Team Fortress 2 Source Code as on 22/4/2020
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85 lines
1.7 KiB

#include "shaderlib/cshader.h"
class water_vs20_Static_Index
{
private:
int m_nBASETEXTURE;
#ifdef _DEBUG
bool m_bBASETEXTURE;
#endif
public:
void SetBASETEXTURE( int i )
{
Assert( i >= 0 && i <= 1 );
m_nBASETEXTURE = i;
#ifdef _DEBUG
m_bBASETEXTURE = true;
#endif
}
void SetBASETEXTURE( bool i )
{
m_nBASETEXTURE = i ? 1 : 0;
#ifdef _DEBUG
m_bBASETEXTURE = true;
#endif
}
private:
int m_nMULTITEXTURE;
#ifdef _DEBUG
bool m_bMULTITEXTURE;
#endif
public:
void SetMULTITEXTURE( int i )
{
Assert( i >= 0 && i <= 1 );
m_nMULTITEXTURE = i;
#ifdef _DEBUG
m_bMULTITEXTURE = true;
#endif
}
void SetMULTITEXTURE( bool i )
{
m_nMULTITEXTURE = i ? 1 : 0;
#ifdef _DEBUG
m_bMULTITEXTURE = true;
#endif
}
public:
water_vs20_Static_Index( )
{
#ifdef _DEBUG
m_bBASETEXTURE = false;
#endif // _DEBUG
m_nBASETEXTURE = 0;
#ifdef _DEBUG
m_bMULTITEXTURE = false;
#endif // _DEBUG
m_nMULTITEXTURE = 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_bBASETEXTURE && m_bMULTITEXTURE;
Assert( bAllStaticVarsDefined );
#endif // _DEBUG
return ( 1 * m_nBASETEXTURE ) + ( 2 * m_nMULTITEXTURE ) + 0;
}
};
#define shaderStaticTest_water_vs20 vsh_forgot_to_set_static_BASETEXTURE + vsh_forgot_to_set_static_MULTITEXTURE + 0
class water_vs20_Dynamic_Index
{
public:
water_vs20_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_water_vs20 0