// ALL SKIP STATEMENTS THAT AFFECT THIS SHADER!!! // defined $LIGHTING_PREVIEW && defined $FASTPATH && $LIGHTING_PREVIEW && $FASTPATH #include "shaderlib/cshader.h" class weapondecal_vs30_Static_Index { private: int m_nMIRROR; #ifdef _DEBUG bool m_bMIRROR; #endif public: void SetMIRROR( int i ) { Assert( i >= 0 && i <= 1 ); m_nMIRROR = i; #ifdef _DEBUG m_bMIRROR = true; #endif } void SetMIRROR( bool i ) { Assert( ( i ? 1 : 0 ) >= 0 && ( i ? 1 : 0 ) <= 1 ); m_nMIRROR = i ? 1 : 0; #ifdef _DEBUG m_bMIRROR = true; #endif } private: int m_nNORMALMAP; #ifdef _DEBUG bool m_bNORMALMAP; #endif public: void SetNORMALMAP( int i ) { Assert( i >= 0 && i <= 1 ); m_nNORMALMAP = i; #ifdef _DEBUG m_bNORMALMAP = true; #endif } void SetNORMALMAP( bool i ) { Assert( ( i ? 1 : 0 ) >= 0 && ( i ? 1 : 0 ) <= 1 ); m_nNORMALMAP = i ? 1 : 0; #ifdef _DEBUG m_bNORMALMAP = true; #endif } public: // CONSTRUCTOR weapondecal_vs30_Static_Index( IShaderShadow *pShaderShadow, IMaterialVar **params ) { #ifdef _DEBUG m_bMIRROR = false; #endif // _DEBUG m_nMIRROR = 0; #ifdef _DEBUG m_bNORMALMAP = false; #endif // _DEBUG m_nNORMALMAP = 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_bMIRROR && m_bNORMALMAP; Assert( bAllStaticVarsDefined ); #endif // _DEBUG return ( 20 * m_nMIRROR ) + ( 40 * m_nNORMALMAP ) + 0; } }; #define shaderStaticTest_weapondecal_vs30 vsh_forgot_to_set_static_MIRROR + vsh_forgot_to_set_static_NORMALMAP + 0 class weapondecal_vs30_Dynamic_Index { 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_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_nNUM_LIGHTS; #ifdef _DEBUG bool m_bNUM_LIGHTS; #endif public: void SetNUM_LIGHTS( int i ) { Assert( i >= 0 && i <= 4 ); m_nNUM_LIGHTS = i; #ifdef _DEBUG m_bNUM_LIGHTS = true; #endif } void SetNUM_LIGHTS( bool i ) { Assert( ( i ? 1 : 0 ) >= 0 && ( i ? 1 : 0 ) <= 4 ); m_nNUM_LIGHTS = i ? 1 : 0; #ifdef _DEBUG m_bNUM_LIGHTS = true; #endif } public: // CONSTRUCTOR weapondecal_vs30_Dynamic_Index( IShaderDynamicAPI *pShaderAPI ) { #ifdef _DEBUG m_bSKINNING = false; #endif // _DEBUG m_nSKINNING = 0; #ifdef _DEBUG m_bCOMPRESSED_VERTS = false; #endif // _DEBUG m_nCOMPRESSED_VERTS = 0; #ifdef _DEBUG m_bNUM_LIGHTS = false; #endif // _DEBUG m_nNUM_LIGHTS = 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_bSKINNING && m_bCOMPRESSED_VERTS && m_bNUM_LIGHTS; Assert( bAllDynamicVarsDefined ); #endif // _DEBUG return ( 1 * m_nSKINNING ) + ( 2 * m_nCOMPRESSED_VERTS ) + ( 4 * m_nNUM_LIGHTS ) + 0; } }; #define shaderDynamicTest_weapondecal_vs30 vsh_forgot_to_set_dynamic_SKINNING + vsh_forgot_to_set_dynamic_COMPRESSED_VERTS + vsh_forgot_to_set_dynamic_NUM_LIGHTS + 0 static const ShaderComboInformation_t s_DynamicComboArray_weapondecal_vs30[3] = { { "SKINNING", 0, 1 }, { "COMPRESSED_VERTS", 0, 1 }, { "NUM_LIGHTS", 0, 4 }, }; static const ShaderComboInformation_t s_StaticComboArray_weapondecal_vs30[2] = { { "MIRROR", 0, 1 }, { "NORMALMAP", 0, 1 }, }; static const ShaderComboSemantics_t weapondecal_vs30_combos = { "weapondecal_vs30", s_DynamicComboArray_weapondecal_vs30, 3, s_StaticComboArray_weapondecal_vs30, 2 }; class ConstructMe_weapondecal_vs30 { public: ConstructMe_weapondecal_vs30() { GetShaderDLL()->AddShaderComboInformation( &weapondecal_vs30_combos ); } }; static ConstructMe_weapondecal_vs30 s_ConstructMe_weapondecal_vs30;