// 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 deferred_simple_light_ps30_Static_Index { public: // CONSTRUCTOR deferred_simple_light_ps30_Static_Index( IShaderShadow *pShaderShadow, IMaterialVar **params ) { } 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 shaderStaticTest_deferred_simple_light_ps30 0 class deferred_simple_light_ps30_Dynamic_Index { private: int m_nSPOT; #ifdef _DEBUG bool m_bSPOT; #endif public: void SetSPOT( int i ) { Assert( i >= 0 && i <= 1 ); m_nSPOT = i; #ifdef _DEBUG m_bSPOT = true; #endif } void SetSPOT( bool i ) { m_nSPOT = i ? 1 : 0; #ifdef _DEBUG m_bSPOT = true; #endif } private: int m_nPROJECTION; #ifdef _DEBUG bool m_bPROJECTION; #endif public: void SetPROJECTION( int i ) { Assert( i >= 0 && i <= 1 ); m_nPROJECTION = i; #ifdef _DEBUG m_bPROJECTION = true; #endif } void SetPROJECTION( bool i ) { m_nPROJECTION = i ? 1 : 0; #ifdef _DEBUG m_bPROJECTION = true; #endif } private: int m_nROTATION; #ifdef _DEBUG bool m_bROTATION; #endif public: void SetROTATION( int i ) { Assert( i >= 0 && i <= 1 ); m_nROTATION = i; #ifdef _DEBUG m_bROTATION = true; #endif } void SetROTATION( bool i ) { m_nROTATION = i ? 1 : 0; #ifdef _DEBUG m_bROTATION = true; #endif } private: int m_nALPHA_FALLOFF; #ifdef _DEBUG bool m_bALPHA_FALLOFF; #endif public: void SetALPHA_FALLOFF( int i ) { Assert( i >= 0 && i <= 1 ); m_nALPHA_FALLOFF = i; #ifdef _DEBUG m_bALPHA_FALLOFF = true; #endif } void SetALPHA_FALLOFF( bool i ) { m_nALPHA_FALLOFF = i ? 1 : 0; #ifdef _DEBUG m_bALPHA_FALLOFF = true; #endif } private: int m_nDEBUG; #ifdef _DEBUG bool m_bDEBUG; #endif public: void SetDEBUG( int i ) { Assert( i >= 0 && i <= 1 ); m_nDEBUG = i; #ifdef _DEBUG m_bDEBUG = true; #endif } void SetDEBUG( bool i ) { m_nDEBUG = i ? 1 : 0; #ifdef _DEBUG m_bDEBUG = true; #endif } public: // CONSTRUCTOR deferred_simple_light_ps30_Dynamic_Index( IShaderDynamicAPI *pShaderAPI ) { #ifdef _DEBUG m_bSPOT = false; #endif // _DEBUG m_nSPOT = 0; #ifdef _DEBUG m_bPROJECTION = false; #endif // _DEBUG m_nPROJECTION = 0; #ifdef _DEBUG m_bROTATION = false; #endif // _DEBUG m_nROTATION = 0; #ifdef _DEBUG m_bALPHA_FALLOFF = false; #endif // _DEBUG m_nALPHA_FALLOFF = 0; #ifdef _DEBUG m_bDEBUG = false; #endif // _DEBUG m_nDEBUG = 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_bSPOT && m_bPROJECTION && m_bROTATION && m_bALPHA_FALLOFF && m_bDEBUG; Assert( bAllDynamicVarsDefined ); #endif // _DEBUG return ( 1 * m_nSPOT ) + ( 2 * m_nPROJECTION ) + ( 4 * m_nROTATION ) + ( 8 * m_nALPHA_FALLOFF ) + ( 16 * m_nDEBUG ) + 0; } }; #define shaderDynamicTest_deferred_simple_light_ps30 psh_forgot_to_set_dynamic_SPOT + psh_forgot_to_set_dynamic_PROJECTION + psh_forgot_to_set_dynamic_ROTATION + psh_forgot_to_set_dynamic_ALPHA_FALLOFF + psh_forgot_to_set_dynamic_DEBUG + 0