// 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 cloak_blended_pass_ps20_Static_Index { private: int m_nBUMPMAP; #ifdef _DEBUG bool m_bBUMPMAP; #endif public: void SetBUMPMAP( int i ) { Assert( i >= 0 && i <= 1 ); m_nBUMPMAP = i; #ifdef _DEBUG m_bBUMPMAP = true; #endif } void SetBUMPMAP( bool i ) { Assert( ( i ? 1 : 0 ) >= 0 && ( i ? 1 : 0 ) <= 1 ); m_nBUMPMAP = i ? 1 : 0; #ifdef _DEBUG m_bBUMPMAP = true; #endif } public: // CONSTRUCTOR cloak_blended_pass_ps20_Static_Index( IShaderShadow *pShaderShadow, IMaterialVar **params ) { #ifdef _DEBUG m_bBUMPMAP = false; #endif // _DEBUG m_nBUMPMAP = 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_bBUMPMAP; Assert( bAllStaticVarsDefined ); #endif // _DEBUG return ( 1 * m_nBUMPMAP ) + 0; } }; #define shaderStaticTest_cloak_blended_pass_ps20 psh_forgot_to_set_static_BUMPMAP + 0 class cloak_blended_pass_ps20_Dynamic_Index { public: // CONSTRUCTOR cloak_blended_pass_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_cloak_blended_pass_ps20 0 static const ShaderComboInformation_t s_StaticComboArray_cloak_blended_pass_ps20[1] = { { "BUMPMAP", 0, 1 }, }; static const ShaderComboSemantics_t cloak_blended_pass_ps20_combos = { "cloak_blended_pass_ps20", NULL, 0, s_StaticComboArray_cloak_blended_pass_ps20, 1 }; class ConstructMe_cloak_blended_pass_ps20 { public: ConstructMe_cloak_blended_pass_ps20() { GetShaderDLL()->AddShaderComboInformation( &cloak_blended_pass_ps20_combos ); } }; static ConstructMe_cloak_blended_pass_ps20 s_ConstructMe_cloak_blended_pass_ps20;