Team Fortress 2 Source Code as on 22/4/2020
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#include "shaderlib/cshader.h" class particlesphere_vs20_Static_Index { public: particlesphere_vs20_Static_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 shaderStaticTest_particlesphere_vs20 0 class particlesphere_vs20_Dynamic_Index { private: int m_nFOGTYPE; #ifdef _DEBUG bool m_bFOGTYPE; #endif public: void SetFOGTYPE( int i ) { Assert( i >= 0 && i <= 1 ); m_nFOGTYPE = i; #ifdef _DEBUG m_bFOGTYPE = true; #endif } void SetFOGTYPE( bool i ) { m_nFOGTYPE = i ? 1 : 0; #ifdef _DEBUG m_bFOGTYPE = true; #endif } public: particlesphere_vs20_Dynamic_Index() { #ifdef _DEBUG m_bFOGTYPE = false; #endif // _DEBUG
m_nFOGTYPE = 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_bFOGTYPE; Assert( bAllDynamicVarsDefined ); #endif // _DEBUG
return ( 1 * m_nFOGTYPE ) + 0; } }; #define shaderDynamicTest_particlesphere_vs20 vsh_forgot_to_set_dynamic_FOGTYPE + 0
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