Team Fortress 2 Source Code as on 22/4/2020
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187 lines
3.6 KiB

#include "shaderlib/cshader.h"
class eyes_cloak_vs20b_Static_Index
{
private:
int m_nINTRO;
#ifdef _DEBUG
bool m_bINTRO;
#endif
public:
void SetINTRO( int i )
{
Assert( i >= 0 && i <= 1 );
m_nINTRO = i;
#ifdef _DEBUG
m_bINTRO = true;
#endif
}
void SetINTRO( bool i )
{
m_nINTRO = i ? 1 : 0;
#ifdef _DEBUG
m_bINTRO = true;
#endif
}
private:
int m_nHALFLAMBERT;
#ifdef _DEBUG
bool m_bHALFLAMBERT;
#endif
public:
void SetHALFLAMBERT( int i )
{
Assert( i >= 0 && i <= 1 );
m_nHALFLAMBERT = i;
#ifdef _DEBUG
m_bHALFLAMBERT = true;
#endif
}
void SetHALFLAMBERT( bool i )
{
m_nHALFLAMBERT = i ? 1 : 0;
#ifdef _DEBUG
m_bHALFLAMBERT = true;
#endif
}
public:
eyes_cloak_vs20b_Static_Index( )
{
#ifdef _DEBUG
m_bINTRO = false;
#endif // _DEBUG
m_nINTRO = 0;
#ifdef _DEBUG
m_bHALFLAMBERT = false;
#endif // _DEBUG
m_nHALFLAMBERT = 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_bINTRO && m_bHALFLAMBERT;
Assert( bAllStaticVarsDefined );
#endif // _DEBUG
return ( 32 * m_nINTRO ) + ( 64 * m_nHALFLAMBERT ) + 0;
}
};
#define shaderStaticTest_eyes_cloak_vs20b vsh_forgot_to_set_static_INTRO + vsh_forgot_to_set_static_HALFLAMBERT + 0
class eyes_cloak_vs20b_Dynamic_Index
{
private:
int m_nNUM_BONES;
#ifdef _DEBUG
bool m_bNUM_BONES;
#endif
public:
void SetNUM_BONES( int i )
{
Assert( i >= 0 && i <= 3 );
m_nNUM_BONES = i;
#ifdef _DEBUG
m_bNUM_BONES = true;
#endif
}
void SetNUM_BONES( bool i )
{
m_nNUM_BONES = i ? 1 : 0;
#ifdef _DEBUG
m_bNUM_BONES = true;
#endif
}
private:
int m_nDOWATERFOG;
#ifdef _DEBUG
bool m_bDOWATERFOG;
#endif
public:
void SetDOWATERFOG( int i )
{
Assert( i >= 0 && i <= 1 );
m_nDOWATERFOG = i;
#ifdef _DEBUG
m_bDOWATERFOG = true;
#endif
}
void SetDOWATERFOG( bool i )
{
m_nDOWATERFOG = i ? 1 : 0;
#ifdef _DEBUG
m_bDOWATERFOG = true;
#endif
}
private:
int m_nDYNAMIC_LIGHT;
#ifdef _DEBUG
bool m_bDYNAMIC_LIGHT;
#endif
public:
void SetDYNAMIC_LIGHT( int i )
{
Assert( i >= 0 && i <= 1 );
m_nDYNAMIC_LIGHT = i;
#ifdef _DEBUG
m_bDYNAMIC_LIGHT = true;
#endif
}
void SetDYNAMIC_LIGHT( bool i )
{
m_nDYNAMIC_LIGHT = i ? 1 : 0;
#ifdef _DEBUG
m_bDYNAMIC_LIGHT = true;
#endif
}
private:
int m_nSTATIC_LIGHT;
#ifdef _DEBUG
bool m_bSTATIC_LIGHT;
#endif
public:
void SetSTATIC_LIGHT( int i )
{
Assert( i >= 0 && i <= 1 );
m_nSTATIC_LIGHT = i;
#ifdef _DEBUG
m_bSTATIC_LIGHT = true;
#endif
}
void SetSTATIC_LIGHT( bool i )
{
m_nSTATIC_LIGHT = i ? 1 : 0;
#ifdef _DEBUG
m_bSTATIC_LIGHT = true;
#endif
}
public:
eyes_cloak_vs20b_Dynamic_Index()
{
#ifdef _DEBUG
m_bNUM_BONES = false;
#endif // _DEBUG
m_nNUM_BONES = 0;
#ifdef _DEBUG
m_bDOWATERFOG = false;
#endif // _DEBUG
m_nDOWATERFOG = 0;
#ifdef _DEBUG
m_bDYNAMIC_LIGHT = false;
#endif // _DEBUG
m_nDYNAMIC_LIGHT = 0;
#ifdef _DEBUG
m_bSTATIC_LIGHT = false;
#endif // _DEBUG
m_nSTATIC_LIGHT = 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_bNUM_BONES && m_bDOWATERFOG && m_bDYNAMIC_LIGHT && m_bSTATIC_LIGHT;
Assert( bAllDynamicVarsDefined );
#endif // _DEBUG
return ( 1 * m_nNUM_BONES ) + ( 4 * m_nDOWATERFOG ) + ( 8 * m_nDYNAMIC_LIGHT ) + ( 16 * m_nSTATIC_LIGHT ) + 0;
}
};
#define shaderDynamicTest_eyes_cloak_vs20b vsh_forgot_to_set_dynamic_NUM_BONES + vsh_forgot_to_set_dynamic_DOWATERFOG + vsh_forgot_to_set_dynamic_DYNAMIC_LIGHT + vsh_forgot_to_set_dynamic_STATIC_LIGHT + 0