Team Fortress 2 Source Code as on 22/4/2020
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60 lines
1.2 KiB

  1. #include "shaderlib/cshader.h"
  2. class weapon_sheen_pass_ps20_Static_Index
  3. {
  4. private:
  5. int m_nBUMPMAP;
  6. #ifdef _DEBUG
  7. bool m_bBUMPMAP;
  8. #endif
  9. public:
  10. void SetBUMPMAP( int i )
  11. {
  12. Assert( i >= 0 && i <= 1 );
  13. m_nBUMPMAP = i;
  14. #ifdef _DEBUG
  15. m_bBUMPMAP = true;
  16. #endif
  17. }
  18. void SetBUMPMAP( bool i )
  19. {
  20. m_nBUMPMAP = i ? 1 : 0;
  21. #ifdef _DEBUG
  22. m_bBUMPMAP = true;
  23. #endif
  24. }
  25. public:
  26. weapon_sheen_pass_ps20_Static_Index( )
  27. {
  28. #ifdef _DEBUG
  29. m_bBUMPMAP = false;
  30. #endif // _DEBUG
  31. m_nBUMPMAP = 0;
  32. }
  33. int GetIndex()
  34. {
  35. // Asserts to make sure that we aren't using any skipped combinations.
  36. // Asserts to make sure that we are setting all of the combination vars.
  37. #ifdef _DEBUG
  38. bool bAllStaticVarsDefined = m_bBUMPMAP;
  39. Assert( bAllStaticVarsDefined );
  40. #endif // _DEBUG
  41. return ( 1 * m_nBUMPMAP ) + 0;
  42. }
  43. };
  44. #define shaderStaticTest_weapon_sheen_pass_ps20 psh_forgot_to_set_static_BUMPMAP + 0
  45. class weapon_sheen_pass_ps20_Dynamic_Index
  46. {
  47. public:
  48. weapon_sheen_pass_ps20_Dynamic_Index()
  49. {
  50. }
  51. int GetIndex()
  52. {
  53. // Asserts to make sure that we aren't using any skipped combinations.
  54. // Asserts to make sure that we are setting all of the combination vars.
  55. #ifdef _DEBUG
  56. #endif // _DEBUG
  57. return 0;
  58. }
  59. };
  60. #define shaderDynamicTest_weapon_sheen_pass_ps20 0