// 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 proto_ice_ps20b_Static_Index { private: int m_nVERTEXCOLOR; #ifdef _DEBUG bool m_bVERTEXCOLOR; #endif public: void SetVERTEXCOLOR( int i ) { Assert( i >= 0 && i <= 1 ); m_nVERTEXCOLOR = i; #ifdef _DEBUG m_bVERTEXCOLOR = true; #endif } void SetVERTEXCOLOR( bool i ) { Assert( ( i ? 1 : 0 ) >= 0 && ( i ? 1 : 0 ) <= 1 ); m_nVERTEXCOLOR = i ? 1 : 0; #ifdef _DEBUG m_bVERTEXCOLOR = true; #endif } private: int m_nBUMPMAP; #ifdef _DEBUG bool m_bBUMPMAP; #endif public: void SetBUMPMAP( int i ) { Assert( i >= 0 && i <= 2 ); m_nBUMPMAP = i; #ifdef _DEBUG m_bBUMPMAP = true; #endif } void SetBUMPMAP( bool i ) { Assert( ( i ? 1 : 0 ) >= 0 && ( i ? 1 : 0 ) <= 2 ); m_nBUMPMAP = i ? 1 : 0; #ifdef _DEBUG m_bBUMPMAP = true; #endif } public: // CONSTRUCTOR proto_ice_ps20b_Static_Index( IShaderShadow *pShaderShadow, IMaterialVar **params ) { #ifdef _DEBUG m_bVERTEXCOLOR = false; #endif // _DEBUG m_nVERTEXCOLOR = 0; #ifdef _DEBUG m_bBUMPMAP = false; #endif // _DEBUG m_nBUMPMAP = 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_bVERTEXCOLOR && m_bBUMPMAP; Assert( bAllStaticVarsDefined ); #endif // _DEBUG return ( 10 * m_nVERTEXCOLOR ) + ( 20 * m_nBUMPMAP ) + 0; } }; #define shaderStaticTest_proto_ice_ps20b psh_forgot_to_set_static_VERTEXCOLOR + psh_forgot_to_set_static_BUMPMAP + 0 class proto_ice_ps20b_Dynamic_Index { private: int m_nNUM_LIGHTS; #ifdef _DEBUG bool m_bNUM_LIGHTS; #endif public: void SetNUM_LIGHTS( int i ) { Assert( i >= 0 && i <= 4 ); m_nNUM_LIGHTS = i; #ifdef _DEBUG m_bNUM_LIGHTS = true; #endif } void SetNUM_LIGHTS( bool i ) { Assert( ( i ? 1 : 0 ) >= 0 && ( i ? 1 : 0 ) <= 4 ); m_nNUM_LIGHTS = i ? 1 : 0; #ifdef _DEBUG m_bNUM_LIGHTS = true; #endif } private: int m_nAMBIENT_LIGHT; #ifdef _DEBUG bool m_bAMBIENT_LIGHT; #endif public: void SetAMBIENT_LIGHT( int i ) { Assert( i >= 0 && i <= 1 ); m_nAMBIENT_LIGHT = i; #ifdef _DEBUG m_bAMBIENT_LIGHT = true; #endif } void SetAMBIENT_LIGHT( bool i ) { Assert( ( i ? 1 : 0 ) >= 0 && ( i ? 1 : 0 ) <= 1 ); m_nAMBIENT_LIGHT = i ? 1 : 0; #ifdef _DEBUG m_bAMBIENT_LIGHT = true; #endif } public: // CONSTRUCTOR proto_ice_ps20b_Dynamic_Index( IShaderDynamicAPI *pShaderAPI ) { #ifdef _DEBUG m_bNUM_LIGHTS = false; #endif // _DEBUG m_nNUM_LIGHTS = 0; #ifdef _DEBUG m_bAMBIENT_LIGHT = false; #endif // _DEBUG m_nAMBIENT_LIGHT = 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_bNUM_LIGHTS && m_bAMBIENT_LIGHT; Assert( bAllDynamicVarsDefined ); #endif // _DEBUG return ( 1 * m_nNUM_LIGHTS ) + ( 5 * m_nAMBIENT_LIGHT ) + 0; } }; #define shaderDynamicTest_proto_ice_ps20b psh_forgot_to_set_dynamic_NUM_LIGHTS + psh_forgot_to_set_dynamic_AMBIENT_LIGHT + 0 static const ShaderComboInformation_t s_DynamicComboArray_proto_ice_ps20b[2] = { { "NUM_LIGHTS", 0, 4 }, { "AMBIENT_LIGHT", 0, 1 }, }; static const ShaderComboInformation_t s_StaticComboArray_proto_ice_ps20b[2] = { { "VERTEXCOLOR", 0, 1 }, { "BUMPMAP", 0, 2 }, }; static const ShaderComboSemantics_t proto_ice_ps20b_combos = { "proto_ice_ps20b", s_DynamicComboArray_proto_ice_ps20b, 2, s_StaticComboArray_proto_ice_ps20b, 2 }; class ConstructMe_proto_ice_ps20b { public: ConstructMe_proto_ice_ps20b() { GetShaderDLL()->AddShaderComboInformation( &proto_ice_ps20b_combos ); } }; static ConstructMe_proto_ice_ps20b s_ConstructMe_proto_ice_ps20b;