Team Fortress 2 Source Code as on 22/4/2020
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#include "shaderlib/cshader.h" class cloak_blended_pass_ps30_Static_Index { private: int m_nCONVERT_TO_SRGB; #ifdef _DEBUG bool m_bCONVERT_TO_SRGB; #endif public: void SetCONVERT_TO_SRGB( int i ) { Assert( i >= 0 && i <= 1 ); m_nCONVERT_TO_SRGB = i; #ifdef _DEBUG m_bCONVERT_TO_SRGB = true; #endif } void SetCONVERT_TO_SRGB( bool i ) { m_nCONVERT_TO_SRGB = i ? 1 : 0; #ifdef _DEBUG m_bCONVERT_TO_SRGB = true; #endif } private: int m_nBUMPMAP; #ifdef _DEBUG bool m_bBUMPMAP; #endif public: void SetBUMPMAP( int i ) { Assert( i >= 0 && i <= 1 ); m_nBUMPMAP = i; #ifdef _DEBUG m_bBUMPMAP = true; #endif } void SetBUMPMAP( bool i ) { m_nBUMPMAP = i ? 1 : 0; #ifdef _DEBUG m_bBUMPMAP = true; #endif } public: cloak_blended_pass_ps30_Static_Index( ) { #ifdef _DEBUG m_bCONVERT_TO_SRGB = true; #endif // _DEBUG
m_nCONVERT_TO_SRGB = g_pHardwareConfig->NeedsShaderSRGBConversion(); #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_bCONVERT_TO_SRGB && m_bBUMPMAP; Assert( bAllStaticVarsDefined ); #endif // _DEBUG
return ( 1 * m_nCONVERT_TO_SRGB ) + ( 2 * m_nBUMPMAP ) + 0; } }; #define shaderStaticTest_cloak_blended_pass_ps30 psh_forgot_to_set_static_BUMPMAP + 0 class cloak_blended_pass_ps30_Dynamic_Index { public: cloak_blended_pass_ps30_Dynamic_Index() { } 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_cloak_blended_pass_ps30 0
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