// ALL SKIP STATEMENTS THAT AFFECT THIS SHADER!!! // ( $MODE == 1 ) // 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 embroider_ps30_Static_Index { private: int m_nMODE; #ifdef _DEBUG bool m_bMODE; #endif public: void SetMODE( int i ) { Assert( i >= 0 && i <= 3 ); m_nMODE = i; #ifdef _DEBUG m_bMODE = true; #endif } void SetMODE( bool i ) { Assert( ( i ? 1 : 0 ) >= 0 && ( i ? 1 : 0 ) <= 3 ); m_nMODE = i ? 1 : 0; #ifdef _DEBUG m_bMODE = true; #endif } private: int m_nPALETTIZE; #ifdef _DEBUG bool m_bPALETTIZE; #endif public: void SetPALETTIZE( int i ) { Assert( i >= 0 && i <= 1 ); m_nPALETTIZE = i; #ifdef _DEBUG m_bPALETTIZE = true; #endif } void SetPALETTIZE( bool i ) { Assert( ( i ? 1 : 0 ) >= 0 && ( i ? 1 : 0 ) <= 1 ); m_nPALETTIZE = i ? 1 : 0; #ifdef _DEBUG m_bPALETTIZE = true; #endif } public: // CONSTRUCTOR embroider_ps30_Static_Index( IShaderShadow *pShaderShadow, IMaterialVar **params ) { #ifdef _DEBUG m_bMODE = false; #endif // _DEBUG m_nMODE = 0; #ifdef _DEBUG m_bPALETTIZE = false; #endif // _DEBUG m_nPALETTIZE = 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_bMODE && m_bPALETTIZE; Assert( bAllStaticVarsDefined ); #endif // _DEBUG return ( 1 * m_nMODE ) + ( 4 * m_nPALETTIZE ) + 0; } }; #define shaderStaticTest_embroider_ps30 psh_forgot_to_set_static_MODE + psh_forgot_to_set_static_PALETTIZE + 0 class embroider_ps30_Dynamic_Index { public: // CONSTRUCTOR embroider_ps30_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_embroider_ps30 0 static const ShaderComboInformation_t s_StaticComboArray_embroider_ps30[2] = { { "MODE", 0, 3 }, { "PALETTIZE", 0, 1 }, }; static const ShaderComboSemantics_t embroider_ps30_combos = { "embroider_ps30", NULL, 0, s_StaticComboArray_embroider_ps30, 2 }; class ConstructMe_embroider_ps30 { public: ConstructMe_embroider_ps30() { GetShaderDLL()->AddShaderComboInformation( &embroider_ps30_combos ); } }; static ConstructMe_embroider_ps30 s_ConstructMe_embroider_ps30;