hl2_src-leak-2017/src/materialsystem/stdshaders/fxctmp9/vertexlit_lighting_only_ps2...

138 lines
2.9 KiB
C++

#include "shaderlib/cshader.h"
class vertexlit_lighting_only_ps20_Static_Index
{
private:
int m_nDIFFUSELIGHTING;
#ifdef _DEBUG
bool m_bDIFFUSELIGHTING;
#endif
public:
void SetDIFFUSELIGHTING( int i )
{
Assert( i >= 0 && i <= 1 );
m_nDIFFUSELIGHTING = i;
#ifdef _DEBUG
m_bDIFFUSELIGHTING = true;
#endif
}
void SetDIFFUSELIGHTING( bool i )
{
m_nDIFFUSELIGHTING = i ? 1 : 0;
#ifdef _DEBUG
m_bDIFFUSELIGHTING = 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:
vertexlit_lighting_only_ps20_Static_Index( )
{
#ifdef _DEBUG
m_bDIFFUSELIGHTING = false;
#endif // _DEBUG
m_nDIFFUSELIGHTING = 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_bDIFFUSELIGHTING && m_bHALFLAMBERT;
Assert( bAllStaticVarsDefined );
#endif // _DEBUG
return ( 6 * m_nDIFFUSELIGHTING ) + ( 12 * m_nHALFLAMBERT ) + 0;
}
};
#define shaderStaticTest_vertexlit_lighting_only_ps20 psh_forgot_to_set_static_DIFFUSELIGHTING + psh_forgot_to_set_static_HALFLAMBERT + 0
class vertexlit_lighting_only_ps20_Dynamic_Index
{
private:
int m_nAMBIENT_LIGHT;
#ifdef _DEBUG
bool m_bAMBIENT_LIGHT;
#endif
public:
void SetAMBIENT_LIGHT( int i )
{
Assert( i >= 0 && i <= 1 );
m_nAMBIENT_LIGHT = i;
#ifdef _DEBUG
m_bAMBIENT_LIGHT = true;
#endif
}
void SetAMBIENT_LIGHT( bool i )
{
m_nAMBIENT_LIGHT = i ? 1 : 0;
#ifdef _DEBUG
m_bAMBIENT_LIGHT = 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_lighting_only_ps20_Dynamic_Index()
{
#ifdef _DEBUG
m_bAMBIENT_LIGHT = false;
#endif // _DEBUG
m_nAMBIENT_LIGHT = 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_bAMBIENT_LIGHT && m_bNUM_LIGHTS;
Assert( bAllDynamicVarsDefined );
#endif // _DEBUG
return ( 1 * m_nAMBIENT_LIGHT ) + ( 2 * m_nNUM_LIGHTS ) + 0;
}
};
#define shaderDynamicTest_vertexlit_lighting_only_ps20 psh_forgot_to_set_dynamic_AMBIENT_LIGHT + psh_forgot_to_set_dynamic_NUM_LIGHTS + 0