Team Fortress 2 Source Code as on 22/4/2020
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#include "shaderlib/cshader.h" class morphaccumulate_ps30_Static_Index { private: int m_nCONSTANTBASEDMORPH; #ifdef _DEBUG bool m_bCONSTANTBASEDMORPH; #endif public: void SetCONSTANTBASEDMORPH( int i ) { Assert( i >= 0 && i <= 1 ); m_nCONSTANTBASEDMORPH = i; #ifdef _DEBUG m_bCONSTANTBASEDMORPH = true; #endif } void SetCONSTANTBASEDMORPH( bool i ) { m_nCONSTANTBASEDMORPH = i ? 1 : 0; #ifdef _DEBUG m_bCONSTANTBASEDMORPH = true; #endif } public: morphaccumulate_ps30_Static_Index( ) { #ifdef _DEBUG m_bCONSTANTBASEDMORPH = false; #endif // _DEBUG
m_nCONSTANTBASEDMORPH = 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_bCONSTANTBASEDMORPH; Assert( bAllStaticVarsDefined ); #endif // _DEBUG
return ( 1 * m_nCONSTANTBASEDMORPH ) + 0; } }; #define shaderStaticTest_morphaccumulate_ps30 psh_forgot_to_set_static_CONSTANTBASEDMORPH + 0 class morphaccumulate_ps30_Dynamic_Index { public: morphaccumulate_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_morphaccumulate_ps30 0
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