// 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 customweapon_ps20_Static_Index { private: int m_nPAINTSTYLE; #ifdef _DEBUG bool m_bPAINTSTYLE; #endif public: void SetPAINTSTYLE( int i ) { Assert( i >= 0 && i <= 4 ); m_nPAINTSTYLE = i; #ifdef _DEBUG m_bPAINTSTYLE = true; #endif } void SetPAINTSTYLE( bool i ) { Assert( ( i ? 1 : 0 ) >= 0 && ( i ? 1 : 0 ) <= 4 ); m_nPAINTSTYLE = i ? 1 : 0; #ifdef _DEBUG m_bPAINTSTYLE = true; #endif } private: int m_nEXPONENTMODE; #ifdef _DEBUG bool m_bEXPONENTMODE; #endif public: void SetEXPONENTMODE( int i ) { Assert( i >= 0 && i <= 1 ); m_nEXPONENTMODE = i; #ifdef _DEBUG m_bEXPONENTMODE = true; #endif } void SetEXPONENTMODE( bool i ) { Assert( ( i ? 1 : 0 ) >= 0 && ( i ? 1 : 0 ) <= 1 ); m_nEXPONENTMODE = i ? 1 : 0; #ifdef _DEBUG m_bEXPONENTMODE = true; #endif } public: // CONSTRUCTOR customweapon_ps20_Static_Index( IShaderShadow *pShaderShadow, IMaterialVar **params ) { #ifdef _DEBUG m_bPAINTSTYLE = false; #endif // _DEBUG m_nPAINTSTYLE = 0; #ifdef _DEBUG m_bEXPONENTMODE = false; #endif // _DEBUG m_nEXPONENTMODE = 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_bPAINTSTYLE && m_bEXPONENTMODE; Assert( bAllStaticVarsDefined ); #endif // _DEBUG return ( 1 * m_nPAINTSTYLE ) + ( 5 * m_nEXPONENTMODE ) + 0; } }; #define shaderStaticTest_customweapon_ps20 psh_forgot_to_set_static_PAINTSTYLE + psh_forgot_to_set_static_EXPONENTMODE + 0 class customweapon_ps20_Dynamic_Index { public: // CONSTRUCTOR customweapon_ps20_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_customweapon_ps20 0 static const ShaderComboInformation_t s_StaticComboArray_customweapon_ps20[2] = { { "PAINTSTYLE", 0, 4 }, { "EXPONENTMODE", 0, 1 }, }; static const ShaderComboSemantics_t customweapon_ps20_combos = { "customweapon_ps20", NULL, 0, s_StaticComboArray_customweapon_ps20, 2 }; class ConstructMe_customweapon_ps20 { public: ConstructMe_customweapon_ps20() { GetShaderDLL()->AddShaderComboInformation( &customweapon_ps20_combos ); } }; static ConstructMe_customweapon_ps20 s_ConstructMe_customweapon_ps20;