Team Fortress 2 Source Code as on 22/4/2020
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#include "shaderlib/cshader.h" class warp_ps30_Static_Index { public: warp_ps30_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_warp_ps30 0 class warp_ps30_Dynamic_Index { private: int m_nDISTORT_TYPE; #ifdef _DEBUG bool m_bDISTORT_TYPE; #endif public: void SetDISTORT_TYPE( int i ) { Assert( i >= 0 && i <= 2 ); m_nDISTORT_TYPE = i; #ifdef _DEBUG m_bDISTORT_TYPE = true; #endif } void SetDISTORT_TYPE( bool i ) { m_nDISTORT_TYPE = i ? 1 : 0; #ifdef _DEBUG m_bDISTORT_TYPE = true; #endif } public: warp_ps30_Dynamic_Index() { #ifdef _DEBUG m_bDISTORT_TYPE = false; #endif // _DEBUG
m_nDISTORT_TYPE = 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_bDISTORT_TYPE; Assert( bAllDynamicVarsDefined ); #endif // _DEBUG
return ( 1 * m_nDISTORT_TYPE ) + 0; } }; #define shaderDynamicTest_warp_ps30 psh_forgot_to_set_dynamic_DISTORT_TYPE + 0
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