// 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 // 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 character_ssao_ps20_Static_Index { private: int m_nQUALITY_MODE; #ifdef _DEBUG bool m_bQUALITY_MODE; #endif public: void SetQUALITY_MODE( int i ) { Assert( i >= 0 && i <= 0 ); m_nQUALITY_MODE = i; #ifdef _DEBUG m_bQUALITY_MODE = true; #endif } void SetQUALITY_MODE( bool i ) { Assert( ( i ? 1 : 0 ) >= 0 && ( i ? 1 : 0 ) <= 0 ); m_nQUALITY_MODE = i ? 1 : 0; #ifdef _DEBUG m_bQUALITY_MODE = true; #endif } public: // CONSTRUCTOR character_ssao_ps20_Static_Index( IShaderShadow *pShaderShadow, IMaterialVar **params ) { #ifdef _DEBUG m_bQUALITY_MODE = false; #endif // _DEBUG m_nQUALITY_MODE = 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_bQUALITY_MODE; Assert( bAllStaticVarsDefined ); #endif // _DEBUG return ( 1 * m_nQUALITY_MODE ) + 0; } }; #define shaderStaticTest_character_ssao_ps20 psh_forgot_to_set_static_QUALITY_MODE + 0 class character_ssao_ps20_Dynamic_Index { public: // CONSTRUCTOR character_ssao_ps20_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_character_ssao_ps20 0 static const ShaderComboInformation_t s_StaticComboArray_character_ssao_ps20[1] = { { "QUALITY_MODE", 0, 0 }, }; static const ShaderComboSemantics_t character_ssao_ps20_combos = { "character_ssao_ps20", NULL, 0, s_StaticComboArray_character_ssao_ps20, 1 }; class ConstructMe_character_ssao_ps20 { public: ConstructMe_character_ssao_ps20() { GetShaderDLL()->AddShaderComboInformation( &character_ssao_ps20_combos ); } }; static ConstructMe_character_ssao_ps20 s_ConstructMe_character_ssao_ps20;