Team Fortress 2 Source Code as on 22/4/2020
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112 lines
2.3 KiB

#include "shaderlib/cshader.h"
class cloak_blended_pass_vs20_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_vs20_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 ( 4 * m_nBUMPMAP ) + 0;
}
};
#define shaderStaticTest_cloak_blended_pass_vs20 vsh_forgot_to_set_static_BUMPMAP + 0
class cloak_blended_pass_vs20_Dynamic_Index
{
private:
int m_nCOMPRESSED_VERTS;
#ifdef _DEBUG
bool m_bCOMPRESSED_VERTS;
#endif
public:
void SetCOMPRESSED_VERTS( int i )
{
Assert( i >= 0 && i <= 1 );
m_nCOMPRESSED_VERTS = i;
#ifdef _DEBUG
m_bCOMPRESSED_VERTS = true;
#endif
}
void SetCOMPRESSED_VERTS( bool i )
{
m_nCOMPRESSED_VERTS = i ? 1 : 0;
#ifdef _DEBUG
m_bCOMPRESSED_VERTS = true;
#endif
}
private:
int m_nSKINNING;
#ifdef _DEBUG
bool m_bSKINNING;
#endif
public:
void SetSKINNING( int i )
{
Assert( i >= 0 && i <= 1 );
m_nSKINNING = i;
#ifdef _DEBUG
m_bSKINNING = true;
#endif
}
void SetSKINNING( bool i )
{
m_nSKINNING = i ? 1 : 0;
#ifdef _DEBUG
m_bSKINNING = true;
#endif
}
public:
cloak_blended_pass_vs20_Dynamic_Index()
{
#ifdef _DEBUG
m_bCOMPRESSED_VERTS = false;
#endif // _DEBUG
m_nCOMPRESSED_VERTS = 0;
#ifdef _DEBUG
m_bSKINNING = false;
#endif // _DEBUG
m_nSKINNING = 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_bCOMPRESSED_VERTS && m_bSKINNING;
Assert( bAllDynamicVarsDefined );
#endif // _DEBUG
return ( 1 * m_nCOMPRESSED_VERTS ) + ( 2 * m_nSKINNING ) + 0;
}
};
#define shaderDynamicTest_cloak_blended_pass_vs20 vsh_forgot_to_set_dynamic_COMPRESSED_VERTS + vsh_forgot_to_set_dynamic_SKINNING + 0