// ALL SKIP STATEMENTS THAT AFFECT THIS SHADER!!! // defined $LIGHTING_PREVIEW && defined $FASTPATH && $LIGHTING_PREVIEW && $FASTPATH #include "shaderlib/cshader.h" class cloak_blended_pass_vs20_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_vs20_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 ( 4 * m_nBUMPMAP ) + 0; } }; #define shaderStaticTest_cloak_blended_pass_vs20 vsh_forgot_to_set_static_BUMPMAP + 0 class cloak_blended_pass_vs20_Dynamic_Index { private: int m_nCOMPRESSED_VERTS; #ifdef _DEBUG bool m_bCOMPRESSED_VERTS; #endif public: void SetCOMPRESSED_VERTS( int i ) { Assert( i >= 0 && i <= 1 ); m_nCOMPRESSED_VERTS = i; #ifdef _DEBUG m_bCOMPRESSED_VERTS = true; #endif } void SetCOMPRESSED_VERTS( bool i ) { Assert( ( i ? 1 : 0 ) >= 0 && ( i ? 1 : 0 ) <= 1 ); m_nCOMPRESSED_VERTS = i ? 1 : 0; #ifdef _DEBUG m_bCOMPRESSED_VERTS = true; #endif } private: int m_nSKINNING; #ifdef _DEBUG bool m_bSKINNING; #endif public: void SetSKINNING( int i ) { Assert( i >= 0 && i <= 1 ); m_nSKINNING = i; #ifdef _DEBUG m_bSKINNING = true; #endif } void SetSKINNING( bool i ) { Assert( ( i ? 1 : 0 ) >= 0 && ( i ? 1 : 0 ) <= 1 ); m_nSKINNING = i ? 1 : 0; #ifdef _DEBUG m_bSKINNING = true; #endif } private: int m_nMORPHING; #ifdef _DEBUG bool m_bMORPHING; #endif public: void SetMORPHING( int i ) { Assert( i >= 0 && i <= 0 ); m_nMORPHING = i; #ifdef _DEBUG m_bMORPHING = true; #endif } void SetMORPHING( bool i ) { Assert( ( i ? 1 : 0 ) >= 0 && ( i ? 1 : 0 ) <= 0 ); m_nMORPHING = i ? 1 : 0; #ifdef _DEBUG m_bMORPHING = true; #endif } public: // CONSTRUCTOR cloak_blended_pass_vs20_Dynamic_Index( IShaderDynamicAPI *pShaderAPI ) { #ifdef _DEBUG m_bCOMPRESSED_VERTS = false; #endif // _DEBUG m_nCOMPRESSED_VERTS = 0; #ifdef _DEBUG m_bSKINNING = false; #endif // _DEBUG m_nSKINNING = 0; #ifdef _DEBUG m_bMORPHING = true; #endif // _DEBUG m_nMORPHING = false ; } 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_bCOMPRESSED_VERTS && m_bSKINNING && m_bMORPHING; Assert( bAllDynamicVarsDefined ); #endif // _DEBUG return ( 1 * m_nCOMPRESSED_VERTS ) + ( 2 * m_nSKINNING ) + ( 4 * m_nMORPHING ) + 0; } }; #define shaderDynamicTest_cloak_blended_pass_vs20 vsh_forgot_to_set_dynamic_COMPRESSED_VERTS + vsh_forgot_to_set_dynamic_SKINNING + 0 static const ShaderComboInformation_t s_DynamicComboArray_cloak_blended_pass_vs20[3] = { { "COMPRESSED_VERTS", 0, 1 }, { "SKINNING", 0, 1 }, { "MORPHING", 0, 0 }, }; static const ShaderComboInformation_t s_StaticComboArray_cloak_blended_pass_vs20[1] = { { "BUMPMAP", 0, 1 }, }; static const ShaderComboSemantics_t cloak_blended_pass_vs20_combos = { "cloak_blended_pass_vs20", s_DynamicComboArray_cloak_blended_pass_vs20, 3, s_StaticComboArray_cloak_blended_pass_vs20, 1 }; class ConstructMe_cloak_blended_pass_vs20 { public: ConstructMe_cloak_blended_pass_vs20() { GetShaderDLL()->AddShaderComboInformation( &cloak_blended_pass_vs20_combos ); } }; static ConstructMe_cloak_blended_pass_vs20 s_ConstructMe_cloak_blended_pass_vs20;