// ALL SKIP STATEMENTS THAT AFFECT THIS SHADER!!! // defined $PIXELFOGTYPE && defined $WRITEWATERFOGTODESTALPHA && ( $PIXELFOGTYPE != 1 ) && $WRITEWATERFOGTODESTALPHA // defined $LIGHTING_PREVIEW && defined $FASTPATHENVMAPTINT && $LIGHTING_PREVIEW && $FASTPATHENVMAPTINT // defined $LIGHTING_PREVIEW && defined $FASTPATHENVMAPCONTRAST && $LIGHTING_PREVIEW && $FASTPATHENVMAPCONTRAST // defined $LIGHTING_PREVIEW && defined $FASTPATH && $LIGHTING_PREVIEW && $FASTPATH // ($FLASHLIGHT || $FLASHLIGHTSHADOWS) && $LIGHTING_PREVIEW #include "shaderlib/cshader.h" class showz_ps20b_Static_Index { private: int m_nFLASHLIGHTDEPTHFILTERMODE; #ifdef _DEBUG bool m_bFLASHLIGHTDEPTHFILTERMODE; #endif public: void SetFLASHLIGHTDEPTHFILTERMODE( int i ) { Assert( i >= 0 && i <= 0 ); m_nFLASHLIGHTDEPTHFILTERMODE = i; #ifdef _DEBUG m_bFLASHLIGHTDEPTHFILTERMODE = true; #endif } void SetFLASHLIGHTDEPTHFILTERMODE( bool i ) { Assert( ( i ? 1 : 0 ) >= 0 && ( i ? 1 : 0 ) <= 0 ); m_nFLASHLIGHTDEPTHFILTERMODE = i ? 1 : 0; #ifdef _DEBUG m_bFLASHLIGHTDEPTHFILTERMODE = true; #endif } private: int m_nDEPTH_IN_ALPHA; #ifdef _DEBUG bool m_bDEPTH_IN_ALPHA; #endif public: void SetDEPTH_IN_ALPHA( int i ) { Assert( i >= 0 && i <= 1 ); m_nDEPTH_IN_ALPHA = i; #ifdef _DEBUG m_bDEPTH_IN_ALPHA = true; #endif } void SetDEPTH_IN_ALPHA( bool i ) { Assert( ( i ? 1 : 0 ) >= 0 && ( i ? 1 : 0 ) <= 1 ); m_nDEPTH_IN_ALPHA = i ? 1 : 0; #ifdef _DEBUG m_bDEPTH_IN_ALPHA = true; #endif } public: // CONSTRUCTOR showz_ps20b_Static_Index( IShaderShadow *pShaderShadow, IMaterialVar **params ) { #ifdef _DEBUG m_bFLASHLIGHTDEPTHFILTERMODE = false; #endif // _DEBUG m_nFLASHLIGHTDEPTHFILTERMODE = 0; #ifdef _DEBUG m_bDEPTH_IN_ALPHA = false; #endif // _DEBUG m_nDEPTH_IN_ALPHA = 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_bFLASHLIGHTDEPTHFILTERMODE && m_bDEPTH_IN_ALPHA; Assert( bAllStaticVarsDefined ); #endif // _DEBUG return ( 1 * m_nFLASHLIGHTDEPTHFILTERMODE ) + ( 1 * m_nDEPTH_IN_ALPHA ) + 0; } }; #define shaderStaticTest_showz_ps20b psh_forgot_to_set_static_FLASHLIGHTDEPTHFILTERMODE + psh_forgot_to_set_static_DEPTH_IN_ALPHA + 0 class showz_ps20b_Dynamic_Index { public: // CONSTRUCTOR showz_ps20b_Dynamic_Index( IShaderDynamicAPI *pShaderAPI ) { } 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 #endif // _DEBUG return 0; } }; #define shaderDynamicTest_showz_ps20b 0 static const ShaderComboInformation_t s_StaticComboArray_showz_ps20b[2] = { { "FLASHLIGHTDEPTHFILTERMODE", 0, 0 }, { "DEPTH_IN_ALPHA", 0, 1 }, }; static const ShaderComboSemantics_t showz_ps20b_combos = { "showz_ps20b", NULL, 0, s_StaticComboArray_showz_ps20b, 2 }; class ConstructMe_showz_ps20b { public: ConstructMe_showz_ps20b() { GetShaderDLL()->AddShaderComboInformation( &showz_ps20b_combos ); } }; static ConstructMe_showz_ps20b s_ConstructMe_showz_ps20b;