// 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 // 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 blob_arm_ps20b_Static_Index { private: int m_nSELF_ILLUM_FRESNEL; #ifdef _DEBUG bool m_bSELF_ILLUM_FRESNEL; #endif public: void SetSELF_ILLUM_FRESNEL( int i ) { Assert( i >= 0 && i <= 1 ); m_nSELF_ILLUM_FRESNEL = i; #ifdef _DEBUG m_bSELF_ILLUM_FRESNEL = true; #endif } void SetSELF_ILLUM_FRESNEL( bool i ) { Assert( ( i ? 1 : 0 ) >= 0 && ( i ? 1 : 0 ) <= 1 ); m_nSELF_ILLUM_FRESNEL = i ? 1 : 0; #ifdef _DEBUG m_bSELF_ILLUM_FRESNEL = true; #endif } private: int m_nPRE_PASS; #ifdef _DEBUG bool m_bPRE_PASS; #endif public: void SetPRE_PASS( int i ) { Assert( i >= 0 && i <= 1 ); m_nPRE_PASS = i; #ifdef _DEBUG m_bPRE_PASS = true; #endif } void SetPRE_PASS( bool i ) { Assert( ( i ? 1 : 0 ) >= 0 && ( i ? 1 : 0 ) <= 1 ); m_nPRE_PASS = i ? 1 : 0; #ifdef _DEBUG m_bPRE_PASS = 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 } private: int m_nMOVING_PULSES; #ifdef _DEBUG bool m_bMOVING_PULSES; #endif public: void SetMOVING_PULSES( int i ) { Assert( i >= 0 && i <= 1 ); m_nMOVING_PULSES = i; #ifdef _DEBUG m_bMOVING_PULSES = true; #endif } void SetMOVING_PULSES( bool i ) { Assert( ( i ? 1 : 0 ) >= 0 && ( i ? 1 : 0 ) <= 1 ); m_nMOVING_PULSES = i ? 1 : 0; #ifdef _DEBUG m_bMOVING_PULSES = true; #endif } public: // CONSTRUCTOR blob_arm_ps20b_Static_Index( IShaderShadow *pShaderShadow, IMaterialVar **params ) { #ifdef _DEBUG m_bSELF_ILLUM_FRESNEL = false; #endif // _DEBUG m_nSELF_ILLUM_FRESNEL = 0; #ifdef _DEBUG m_bPRE_PASS = false; #endif // _DEBUG m_nPRE_PASS = 0; #ifdef _DEBUG m_bNORMALMAP = false; #endif // _DEBUG m_nNORMALMAP = 0; #ifdef _DEBUG m_bMOVING_PULSES = false; #endif // _DEBUG m_nMOVING_PULSES = 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_bSELF_ILLUM_FRESNEL && m_bPRE_PASS && m_bNORMALMAP && m_bMOVING_PULSES; Assert( bAllStaticVarsDefined ); #endif // _DEBUG return ( 1 * m_nSELF_ILLUM_FRESNEL ) + ( 2 * m_nPRE_PASS ) + ( 4 * m_nNORMALMAP ) + ( 8 * m_nMOVING_PULSES ) + 0; } }; #define shaderStaticTest_blob_arm_ps20b psh_forgot_to_set_static_SELF_ILLUM_FRESNEL + psh_forgot_to_set_static_PRE_PASS + psh_forgot_to_set_static_NORMALMAP + psh_forgot_to_set_static_MOVING_PULSES + 0 class blob_arm_ps20b_Dynamic_Index { public: // CONSTRUCTOR blob_arm_ps20b_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_blob_arm_ps20b 0 static const ShaderComboInformation_t s_StaticComboArray_blob_arm_ps20b[4] = { { "SELF_ILLUM_FRESNEL", 0, 1 }, { "PRE_PASS", 0, 1 }, { "NORMALMAP", 0, 1 }, { "MOVING_PULSES", 0, 1 }, }; static const ShaderComboSemantics_t blob_arm_ps20b_combos = { "blob_arm_ps20b", NULL, 0, s_StaticComboArray_blob_arm_ps20b, 4 }; class ConstructMe_blob_arm_ps20b { public: ConstructMe_blob_arm_ps20b() { GetShaderDLL()->AddShaderComboInformation( &blob_arm_ps20b_combos ); } }; static ConstructMe_blob_arm_ps20b s_ConstructMe_blob_arm_ps20b;