Team Fortress 2 Source Code as on 22/4/2020
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#include "shaderlib/cshader.h"
class lightmappedgeneric_ps20b_Static_Index
{
private:
int m_nMASKEDBLENDING;
#ifdef _DEBUG
bool m_bMASKEDBLENDING;
#endif
public:
void SetMASKEDBLENDING( int i )
{
Assert( i >= 0 && i <= 1 );
m_nMASKEDBLENDING = i;
#ifdef _DEBUG
m_bMASKEDBLENDING = true;
#endif
}
void SetMASKEDBLENDING( bool i )
{
m_nMASKEDBLENDING = i ? 1 : 0;
#ifdef _DEBUG
m_bMASKEDBLENDING = true;
#endif
}
private:
int m_nBASETEXTURE2;
#ifdef _DEBUG
bool m_bBASETEXTURE2;
#endif
public:
void SetBASETEXTURE2( int i )
{
Assert( i >= 0 && i <= 1 );
m_nBASETEXTURE2 = i;
#ifdef _DEBUG
m_bBASETEXTURE2 = true;
#endif
}
void SetBASETEXTURE2( bool i )
{
m_nBASETEXTURE2 = i ? 1 : 0;
#ifdef _DEBUG
m_bBASETEXTURE2 = true;
#endif
}
private:
int m_nDETAILTEXTURE;
#ifdef _DEBUG
bool m_bDETAILTEXTURE;
#endif
public:
void SetDETAILTEXTURE( int i )
{
Assert( i >= 0 && i <= 1 );
m_nDETAILTEXTURE = i;
#ifdef _DEBUG
m_bDETAILTEXTURE = true;
#endif
}
void SetDETAILTEXTURE( bool i )
{
m_nDETAILTEXTURE = i ? 1 : 0;
#ifdef _DEBUG
m_bDETAILTEXTURE = true;
#endif
}
private:
int m_nBUMPMAP;
#ifdef _DEBUG
bool m_bBUMPMAP;
#endif
public:
void SetBUMPMAP( int i )
{
Assert( i >= 0 && i <= 2 );
m_nBUMPMAP = i;
#ifdef _DEBUG
m_bBUMPMAP = true;
#endif
}
void SetBUMPMAP( bool i )
{
m_nBUMPMAP = i ? 1 : 0;
#ifdef _DEBUG
m_bBUMPMAP = true;
#endif
}
private:
int m_nBUMPMAP2;
#ifdef _DEBUG
bool m_bBUMPMAP2;
#endif
public:
void SetBUMPMAP2( int i )
{
Assert( i >= 0 && i <= 1 );
m_nBUMPMAP2 = i;
#ifdef _DEBUG
m_bBUMPMAP2 = true;
#endif
}
void SetBUMPMAP2( bool i )
{
m_nBUMPMAP2 = i ? 1 : 0;
#ifdef _DEBUG
m_bBUMPMAP2 = true;
#endif
}
private:
int m_nCUBEMAP;
#ifdef _DEBUG
bool m_bCUBEMAP;
#endif
public:
void SetCUBEMAP( int i )
{
Assert( i >= 0 && i <= 1 );
m_nCUBEMAP = i;
#ifdef _DEBUG
m_bCUBEMAP = true;
#endif
}
void SetCUBEMAP( bool i )
{
m_nCUBEMAP = i ? 1 : 0;
#ifdef _DEBUG
m_bCUBEMAP = true;
#endif
}
private:
int m_nENVMAPMASK;
#ifdef _DEBUG
bool m_bENVMAPMASK;
#endif
public:
void SetENVMAPMASK( int i )
{
Assert( i >= 0 && i <= 1 );
m_nENVMAPMASK = i;
#ifdef _DEBUG
m_bENVMAPMASK = true;
#endif
}
void SetENVMAPMASK( bool i )
{
m_nENVMAPMASK = i ? 1 : 0;
#ifdef _DEBUG
m_bENVMAPMASK = true;
#endif
}
private:
int m_nBASEALPHAENVMAPMASK;
#ifdef _DEBUG
bool m_bBASEALPHAENVMAPMASK;
#endif
public:
void SetBASEALPHAENVMAPMASK( int i )
{
Assert( i >= 0 && i <= 1 );
m_nBASEALPHAENVMAPMASK = i;
#ifdef _DEBUG
m_bBASEALPHAENVMAPMASK = true;
#endif
}
void SetBASEALPHAENVMAPMASK( bool i )
{
m_nBASEALPHAENVMAPMASK = i ? 1 : 0;
#ifdef _DEBUG
m_bBASEALPHAENVMAPMASK = true;
#endif
}
private:
int m_nSELFILLUM;
#ifdef _DEBUG
bool m_bSELFILLUM;
#endif
public:
void SetSELFILLUM( int i )
{
Assert( i >= 0 && i <= 1 );
m_nSELFILLUM = i;
#ifdef _DEBUG
m_bSELFILLUM = true;
#endif
}
void SetSELFILLUM( bool i )
{
m_nSELFILLUM = i ? 1 : 0;
#ifdef _DEBUG
m_bSELFILLUM = true;
#endif
}
private:
int m_nNORMALMAPALPHAENVMAPMASK;
#ifdef _DEBUG
bool m_bNORMALMAPALPHAENVMAPMASK;
#endif
public:
void SetNORMALMAPALPHAENVMAPMASK( int i )
{
Assert( i >= 0 && i <= 1 );
m_nNORMALMAPALPHAENVMAPMASK = i;
#ifdef _DEBUG
m_bNORMALMAPALPHAENVMAPMASK = true;
#endif
}
void SetNORMALMAPALPHAENVMAPMASK( bool i )
{
m_nNORMALMAPALPHAENVMAPMASK = i ? 1 : 0;
#ifdef _DEBUG
m_bNORMALMAPALPHAENVMAPMASK = true;
#endif
}
private:
int m_nDIFFUSEBUMPMAP;
#ifdef _DEBUG
bool m_bDIFFUSEBUMPMAP;
#endif
public:
void SetDIFFUSEBUMPMAP( int i )
{
Assert( i >= 0 && i <= 1 );
m_nDIFFUSEBUMPMAP = i;
#ifdef _DEBUG
m_bDIFFUSEBUMPMAP = true;
#endif
}
void SetDIFFUSEBUMPMAP( bool i )
{
m_nDIFFUSEBUMPMAP = i ? 1 : 0;
#ifdef _DEBUG
m_bDIFFUSEBUMPMAP = true;
#endif
}
private:
int m_nBASETEXTURENOENVMAP;
#ifdef _DEBUG
bool m_bBASETEXTURENOENVMAP;
#endif
public:
void SetBASETEXTURENOENVMAP( int i )
{
Assert( i >= 0 && i <= 1 );
m_nBASETEXTURENOENVMAP = i;
#ifdef _DEBUG
m_bBASETEXTURENOENVMAP = true;
#endif
}
void SetBASETEXTURENOENVMAP( bool i )
{
m_nBASETEXTURENOENVMAP = i ? 1 : 0;
#ifdef _DEBUG
m_bBASETEXTURENOENVMAP = true;
#endif
}
private:
int m_nBASETEXTURE2NOENVMAP;
#ifdef _DEBUG
bool m_bBASETEXTURE2NOENVMAP;
#endif
public:
void SetBASETEXTURE2NOENVMAP( int i )
{
Assert( i >= 0 && i <= 1 );
m_nBASETEXTURE2NOENVMAP = i;
#ifdef _DEBUG
m_bBASETEXTURE2NOENVMAP = true;
#endif
}
void SetBASETEXTURE2NOENVMAP( bool i )
{
m_nBASETEXTURE2NOENVMAP = i ? 1 : 0;
#ifdef _DEBUG
m_bBASETEXTURE2NOENVMAP = true;
#endif
}
private:
int m_nWARPLIGHTING;
#ifdef _DEBUG
bool m_bWARPLIGHTING;
#endif
public:
void SetWARPLIGHTING( int i )
{
Assert( i >= 0 && i <= 1 );
m_nWARPLIGHTING = i;
#ifdef _DEBUG
m_bWARPLIGHTING = true;
#endif
}
void SetWARPLIGHTING( bool i )
{
m_nWARPLIGHTING = i ? 1 : 0;
#ifdef _DEBUG
m_bWARPLIGHTING = true;
#endif
}
private:
int m_nFANCY_BLENDING;
#ifdef _DEBUG
bool m_bFANCY_BLENDING;
#endif
public:
void SetFANCY_BLENDING( int i )
{
Assert( i >= 0 && i <= 1 );
m_nFANCY_BLENDING = i;
#ifdef _DEBUG
m_bFANCY_BLENDING = true;
#endif
}
void SetFANCY_BLENDING( bool i )
{
m_nFANCY_BLENDING = i ? 1 : 0;
#ifdef _DEBUG
m_bFANCY_BLENDING = true;
#endif
}
private:
int m_nRELIEF_MAPPING;
#ifdef _DEBUG
bool m_bRELIEF_MAPPING;
#endif
public:
void SetRELIEF_MAPPING( int i )
{
Assert( i >= 0 && i <= 0 );
m_nRELIEF_MAPPING = i;
#ifdef _DEBUG
m_bRELIEF_MAPPING = true;
#endif
}
void SetRELIEF_MAPPING( bool i )
{
m_nRELIEF_MAPPING = i ? 1 : 0;
#ifdef _DEBUG
m_bRELIEF_MAPPING = 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_nOUTLINE;
#ifdef _DEBUG
bool m_bOUTLINE;
#endif
public:
void SetOUTLINE( int i )
{
Assert( i >= 0 && i <= 1 );
m_nOUTLINE = i;
#ifdef _DEBUG
m_bOUTLINE = true;
#endif
}
void SetOUTLINE( bool i )
{
m_nOUTLINE = i ? 1 : 0;
#ifdef _DEBUG
m_bOUTLINE = true;
#endif
}
private:
int m_nSOFTEDGES;
#ifdef _DEBUG
bool m_bSOFTEDGES;
#endif
public:
void SetSOFTEDGES( int i )
{
Assert( i >= 0 && i <= 1 );
m_nSOFTEDGES = i;
#ifdef _DEBUG
m_bSOFTEDGES = true;
#endif
}
void SetSOFTEDGES( bool i )
{
m_nSOFTEDGES = i ? 1 : 0;
#ifdef _DEBUG
m_bSOFTEDGES = true;
#endif
}
private:
int m_nBUMPMASK;
#ifdef _DEBUG
bool m_bBUMPMASK;
#endif
public:
void SetBUMPMASK( int i )
{
Assert( i >= 0 && i <= 1 );
m_nBUMPMASK = i;
#ifdef _DEBUG
m_bBUMPMASK = true;
#endif
}
void SetBUMPMASK( bool i )
{
m_nBUMPMASK = i ? 1 : 0;
#ifdef _DEBUG
m_bBUMPMASK = true;
#endif
}
private:
int m_nNORMAL_DECODE_MODE;
#ifdef _DEBUG
bool m_bNORMAL_DECODE_MODE;
#endif
public:
void SetNORMAL_DECODE_MODE( int i )
{
Assert( i >= 0 && i <= 0 );
m_nNORMAL_DECODE_MODE = i;
#ifdef _DEBUG
m_bNORMAL_DECODE_MODE = true;
#endif
}
void SetNORMAL_DECODE_MODE( bool i )
{
m_nNORMAL_DECODE_MODE = i ? 1 : 0;
#ifdef _DEBUG
m_bNORMAL_DECODE_MODE = true;
#endif
}
private:
int m_nNORMALMASK_DECODE_MODE;
#ifdef _DEBUG
bool m_bNORMALMASK_DECODE_MODE;
#endif
public:
void SetNORMALMASK_DECODE_MODE( int i )
{
Assert( i >= 0 && i <= 0 );
m_nNORMALMASK_DECODE_MODE = i;
#ifdef _DEBUG
m_bNORMALMASK_DECODE_MODE = true;
#endif
}
void SetNORMALMASK_DECODE_MODE( bool i )
{
m_nNORMALMASK_DECODE_MODE = i ? 1 : 0;
#ifdef _DEBUG
m_bNORMALMASK_DECODE_MODE = true;
#endif
}
private:
int m_nDETAIL_BLEND_MODE;
#ifdef _DEBUG
bool m_bDETAIL_BLEND_MODE;
#endif
public:
void SetDETAIL_BLEND_MODE( int i )
{
Assert( i >= 0 && i <= 11 );
m_nDETAIL_BLEND_MODE = i;
#ifdef _DEBUG
m_bDETAIL_BLEND_MODE = true;
#endif
}
void SetDETAIL_BLEND_MODE( bool i )
{
m_nDETAIL_BLEND_MODE = i ? 1 : 0;
#ifdef _DEBUG
m_bDETAIL_BLEND_MODE = true;
#endif
}
public:
lightmappedgeneric_ps20b_Static_Index( )
{
#ifdef _DEBUG
m_bMASKEDBLENDING = false;
#endif // _DEBUG
m_nMASKEDBLENDING = 0;
#ifdef _DEBUG
m_bBASETEXTURE2 = false;
#endif // _DEBUG
m_nBASETEXTURE2 = 0;
#ifdef _DEBUG
m_bDETAILTEXTURE = false;
#endif // _DEBUG
m_nDETAILTEXTURE = 0;
#ifdef _DEBUG
m_bBUMPMAP = false;
#endif // _DEBUG
m_nBUMPMAP = 0;
#ifdef _DEBUG
m_bBUMPMAP2 = false;
#endif // _DEBUG
m_nBUMPMAP2 = 0;
#ifdef _DEBUG
m_bCUBEMAP = false;
#endif // _DEBUG
m_nCUBEMAP = 0;
#ifdef _DEBUG
m_bENVMAPMASK = false;
#endif // _DEBUG
m_nENVMAPMASK = 0;
#ifdef _DEBUG
m_bBASEALPHAENVMAPMASK = false;
#endif // _DEBUG
m_nBASEALPHAENVMAPMASK = 0;
#ifdef _DEBUG
m_bSELFILLUM = false;
#endif // _DEBUG
m_nSELFILLUM = 0;
#ifdef _DEBUG
m_bNORMALMAPALPHAENVMAPMASK = false;
#endif // _DEBUG
m_nNORMALMAPALPHAENVMAPMASK = 0;
#ifdef _DEBUG
m_bDIFFUSEBUMPMAP = false;
#endif // _DEBUG
m_nDIFFUSEBUMPMAP = 0;
#ifdef _DEBUG
m_bBASETEXTURENOENVMAP = false;
#endif // _DEBUG
m_nBASETEXTURENOENVMAP = 0;
#ifdef _DEBUG
m_bBASETEXTURE2NOENVMAP = false;
#endif // _DEBUG
m_nBASETEXTURE2NOENVMAP = 0;
#ifdef _DEBUG
m_bWARPLIGHTING = false;
#endif // _DEBUG
m_nWARPLIGHTING = 0;
#ifdef _DEBUG
m_bFANCY_BLENDING = false;
#endif // _DEBUG
m_nFANCY_BLENDING = 0;
#ifdef _DEBUG
m_bRELIEF_MAPPING = false;
#endif // _DEBUG
m_nRELIEF_MAPPING = 0;
#ifdef _DEBUG
m_bSEAMLESS = false;
#endif // _DEBUG
m_nSEAMLESS = 0;
#ifdef _DEBUG
m_bOUTLINE = false;
#endif // _DEBUG
m_nOUTLINE = 0;
#ifdef _DEBUG
m_bSOFTEDGES = false;
#endif // _DEBUG
m_nSOFTEDGES = 0;
#ifdef _DEBUG
m_bBUMPMASK = false;
#endif // _DEBUG
m_nBUMPMASK = 0;
#ifdef _DEBUG
m_bNORMAL_DECODE_MODE = false;
#endif // _DEBUG
m_nNORMAL_DECODE_MODE = 0;
#ifdef _DEBUG
m_bNORMALMASK_DECODE_MODE = false;
#endif // _DEBUG
m_nNORMALMASK_DECODE_MODE = 0;
#ifdef _DEBUG
m_bDETAIL_BLEND_MODE = false;
#endif // _DEBUG
m_nDETAIL_BLEND_MODE = 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_bMASKEDBLENDING && m_bBASETEXTURE2 && m_bDETAILTEXTURE && m_bBUMPMAP && m_bBUMPMAP2 && m_bCUBEMAP && m_bENVMAPMASK && m_bBASEALPHAENVMAPMASK && m_bSELFILLUM && m_bNORMALMAPALPHAENVMAPMASK && m_bDIFFUSEBUMPMAP && m_bBASETEXTURENOENVMAP && m_bBASETEXTURE2NOENVMAP && m_bWARPLIGHTING && m_bFANCY_BLENDING && m_bRELIEF_MAPPING && m_bSEAMLESS && m_bOUTLINE && m_bSOFTEDGES && m_bBUMPMASK && m_bNORMAL_DECODE_MODE && m_bNORMALMASK_DECODE_MODE && m_bDETAIL_BLEND_MODE;
Assert( bAllStaticVarsDefined );
#endif // _DEBUG
return ( 96 * m_nMASKEDBLENDING ) + ( 192 * m_nBASETEXTURE2 ) + ( 384 * m_nDETAILTEXTURE ) + ( 768 * m_nBUMPMAP ) + ( 2304 * m_nBUMPMAP2 ) + ( 4608 * m_nCUBEMAP ) + ( 9216 * m_nENVMAPMASK ) + ( 18432 * m_nBASEALPHAENVMAPMASK ) + ( 36864 * m_nSELFILLUM ) + ( 73728 * m_nNORMALMAPALPHAENVMAPMASK ) + ( 147456 * m_nDIFFUSEBUMPMAP ) + ( 294912 * m_nBASETEXTURENOENVMAP ) + ( 589824 * m_nBASETEXTURE2NOENVMAP ) + ( 1179648 * m_nWARPLIGHTING ) + ( 2359296 * m_nFANCY_BLENDING ) + ( 4718592 * m_nRELIEF_MAPPING ) + ( 4718592 * m_nSEAMLESS ) + ( 9437184 * m_nOUTLINE ) + ( 18874368 * m_nSOFTEDGES ) + ( 37748736 * m_nBUMPMASK ) + ( 75497472 * m_nNORMAL_DECODE_MODE ) + ( 75497472 * m_nNORMALMASK_DECODE_MODE ) + ( 75497472 * m_nDETAIL_BLEND_MODE ) + 0;
}
};
#define shaderStaticTest_lightmappedgeneric_ps20b psh_forgot_to_set_static_MASKEDBLENDING + psh_forgot_to_set_static_BASETEXTURE2 + psh_forgot_to_set_static_DETAILTEXTURE + psh_forgot_to_set_static_BUMPMAP + psh_forgot_to_set_static_BUMPMAP2 + psh_forgot_to_set_static_CUBEMAP + psh_forgot_to_set_static_ENVMAPMASK + psh_forgot_to_set_static_BASEALPHAENVMAPMASK + psh_forgot_to_set_static_SELFILLUM + psh_forgot_to_set_static_NORMALMAPALPHAENVMAPMASK + psh_forgot_to_set_static_DIFFUSEBUMPMAP + psh_forgot_to_set_static_BASETEXTURENOENVMAP + psh_forgot_to_set_static_BASETEXTURE2NOENVMAP + psh_forgot_to_set_static_WARPLIGHTING + psh_forgot_to_set_static_FANCY_BLENDING + psh_forgot_to_set_static_RELIEF_MAPPING + psh_forgot_to_set_static_SEAMLESS + psh_forgot_to_set_static_OUTLINE + psh_forgot_to_set_static_SOFTEDGES + psh_forgot_to_set_static_BUMPMASK + psh_forgot_to_set_static_NORMAL_DECODE_MODE + psh_forgot_to_set_static_NORMALMASK_DECODE_MODE + psh_forgot_to_set_static_DETAIL_BLEND_MODE + 0
class lightmappedgeneric_ps20b_Dynamic_Index
{
private:
int m_nFASTPATHENVMAPCONTRAST;
#ifdef _DEBUG
bool m_bFASTPATHENVMAPCONTRAST;
#endif
public:
void SetFASTPATHENVMAPCONTRAST( int i )
{
Assert( i >= 0 && i <= 1 );
m_nFASTPATHENVMAPCONTRAST = i;
#ifdef _DEBUG
m_bFASTPATHENVMAPCONTRAST = true;
#endif
}
void SetFASTPATHENVMAPCONTRAST( bool i )
{
m_nFASTPATHENVMAPCONTRAST = i ? 1 : 0;
#ifdef _DEBUG
m_bFASTPATHENVMAPCONTRAST = true;
#endif
}
private:
int m_nFASTPATH;
#ifdef _DEBUG
bool m_bFASTPATH;
#endif
public:
void SetFASTPATH( int i )
{
Assert( i >= 0 && i <= 1 );
m_nFASTPATH = i;
#ifdef _DEBUG
m_bFASTPATH = true;
#endif
}
void SetFASTPATH( bool i )
{
m_nFASTPATH = i ? 1 : 0;
#ifdef _DEBUG
m_bFASTPATH = true;
#endif
}
private:
int m_nWRITEWATERFOGTODESTALPHA;
#ifdef _DEBUG
bool m_bWRITEWATERFOGTODESTALPHA;
#endif
public:
void SetWRITEWATERFOGTODESTALPHA( int i )
{
Assert( i >= 0 && i <= 1 );
m_nWRITEWATERFOGTODESTALPHA = i;
#ifdef _DEBUG
m_bWRITEWATERFOGTODESTALPHA = true;
#endif
}
void SetWRITEWATERFOGTODESTALPHA( bool i )
{
m_nWRITEWATERFOGTODESTALPHA = i ? 1 : 0;
#ifdef _DEBUG
m_bWRITEWATERFOGTODESTALPHA = true;
#endif
}
private:
int m_nPIXELFOGTYPE;
#ifdef _DEBUG
bool m_bPIXELFOGTYPE;
#endif
public:
void SetPIXELFOGTYPE( int i )
{
Assert( i >= 0 && i <= 1 );
m_nPIXELFOGTYPE = i;
#ifdef _DEBUG
m_bPIXELFOGTYPE = true;
#endif
}
void SetPIXELFOGTYPE( bool i )
{
m_nPIXELFOGTYPE = i ? 1 : 0;
#ifdef _DEBUG
m_bPIXELFOGTYPE = true;
#endif
}
private:
int m_nLIGHTING_PREVIEW;
#ifdef _DEBUG
bool m_bLIGHTING_PREVIEW;
#endif
public:
void SetLIGHTING_PREVIEW( int i )
{
Assert( i >= 0 && i <= 2 );
m_nLIGHTING_PREVIEW = i;
#ifdef _DEBUG
m_bLIGHTING_PREVIEW = true;
#endif
}
void SetLIGHTING_PREVIEW( bool i )
{
m_nLIGHTING_PREVIEW = i ? 1 : 0;
#ifdef _DEBUG
m_bLIGHTING_PREVIEW = true;
#endif
}
private:
int m_nWRITE_DEPTH_TO_DESTALPHA;
#ifdef _DEBUG
bool m_bWRITE_DEPTH_TO_DESTALPHA;
#endif
public:
void SetWRITE_DEPTH_TO_DESTALPHA( int i )
{
Assert( i >= 0 && i <= 1 );
m_nWRITE_DEPTH_TO_DESTALPHA = i;
#ifdef _DEBUG
m_bWRITE_DEPTH_TO_DESTALPHA = true;
#endif
}
void SetWRITE_DEPTH_TO_DESTALPHA( bool i )
{
m_nWRITE_DEPTH_TO_DESTALPHA = i ? 1 : 0;
#ifdef _DEBUG
m_bWRITE_DEPTH_TO_DESTALPHA = true;
#endif
}
public:
lightmappedgeneric_ps20b_Dynamic_Index()
{
#ifdef _DEBUG
m_bFASTPATHENVMAPCONTRAST = false;
#endif // _DEBUG
m_nFASTPATHENVMAPCONTRAST = 0;
#ifdef _DEBUG
m_bFASTPATH = false;
#endif // _DEBUG
m_nFASTPATH = 0;
#ifdef _DEBUG
m_bWRITEWATERFOGTODESTALPHA = false;
#endif // _DEBUG
m_nWRITEWATERFOGTODESTALPHA = 0;
#ifdef _DEBUG
m_bPIXELFOGTYPE = false;
#endif // _DEBUG
m_nPIXELFOGTYPE = 0;
#ifdef _DEBUG
m_bLIGHTING_PREVIEW = false;
#endif // _DEBUG
m_nLIGHTING_PREVIEW = 0;
#ifdef _DEBUG
m_bWRITE_DEPTH_TO_DESTALPHA = false;
#endif // _DEBUG
m_nWRITE_DEPTH_TO_DESTALPHA = 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_bFASTPATHENVMAPCONTRAST && m_bFASTPATH && m_bWRITEWATERFOGTODESTALPHA && m_bPIXELFOGTYPE && m_bLIGHTING_PREVIEW && m_bWRITE_DEPTH_TO_DESTALPHA;
Assert( bAllDynamicVarsDefined );
#endif // _DEBUG
return ( 1 * m_nFASTPATHENVMAPCONTRAST ) + ( 2 * m_nFASTPATH ) + ( 4 * m_nWRITEWATERFOGTODESTALPHA ) + ( 8 * m_nPIXELFOGTYPE ) + ( 16 * m_nLIGHTING_PREVIEW ) + ( 48 * m_nWRITE_DEPTH_TO_DESTALPHA ) + 0;
}
};
#define shaderDynamicTest_lightmappedgeneric_ps20b psh_forgot_to_set_dynamic_FASTPATHENVMAPCONTRAST + psh_forgot_to_set_dynamic_FASTPATH + psh_forgot_to_set_dynamic_WRITEWATERFOGTODESTALPHA + psh_forgot_to_set_dynamic_PIXELFOGTYPE + psh_forgot_to_set_dynamic_LIGHTING_PREVIEW + psh_forgot_to_set_dynamic_WRITE_DEPTH_TO_DESTALPHA + 0