Modified source engine (2017) developed by valve and leaked in 2020. Not for commercial purporses
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5 years ago
#include "shaderlib/cshader.h"
class shatteredglass_vs20_Static_Index
{
private:
int m_nENVMAP_MASK;
#ifdef _DEBUG
bool m_bENVMAP_MASK;
#endif
public:
void SetENVMAP_MASK( int i )
{
Assert( i >= 0 && i <= 1 );
m_nENVMAP_MASK = i;
#ifdef _DEBUG
m_bENVMAP_MASK = true;
#endif
}
void SetENVMAP_MASK( bool i )
{
m_nENVMAP_MASK = i ? 1 : 0;
#ifdef _DEBUG
m_bENVMAP_MASK = true;
#endif
}
public:
shatteredglass_vs20_Static_Index( )
{
#ifdef _DEBUG
m_bENVMAP_MASK = false;
#endif // _DEBUG
m_nENVMAP_MASK = 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_bENVMAP_MASK;
Assert( bAllStaticVarsDefined );
#endif // _DEBUG
return ( 2 * m_nENVMAP_MASK ) + 0;
}
};
#define shaderStaticTest_shatteredglass_vs20 vsh_forgot_to_set_static_ENVMAP_MASK + 0
class shatteredglass_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:
shatteredglass_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_shatteredglass_vs20 vsh_forgot_to_set_dynamic_DOWATERFOG + 0