// ALL SKIP STATEMENTS THAT AFFECT THIS SHADER!!! // ( $DOWATERFOG == 0 ) && ( $DOPIXELFOG && $HARDWAREFOGBLEND ) // ( $DOWATERFOG == 0 ) && ( $HARDWAREFOGBLEND == 0 ) && ( $DOPIXELFOG == 0 ) // defined $LIGHTING_PREVIEW && defined $FASTPATH && $LIGHTING_PREVIEW && $FASTPATH #include "shaderlib/cshader.h" class bik_vs20_Static_Index { private: int m_nDOPIXELFOG; #ifdef _DEBUG bool m_bDOPIXELFOG; #endif public: void SetDOPIXELFOG( int i ) { Assert( i >= 0 && i <= 1 ); m_nDOPIXELFOG = i; #ifdef _DEBUG m_bDOPIXELFOG = true; #endif } void SetDOPIXELFOG( bool i ) { Assert( ( i ? 1 : 0 ) >= 0 && ( i ? 1 : 0 ) <= 1 ); m_nDOPIXELFOG = i ? 1 : 0; #ifdef _DEBUG m_bDOPIXELFOG = true; #endif } private: int m_nHARDWAREFOGBLEND; #ifdef _DEBUG bool m_bHARDWAREFOGBLEND; #endif public: void SetHARDWAREFOGBLEND( int i ) { Assert( i >= 0 && i <= 0 ); m_nHARDWAREFOGBLEND = i; #ifdef _DEBUG m_bHARDWAREFOGBLEND = true; #endif } void SetHARDWAREFOGBLEND( bool i ) { Assert( ( i ? 1 : 0 ) >= 0 && ( i ? 1 : 0 ) <= 0 ); m_nHARDWAREFOGBLEND = i ? 1 : 0; #ifdef _DEBUG m_bHARDWAREFOGBLEND = true; #endif } public: // CONSTRUCTOR bik_vs20_Static_Index( IShaderShadow *pShaderShadow, IMaterialVar **params ) { #ifdef _DEBUG m_bDOPIXELFOG = true; #endif // _DEBUG m_nDOPIXELFOG = g_pHardwareConfig->SupportsPixelShaders_2_b() ; #ifdef _DEBUG m_bHARDWAREFOGBLEND = true; #endif // _DEBUG m_nHARDWAREFOGBLEND = 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_bDOPIXELFOG && m_bHARDWAREFOGBLEND; Assert( bAllStaticVarsDefined ); #endif // _DEBUG return ( 2 * m_nDOPIXELFOG ) + ( 4 * m_nHARDWAREFOGBLEND ) + 0; } }; #define shaderStaticTest_bik_vs20 0 class bik_vs20_Dynamic_Index { private: int m_nDOWATERFOG; #ifdef _DEBUG bool m_bDOWATERFOG; #endif public: void SetDOWATERFOG( int i ) { Assert( i >= 0 && i <= 1 ); m_nDOWATERFOG = i; #ifdef _DEBUG m_bDOWATERFOG = true; #endif } void SetDOWATERFOG( bool i ) { Assert( ( i ? 1 : 0 ) >= 0 && ( i ? 1 : 0 ) <= 1 ); m_nDOWATERFOG = i ? 1 : 0; #ifdef _DEBUG m_bDOWATERFOG = true; #endif } public: // CONSTRUCTOR bik_vs20_Dynamic_Index( IShaderDynamicAPI *pShaderAPI ) { #ifdef _DEBUG m_bDOWATERFOG = true; #endif // _DEBUG m_nDOWATERFOG = ( pShaderAPI->GetSceneFogMode() == MATERIAL_FOG_LINEAR_BELOW_FOG_Z ) ; } 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_bDOWATERFOG; Assert( bAllDynamicVarsDefined ); #endif // _DEBUG return ( 1 * m_nDOWATERFOG ) + 0; } }; #define shaderDynamicTest_bik_vs20 0 static const ShaderComboInformation_t s_DynamicComboArray_bik_vs20[1] = { { "DOWATERFOG", 0, 1 }, }; static const ShaderComboInformation_t s_StaticComboArray_bik_vs20[2] = { { "DOPIXELFOG", 0, 1 }, { "HARDWAREFOGBLEND", 0, 0 }, }; static const ShaderComboSemantics_t bik_vs20_combos = { "bik_vs20", s_DynamicComboArray_bik_vs20, 1, s_StaticComboArray_bik_vs20, 2 }; class ConstructMe_bik_vs20 { public: ConstructMe_bik_vs20() { GetShaderDLL()->AddShaderComboInformation( &bik_vs20_combos ); } }; static ConstructMe_bik_vs20 s_ConstructMe_bik_vs20;