hl2_src-leak-2017/src/materialsystem/stdshaders/fxctmp9/VertexLit_and_unlit_Generic...

213 lines
4.5 KiB
C++

#include "shaderlib/cshader.h"
class vertexlit_and_unlit_generic_bump_vs20_Static_Index
{
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
}
private:
int m_nUSE_WITH_2B;
#ifdef _DEBUG
bool m_bUSE_WITH_2B;
#endif
public:
void SetUSE_WITH_2B( int i )
{
Assert( i >= 0 && i <= 1 );
m_nUSE_WITH_2B = i;
#ifdef _DEBUG
m_bUSE_WITH_2B = true;
#endif
}
void SetUSE_WITH_2B( bool i )
{
m_nUSE_WITH_2B = i ? 1 : 0;
#ifdef _DEBUG
m_bUSE_WITH_2B = true;
#endif
}
private:
int m_nUSE_STATIC_CONTROL_FLOW;
#ifdef _DEBUG
bool m_bUSE_STATIC_CONTROL_FLOW;
#endif
public:
void SetUSE_STATIC_CONTROL_FLOW( int i )
{
Assert( i >= 0 && i <= 1 );
m_nUSE_STATIC_CONTROL_FLOW = i;
#ifdef _DEBUG
m_bUSE_STATIC_CONTROL_FLOW = true;
#endif
}
void SetUSE_STATIC_CONTROL_FLOW( bool i )
{
m_nUSE_STATIC_CONTROL_FLOW = i ? 1 : 0;
#ifdef _DEBUG
m_bUSE_STATIC_CONTROL_FLOW = true;
#endif
}
public:
vertexlit_and_unlit_generic_bump_vs20_Static_Index( )
{
#ifdef _DEBUG
m_bHALFLAMBERT = false;
#endif // _DEBUG
m_nHALFLAMBERT = 0;
#ifdef _DEBUG
m_bUSE_WITH_2B = false;
#endif // _DEBUG
m_nUSE_WITH_2B = 0;
#ifdef _DEBUG
m_bUSE_STATIC_CONTROL_FLOW = false;
#endif // _DEBUG
m_nUSE_STATIC_CONTROL_FLOW = 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_bHALFLAMBERT && m_bUSE_WITH_2B && m_bUSE_STATIC_CONTROL_FLOW;
Assert( bAllStaticVarsDefined );
#endif // _DEBUG
return ( 24 * m_nHALFLAMBERT ) + ( 48 * m_nUSE_WITH_2B ) + ( 96 * m_nUSE_STATIC_CONTROL_FLOW ) + 0;
}
};
#define shaderStaticTest_vertexlit_and_unlit_generic_bump_vs20 vsh_forgot_to_set_static_HALFLAMBERT + vsh_forgot_to_set_static_USE_WITH_2B + vsh_forgot_to_set_static_USE_STATIC_CONTROL_FLOW + 0
class vertexlit_and_unlit_generic_bump_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_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_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
}
private:
int m_nNUM_LIGHTS;
#ifdef _DEBUG
bool m_bNUM_LIGHTS;
#endif
public:
void SetNUM_LIGHTS( int i )
{
Assert( i >= 0 && i <= 2 );
m_nNUM_LIGHTS = i;
#ifdef _DEBUG
m_bNUM_LIGHTS = true;
#endif
}
void SetNUM_LIGHTS( bool i )
{
m_nNUM_LIGHTS = i ? 1 : 0;
#ifdef _DEBUG
m_bNUM_LIGHTS = true;
#endif
}
public:
vertexlit_and_unlit_generic_bump_vs20_Dynamic_Index()
{
#ifdef _DEBUG
m_bCOMPRESSED_VERTS = false;
#endif // _DEBUG
m_nCOMPRESSED_VERTS = 0;
#ifdef _DEBUG
m_bDOWATERFOG = false;
#endif // _DEBUG
m_nDOWATERFOG = 0;
#ifdef _DEBUG
m_bSKINNING = false;
#endif // _DEBUG
m_nSKINNING = 0;
#ifdef _DEBUG
m_bNUM_LIGHTS = false;
#endif // _DEBUG
m_nNUM_LIGHTS = 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_bDOWATERFOG && m_bSKINNING && m_bNUM_LIGHTS;
Assert( bAllDynamicVarsDefined );
#endif // _DEBUG
return ( 1 * m_nCOMPRESSED_VERTS ) + ( 2 * m_nDOWATERFOG ) + ( 4 * m_nSKINNING ) + ( 8 * m_nNUM_LIGHTS ) + 0;
}
};
#define shaderDynamicTest_vertexlit_and_unlit_generic_bump_vs20 vsh_forgot_to_set_dynamic_COMPRESSED_VERTS + vsh_forgot_to_set_dynamic_DOWATERFOG + vsh_forgot_to_set_dynamic_SKINNING + vsh_forgot_to_set_dynamic_NUM_LIGHTS + 0