Team Fortress 2 Source Code as on 22/4/2020
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162 lines
3.3 KiB

#include "shaderlib/cshader.h"
class lightmappedgeneric_flashlight_vs20_Static_Index
{
private:
int m_nNORMALMAP;
#ifdef _DEBUG
bool m_bNORMALMAP;
#endif
public:
void SetNORMALMAP( int i )
{
Assert( i >= 0 && i <= 1 );
m_nNORMALMAP = i;
#ifdef _DEBUG
m_bNORMALMAP = true;
#endif
}
void SetNORMALMAP( bool i )
{
m_nNORMALMAP = i ? 1 : 0;
#ifdef _DEBUG
m_bNORMALMAP = true;
#endif
}
private:
int m_nWORLDVERTEXTRANSITION;
#ifdef _DEBUG
bool m_bWORLDVERTEXTRANSITION;
#endif
public:
void SetWORLDVERTEXTRANSITION( int i )
{
Assert( i >= 0 && i <= 1 );
m_nWORLDVERTEXTRANSITION = i;
#ifdef _DEBUG
m_bWORLDVERTEXTRANSITION = true;
#endif
}
void SetWORLDVERTEXTRANSITION( bool i )
{
m_nWORLDVERTEXTRANSITION = i ? 1 : 0;
#ifdef _DEBUG
m_bWORLDVERTEXTRANSITION = true;
#endif
}
private:
int m_nSEAMLESS;
#ifdef _DEBUG
bool m_bSEAMLESS;
#endif
public:
void SetSEAMLESS( int i )
{
Assert( i >= 0 && i <= 1 );
m_nSEAMLESS = i;
#ifdef _DEBUG
m_bSEAMLESS = true;
#endif
}
void SetSEAMLESS( bool i )
{
m_nSEAMLESS = i ? 1 : 0;
#ifdef _DEBUG
m_bSEAMLESS = true;
#endif
}
private:
int m_nDETAIL;
#ifdef _DEBUG
bool m_bDETAIL;
#endif
public:
void SetDETAIL( int i )
{
Assert( i >= 0 && i <= 1 );
m_nDETAIL = i;
#ifdef _DEBUG
m_bDETAIL = true;
#endif
}
void SetDETAIL( bool i )
{
m_nDETAIL = i ? 1 : 0;
#ifdef _DEBUG
m_bDETAIL = true;
#endif
}
public:
lightmappedgeneric_flashlight_vs20_Static_Index( )
{
#ifdef _DEBUG
m_bNORMALMAP = false;
#endif // _DEBUG
m_nNORMALMAP = 0;
#ifdef _DEBUG
m_bWORLDVERTEXTRANSITION = false;
#endif // _DEBUG
m_nWORLDVERTEXTRANSITION = 0;
#ifdef _DEBUG
m_bSEAMLESS = false;
#endif // _DEBUG
m_nSEAMLESS = 0;
#ifdef _DEBUG
m_bDETAIL = false;
#endif // _DEBUG
m_nDETAIL = 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_bNORMALMAP && m_bWORLDVERTEXTRANSITION && m_bSEAMLESS && m_bDETAIL;
Assert( bAllStaticVarsDefined );
#endif // _DEBUG
return ( 2 * m_nNORMALMAP ) + ( 4 * m_nWORLDVERTEXTRANSITION ) + ( 8 * m_nSEAMLESS ) + ( 16 * m_nDETAIL ) + 0;
}
};
#define shaderStaticTest_lightmappedgeneric_flashlight_vs20 vsh_forgot_to_set_static_NORMALMAP + vsh_forgot_to_set_static_WORLDVERTEXTRANSITION + vsh_forgot_to_set_static_SEAMLESS + vsh_forgot_to_set_static_DETAIL + 0
class lightmappedgeneric_flashlight_vs20_Dynamic_Index
{
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
}
public:
lightmappedgeneric_flashlight_vs20_Dynamic_Index()
{
#ifdef _DEBUG
m_bDOWATERFOG = false;
#endif // _DEBUG
m_nDOWATERFOG = 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_bDOWATERFOG;
Assert( bAllDynamicVarsDefined );
#endif // _DEBUG
return ( 1 * m_nDOWATERFOG ) + 0;
}
};
#define shaderDynamicTest_lightmappedgeneric_flashlight_vs20 vsh_forgot_to_set_dynamic_DOWATERFOG + 0