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

#include "shaderlib/cshader.h"
class cloak_blended_pass_ps20_Static_Index
{
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_ps20_Static_Index( )
{
#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_bBUMPMAP;
Assert( bAllStaticVarsDefined );
#endif // _DEBUG
return ( 1 * m_nBUMPMAP ) + 0;
}
};
#define shaderStaticTest_cloak_blended_pass_ps20 psh_forgot_to_set_static_BUMPMAP + 0
class cloak_blended_pass_ps20_Dynamic_Index
{
public:
cloak_blended_pass_ps20_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_ps20 0