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// ALL SKIP STATEMENTS THAT AFFECT THIS SHADER!!!
// defined $LIGHTING_PREVIEW && defined $FASTPATH && $LIGHTING_PREVIEW && $FASTPATH
#include "shaderlib/cshader.h" class splinecard_vs20_Static_Index { private: int m_nADDBASETEXTURE2; #ifdef _DEBUG bool m_bADDBASETEXTURE2; #endif public: void SetADDBASETEXTURE2( int i ) { Assert( i >= 0 && i <= 0 ); m_nADDBASETEXTURE2 = i; #ifdef _DEBUG m_bADDBASETEXTURE2 = true; #endif } void SetADDBASETEXTURE2( bool i ) { Assert( ( i ? 1 : 0 ) >= 0 && ( i ? 1 : 0 ) <= 0 ); m_nADDBASETEXTURE2 = i ? 1 : 0; #ifdef _DEBUG m_bADDBASETEXTURE2 = true; #endif } private: int m_nEXTRACTGREENALPHA; #ifdef _DEBUG bool m_bEXTRACTGREENALPHA; #endif public: void SetEXTRACTGREENALPHA( int i ) { Assert( i >= 0 && i <= 0 ); m_nEXTRACTGREENALPHA = i; #ifdef _DEBUG m_bEXTRACTGREENALPHA = true; #endif } void SetEXTRACTGREENALPHA( bool i ) { Assert( ( i ? 1 : 0 ) >= 0 && ( i ? 1 : 0 ) <= 0 ); m_nEXTRACTGREENALPHA = i ? 1 : 0; #ifdef _DEBUG m_bEXTRACTGREENALPHA = true; #endif } private: int m_nDUALSEQUENCE; #ifdef _DEBUG bool m_bDUALSEQUENCE; #endif public: void SetDUALSEQUENCE( int i ) { Assert( i >= 0 && i <= 0 ); m_nDUALSEQUENCE = i; #ifdef _DEBUG m_bDUALSEQUENCE = true; #endif } void SetDUALSEQUENCE( bool i ) { Assert( ( i ? 1 : 0 ) >= 0 && ( i ? 1 : 0 ) <= 0 ); m_nDUALSEQUENCE = i ? 1 : 0; #ifdef _DEBUG m_bDUALSEQUENCE = true; #endif } private: int m_nDEPTHBLEND; #ifdef _DEBUG bool m_bDEPTHBLEND; #endif public: void SetDEPTHBLEND( int i ) { Assert( i >= 0 && i <= 0 ); m_nDEPTHBLEND = i; #ifdef _DEBUG m_bDEPTHBLEND = true; #endif } void SetDEPTHBLEND( bool i ) { Assert( ( i ? 1 : 0 ) >= 0 && ( i ? 1 : 0 ) <= 0 ); m_nDEPTHBLEND = i ? 1 : 0; #ifdef _DEBUG m_bDEPTHBLEND = true; #endif } private: int m_nPACKED_INTERPOLATOR; #ifdef _DEBUG bool m_bPACKED_INTERPOLATOR; #endif public: void SetPACKED_INTERPOLATOR( int i ) { Assert( i >= 0 && i <= 0 ); m_nPACKED_INTERPOLATOR = i; #ifdef _DEBUG m_bPACKED_INTERPOLATOR = true; #endif } void SetPACKED_INTERPOLATOR( bool i ) { Assert( ( i ? 1 : 0 ) >= 0 && ( i ? 1 : 0 ) <= 0 ); m_nPACKED_INTERPOLATOR = i ? 1 : 0; #ifdef _DEBUG m_bPACKED_INTERPOLATOR = true; #endif } private: int m_nANIMBLEND_OR_MAXLUMFRAMEBLEND1; #ifdef _DEBUG bool m_bANIMBLEND_OR_MAXLUMFRAMEBLEND1; #endif public: void SetANIMBLEND_OR_MAXLUMFRAMEBLEND1( int i ) { Assert( i >= 0 && i <= 1 ); m_nANIMBLEND_OR_MAXLUMFRAMEBLEND1 = i; #ifdef _DEBUG m_bANIMBLEND_OR_MAXLUMFRAMEBLEND1 = true; #endif } void SetANIMBLEND_OR_MAXLUMFRAMEBLEND1( bool i ) { Assert( ( i ? 1 : 0 ) >= 0 && ( i ? 1 : 0 ) <= 1 ); m_nANIMBLEND_OR_MAXLUMFRAMEBLEND1 = i ? 1 : 0; #ifdef _DEBUG m_bANIMBLEND_OR_MAXLUMFRAMEBLEND1 = true; #endif } public: // CONSTRUCTOR
splinecard_vs20_Static_Index( IShaderShadow *pShaderShadow, IMaterialVar **params ) { #ifdef _DEBUG m_bADDBASETEXTURE2 = false; #endif // _DEBUG
m_nADDBASETEXTURE2 = 0; #ifdef _DEBUG m_bEXTRACTGREENALPHA = false; #endif // _DEBUG
m_nEXTRACTGREENALPHA = 0; #ifdef _DEBUG m_bDUALSEQUENCE = false; #endif // _DEBUG
m_nDUALSEQUENCE = 0; #ifdef _DEBUG m_bDEPTHBLEND = false; #endif // _DEBUG
m_nDEPTHBLEND = 0; #ifdef _DEBUG m_bPACKED_INTERPOLATOR = false; #endif // _DEBUG
m_nPACKED_INTERPOLATOR = 0; #ifdef _DEBUG m_bANIMBLEND_OR_MAXLUMFRAMEBLEND1 = false; #endif // _DEBUG
m_nANIMBLEND_OR_MAXLUMFRAMEBLEND1 = 0; } int GetIndex() { // Asserts to make sure that we aren't using any skipped combinations.
// Asserts to make sure that we are setting all of the combination vars.
#ifdef _DEBUG bool bAllStaticVarsDefined = m_bADDBASETEXTURE2 && m_bEXTRACTGREENALPHA && m_bDUALSEQUENCE && m_bDEPTHBLEND && m_bPACKED_INTERPOLATOR && m_bANIMBLEND_OR_MAXLUMFRAMEBLEND1; Assert( bAllStaticVarsDefined ); #endif // _DEBUG
return ( 4 * m_nADDBASETEXTURE2 ) + ( 4 * m_nEXTRACTGREENALPHA ) + ( 4 * m_nDUALSEQUENCE ) + ( 4 * m_nDEPTHBLEND ) + ( 4 * m_nPACKED_INTERPOLATOR ) + ( 4 * m_nANIMBLEND_OR_MAXLUMFRAMEBLEND1 ) + 0; } }; #define shaderStaticTest_splinecard_vs20 vsh_forgot_to_set_static_ADDBASETEXTURE2 + vsh_forgot_to_set_static_EXTRACTGREENALPHA + vsh_forgot_to_set_static_DUALSEQUENCE + vsh_forgot_to_set_static_DEPTHBLEND + vsh_forgot_to_set_static_PACKED_INTERPOLATOR + vsh_forgot_to_set_static_ANIMBLEND_OR_MAXLUMFRAMEBLEND1 + 0 class splinecard_vs20_Dynamic_Index { private: int m_nORIENTATION; #ifdef _DEBUG bool m_bORIENTATION; #endif public: void SetORIENTATION( int i ) { Assert( i >= 0 && i <= 3 ); m_nORIENTATION = i; #ifdef _DEBUG m_bORIENTATION = true; #endif } void SetORIENTATION( bool i ) { Assert( ( i ? 1 : 0 ) >= 0 && ( i ? 1 : 0 ) <= 3 ); m_nORIENTATION = i ? 1 : 0; #ifdef _DEBUG m_bORIENTATION = true; #endif } public: // CONSTRUCTOR
splinecard_vs20_Dynamic_Index( IShaderDynamicAPI *pShaderAPI ) { #ifdef _DEBUG m_bORIENTATION = false; #endif // _DEBUG
m_nORIENTATION = 0; } int GetIndex() { // Asserts to make sure that we aren't using any skipped combinations.
// Asserts to make sure that we are setting all of the combination vars.
#ifdef _DEBUG bool bAllDynamicVarsDefined = m_bORIENTATION; Assert( bAllDynamicVarsDefined ); #endif // _DEBUG
return ( 1 * m_nORIENTATION ) + 0; } }; #define shaderDynamicTest_splinecard_vs20 vsh_forgot_to_set_dynamic_ORIENTATION + 0
static const ShaderComboInformation_t s_DynamicComboArray_splinecard_vs20[1] = { { "ORIENTATION", 0, 3 }, };
static const ShaderComboInformation_t s_StaticComboArray_splinecard_vs20[6] = { { "ADDBASETEXTURE2", 0, 0 }, { "EXTRACTGREENALPHA", 0, 0 }, { "DUALSEQUENCE", 0, 0 }, { "DEPTHBLEND", 0, 0 }, { "PACKED_INTERPOLATOR", 0, 0 }, { "ANIMBLEND_OR_MAXLUMFRAMEBLEND1", 0, 1 }, }; static const ShaderComboSemantics_t splinecard_vs20_combos = { "splinecard_vs20", s_DynamicComboArray_splinecard_vs20, 1, s_StaticComboArray_splinecard_vs20, 6 };
class ConstructMe_splinecard_vs20 { public: ConstructMe_splinecard_vs20() { GetShaderDLL()->AddShaderComboInformation( &splinecard_vs20_combos ); } };
static ConstructMe_splinecard_vs20 s_ConstructMe_splinecard_vs20;
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