// ALL SKIP STATEMENTS THAT AFFECT THIS SHADER!!! // ( $PAINTSTYLE == 0 ) // ( ( $CHEAPMODE == 1 ) && !( ( $PAINTSTYLE == 3 ) || ( $PAINTSTYLE == 6 ) ) ) // ( ( $EXPONENTMODE == 1 ) && ( $CHEAPMODE == 1 ) ) // ( ( $NUM_LIGHTS != 0 ) && ( $PREVIEW == 0 ) ) // ( ( $PREVIEW == 0 ) && ( $PREVIEWPHONGALBEDOTINT == 1 ) ) // ( ( $PREVIEW == 1 ) && ( $EXPONENTMODE == 1 ) ) // 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 customweapon_ps20b_Static_Index { private: int m_nPAINTSTYLE; #ifdef _DEBUG bool m_bPAINTSTYLE; #endif public: void SetPAINTSTYLE( int i ) { Assert( i >= 0 && i <= 8 ); m_nPAINTSTYLE = i; #ifdef _DEBUG m_bPAINTSTYLE = true; #endif } void SetPAINTSTYLE( bool i ) { Assert( ( i ? 1 : 0 ) >= 0 && ( i ? 1 : 0 ) <= 8 ); 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 } private: int m_nCHEAPMODE; #ifdef _DEBUG bool m_bCHEAPMODE; #endif public: void SetCHEAPMODE( int i ) { Assert( i >= 0 && i <= 1 ); m_nCHEAPMODE = i; #ifdef _DEBUG m_bCHEAPMODE = true; #endif } void SetCHEAPMODE( bool i ) { Assert( ( i ? 1 : 0 ) >= 0 && ( i ? 1 : 0 ) <= 1 ); m_nCHEAPMODE = i ? 1 : 0; #ifdef _DEBUG m_bCHEAPMODE = true; #endif } private: int m_nPHONGALBEDOFACTORMODE; #ifdef _DEBUG bool m_bPHONGALBEDOFACTORMODE; #endif public: void SetPHONGALBEDOFACTORMODE( int i ) { Assert( i >= 0 && i <= 1 ); m_nPHONGALBEDOFACTORMODE = i; #ifdef _DEBUG m_bPHONGALBEDOFACTORMODE = true; #endif } void SetPHONGALBEDOFACTORMODE( bool i ) { Assert( ( i ? 1 : 0 ) >= 0 && ( i ? 1 : 0 ) <= 1 ); m_nPHONGALBEDOFACTORMODE = i ? 1 : 0; #ifdef _DEBUG m_bPHONGALBEDOFACTORMODE = true; #endif } public: // CONSTRUCTOR customweapon_ps20b_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; #ifdef _DEBUG m_bCHEAPMODE = false; #endif // _DEBUG m_nCHEAPMODE = 0; #ifdef _DEBUG m_bPHONGALBEDOFACTORMODE = false; #endif // _DEBUG m_nPHONGALBEDOFACTORMODE = 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 && m_bCHEAPMODE && m_bPHONGALBEDOFACTORMODE; Assert( bAllStaticVarsDefined ); #endif // _DEBUG return ( 1 * m_nPAINTSTYLE ) + ( 9 * m_nEXPONENTMODE ) + ( 18 * m_nCHEAPMODE ) + ( 36 * m_nPHONGALBEDOFACTORMODE ) + 0; } }; #define shaderStaticTest_customweapon_ps20b psh_forgot_to_set_static_PAINTSTYLE + psh_forgot_to_set_static_EXPONENTMODE + psh_forgot_to_set_static_CHEAPMODE + psh_forgot_to_set_static_PHONGALBEDOFACTORMODE + 0 class customweapon_ps20b_Dynamic_Index { public: // CONSTRUCTOR customweapon_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_customweapon_ps20b 0 static const ShaderComboInformation_t s_StaticComboArray_customweapon_ps20b[4] = { { "PAINTSTYLE", 0, 8 }, { "EXPONENTMODE", 0, 1 }, { "CHEAPMODE", 0, 1 }, { "PHONGALBEDOFACTORMODE", 0, 1 }, }; static const ShaderComboSemantics_t customweapon_ps20b_combos = { "customweapon_ps20b", NULL, 0, s_StaticComboArray_customweapon_ps20b, 4 }; class ConstructMe_customweapon_ps20b { public: ConstructMe_customweapon_ps20b() { GetShaderDLL()->AddShaderComboInformation( &customweapon_ps20b_combos ); } }; static ConstructMe_customweapon_ps20b s_ConstructMe_customweapon_ps20b;