// STATIC: "SOFTEDGES" "0..1"
// STATIC: "BUMPMASK" "0..1"
// STATIC: "DETAIL_BLEND_MODE" "0..12"
// STATIC: "FLASHLIGHT" "0..1" [ps20b] [XBOX]
// STATIC: "SHADER_SRGB_READ" "0..1" [XBOX]
// STATIC: "SHADER_SRGB_READ" "0..0" [PC]
// STATIC: "LIGHTING_PREVIEW" "0..3" [PC]
// STATIC: "LIGHTING_PREVIEW" "0..0" [XBOX]
// DYNAMIC: "FASTPATHENVMAPCONTRAST" "0..1"
// DYNAMIC: "FASTPATH" "0..1"
// DYNAMIC: "WRITEWATERFOGTODESTALPHA" "0..1"
// DYNAMIC: "WRITE_DEPTH_TO_DESTALPHA" "0..1" [ps20b] [PC]
// DYNAMIC: "WRITE_DEPTH_TO_DESTALPHA" "0..0" [ps20b] [XBOX]
// DYNAMIC: "FLASHLIGHTSHADOWS" "0..1" [ps20b] [XBOX]
// DYNAMIC: "FLASHLIGHTSHADOWS" "0..0" [ps20b] [PC]
// SKIP: $SEAMLESS && $PARALLAX_MAPPING [ps20b]
// SKIP: $SEAMLESS && ( $OUTLINE || $SOFTEDGES)
// SKIP: $BASETEXTURE2 && ( $OUTLINE || $SOFTEDGES)
// SKIP: $BUMPMAP2 && ( $OUTLINE || $SOFTEDGES)
// SKIP: $SELFILLUM && ( $OUTLINE || $SOFTEDGES)
// SKIP: $MASKEDBLENDING && ( $OUTLINE || $SOFTEDGES)
// SKIP: $FANCY_BLENDING && ( $OUTLINE || $SOFTEDGES)
// SKIP: $LIGHTING_PREVIEW && ( $OUTLINE || $SOFTEDGES)
// SKIP: ($FASTPATH == 0) && ( $OUTLINE || $SOFTEDGES)
// SKIP: (($DETAIL_BLEND_MODE != 12 ) && $BUMPMAP) && ( $OUTLINE || $SOFTEDGES)
// SKIP: ($WARPLIGHTING) && ( $OUTLINE || $SOFTEDGES)
// SKIP: ($BUMPMAP) && ( $OUTLINE || $SOFTEDGES)
// SKIP: ($DETAIL_BLEND_MODE == 7 ) && ( $SOFTEDGES || $BUMPMAP2)
// SKIP: ($DETAIL_BLEND_MODE == 6 )
// SKIP: ($DETAIL_BLEND_MODE == 10 ) && ($BUMPMAP == 0 )
// SKIP: ($DETAIL_BLEND_MODE == 11 ) && ($BUMPMAP != 0 )
// SKIP: ($FANCY_BLENDING) && ($DETAIL_BLEND_MODE == 7 )
// SKIP: ($PARALLAX_MAPPING) && ($BASETEXTURE2 || $BUMPMAP2 || $DETAILTEXTURE || $BASETEXTURE2 )
// SKIP: ($FANCY_BLENDING) && ($BASETEXTURE2 == 0 ) && ($BUMPMAP2 == 0 )
// SKIP: ( $FLASHLIGHT == 0 ) && ( $FLASHLIGHTSHADOWS == 1 )
// 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
// SKIP: ( $CUBEMAP == 2 ) && ( $BUMPMAP2 ) [ps20]
// program slightly more complex on 360 because of shader srgb read. Eliminate coexistance of srgb read, water fog, and darkened cubemaps
// SKIP: ( $CUBEMAP == 2 ) && ( $PIXELFOGTYPE == 1 ) && ( $SHADER_SRGB_READ == 1 ) [XBOX]
#include "common_fog_ps_supportsvertexfog_fxc.h"
#include "lightmappedgeneric_ps2_3_x.h"