// ALL SKIP STATEMENTS THAT AFFECT THIS SHADER!!! // defined $LIGHTING_PREVIEW && defined $FASTPATH && $LIGHTING_PREVIEW && $FASTPATH #include "shaderlib/cshader.h" class depth_of_field_vs20_Static_Index { public: // CONSTRUCTOR depth_of_field_vs20_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_depth_of_field_vs20 0 class depth_of_field_vs20_Dynamic_Index { public: // CONSTRUCTOR depth_of_field_vs20_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_depth_of_field_vs20 0 static const ShaderComboSemantics_t depth_of_field_vs20_combos = { "depth_of_field_vs20", NULL, 0, NULL, 0 }; class ConstructMe_depth_of_field_vs20 { public: ConstructMe_depth_of_field_vs20() { GetShaderDLL()->AddShaderComboInformation( &depth_of_field_vs20_combos ); } }; static ConstructMe_depth_of_field_vs20 s_ConstructMe_depth_of_field_vs20;