// ALL SKIP STATEMENTS THAT AFFECT THIS SHADER!!! // $USE_STATIC_CONTROL_FLOW && ( $NUM_LIGHTS > 0 ) // defined $LIGHTING_PREVIEW && defined $FASTPATH && $LIGHTING_PREVIEW && $FASTPATH #ifndef SKIN_VS20_H #define SKIN_VS20_H #include "shaderapi/ishaderapi.h" #include "shaderapi/ishadershadow.h" #include "materialsystem/imaterialvar.h" class skin_vs20_Static_Index { unsigned int m_nUSE_STATIC_CONTROL_FLOW : 2; #ifdef _DEBUG bool m_bUSE_STATIC_CONTROL_FLOW : 1; #endif // _DEBUG 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 // _DEBUG } skin_vs20_Static_Index() { m_nUSE_STATIC_CONTROL_FLOW = 0; #ifdef _DEBUG m_bUSE_STATIC_CONTROL_FLOW = false; #endif // _DEBUG } int GetIndex() const { Assert( m_bUSE_STATIC_CONTROL_FLOW ); return ( 48 * m_nUSE_STATIC_CONTROL_FLOW ) + 0; } }; #define shaderStaticTest_skin_vs20 vsh_forgot_to_set_static_USE_STATIC_CONTROL_FLOW class skin_vs20_Dynamic_Index { unsigned int m_nCOMPRESSED_VERTS : 2; unsigned int m_nDOWATERFOG : 2; unsigned int m_nSKINNING : 2; unsigned int m_nLIGHTING_PREVIEW : 2; unsigned int m_nNUM_LIGHTS : 2; #ifdef _DEBUG bool m_bCOMPRESSED_VERTS : 1; bool m_bDOWATERFOG : 1; bool m_bSKINNING : 1; bool m_bLIGHTING_PREVIEW : 1; bool m_bNUM_LIGHTS : 1; #endif // _DEBUG public: void SetCOMPRESSED_VERTS( int i ) { Assert( i >= 0 && i <= 1 ); m_nCOMPRESSED_VERTS = i; #ifdef _DEBUG m_bCOMPRESSED_VERTS = true; #endif // _DEBUG } void SetDOWATERFOG( int i ) { Assert( i >= 0 && i <= 1 ); m_nDOWATERFOG = i; #ifdef _DEBUG m_bDOWATERFOG = true; #endif // _DEBUG } void SetSKINNING( int i ) { Assert( i >= 0 && i <= 1 ); m_nSKINNING = i; #ifdef _DEBUG m_bSKINNING = true; #endif // _DEBUG } void SetLIGHTING_PREVIEW( int i ) { Assert( i >= 0 && i <= 1 ); m_nLIGHTING_PREVIEW = i; #ifdef _DEBUG m_bLIGHTING_PREVIEW = true; #endif // _DEBUG } void SetNUM_LIGHTS( int i ) { Assert( i >= 0 && i <= 2 ); m_nNUM_LIGHTS = i; #ifdef _DEBUG m_bNUM_LIGHTS = true; #endif // _DEBUG } skin_vs20_Dynamic_Index() { m_nCOMPRESSED_VERTS = 0; m_nDOWATERFOG = 0; m_nSKINNING = 0; m_nLIGHTING_PREVIEW = 0; m_nNUM_LIGHTS = 0; #ifdef _DEBUG m_bCOMPRESSED_VERTS = false; m_bDOWATERFOG = false; m_bSKINNING = false; m_bLIGHTING_PREVIEW = false; m_bNUM_LIGHTS = false; #endif // _DEBUG } int GetIndex() const { Assert( m_bCOMPRESSED_VERTS && m_bDOWATERFOG && m_bSKINNING && m_bLIGHTING_PREVIEW && m_bNUM_LIGHTS ); return ( 1 * m_nCOMPRESSED_VERTS ) + ( 2 * m_nDOWATERFOG ) + ( 4 * m_nSKINNING ) + ( 8 * m_nLIGHTING_PREVIEW ) + ( 16 * m_nNUM_LIGHTS ) + 0; } }; #define shaderDynamicTest_skin_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_LIGHTING_PREVIEW + vsh_forgot_to_set_dynamic_NUM_LIGHTS #endif // SKIN_VS20_H