// 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"