// 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 #include "shaderlib/cshader.h" class debugtextureview_ps20b_Static_Index { private: int m_nSHOWALPHA; #ifdef _DEBUG bool m_bSHOWALPHA; #endif public: void SetSHOWALPHA( int i ) { Assert( i >= 0 && i <= 1 ); m_nSHOWALPHA = i; #ifdef _DEBUG m_bSHOWALPHA = true; #endif } void SetSHOWALPHA( bool i ) { Assert( ( i ? 1 : 0 ) >= 0 && ( i ? 1 : 0 ) <= 1 ); m_nSHOWALPHA = i ? 1 : 0; #ifdef _DEBUG m_bSHOWALPHA = true; #endif } public: // CONSTRUCTOR debugtextureview_ps20b_Static_Index( IShaderShadow *pShaderShadow, IMaterialVar **params ) { #ifdef _DEBUG m_bSHOWALPHA = false; #endif // _DEBUG m_nSHOWALPHA = 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_bSHOWALPHA; Assert( bAllStaticVarsDefined ); #endif // _DEBUG return ( 2 * m_nSHOWALPHA ) + 0; } }; #define shaderStaticTest_debugtextureview_ps20b psh_forgot_to_set_static_SHOWALPHA + 0 class debugtextureview_ps20b_Dynamic_Index { private: int m_nISCUBEMAP; #ifdef _DEBUG bool m_bISCUBEMAP; #endif public: void SetISCUBEMAP( int i ) { Assert( i >= 0 && i <= 1 ); m_nISCUBEMAP = i; #ifdef _DEBUG m_bISCUBEMAP = true; #endif } void SetISCUBEMAP( bool i ) { Assert( ( i ? 1 : 0 ) >= 0 && ( i ? 1 : 0 ) <= 1 ); m_nISCUBEMAP = i ? 1 : 0; #ifdef _DEBUG m_bISCUBEMAP = true; #endif } public: // CONSTRUCTOR debugtextureview_ps20b_Dynamic_Index( IShaderDynamicAPI *pShaderAPI ) { #ifdef _DEBUG m_bISCUBEMAP = false; #endif // _DEBUG m_nISCUBEMAP = 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_bISCUBEMAP; Assert( bAllDynamicVarsDefined ); #endif // _DEBUG return ( 1 * m_nISCUBEMAP ) + 0; } }; #define shaderDynamicTest_debugtextureview_ps20b psh_forgot_to_set_dynamic_ISCUBEMAP + 0 static const ShaderComboInformation_t s_DynamicComboArray_DebugTextureView_ps20b[1] = { { "ISCUBEMAP", 0, 1 }, }; static const ShaderComboInformation_t s_StaticComboArray_DebugTextureView_ps20b[1] = { { "SHOWALPHA", 0, 1 }, }; static const ShaderComboSemantics_t DebugTextureView_ps20b_combos = { "DebugTextureView_ps20b", s_DynamicComboArray_DebugTextureView_ps20b, 1, s_StaticComboArray_DebugTextureView_ps20b, 1 }; class ConstructMe_DebugTextureView_ps20b { public: ConstructMe_DebugTextureView_ps20b() { GetShaderDLL()->AddShaderComboInformation( &DebugTextureView_ps20b_combos ); } }; static ConstructMe_DebugTextureView_ps20b s_ConstructMe_DebugTextureView_ps20b;