#include "shaderlib/cshader.h" class water_vs20_Static_Index { private: int m_nBASETEXTURE; #ifdef _DEBUG bool m_bBASETEXTURE; #endif public: void SetBASETEXTURE( int i ) { Assert( i >= 0 && i <= 1 ); m_nBASETEXTURE = i; #ifdef _DEBUG m_bBASETEXTURE = true; #endif } void SetBASETEXTURE( bool i ) { m_nBASETEXTURE = i ? 1 : 0; #ifdef _DEBUG m_bBASETEXTURE = true; #endif } private: int m_nMULTITEXTURE; #ifdef _DEBUG bool m_bMULTITEXTURE; #endif public: void SetMULTITEXTURE( int i ) { Assert( i >= 0 && i <= 1 ); m_nMULTITEXTURE = i; #ifdef _DEBUG m_bMULTITEXTURE = true; #endif } void SetMULTITEXTURE( bool i ) { m_nMULTITEXTURE = i ? 1 : 0; #ifdef _DEBUG m_bMULTITEXTURE = true; #endif } public: water_vs20_Static_Index( ) { #ifdef _DEBUG m_bBASETEXTURE = false; #endif // _DEBUG m_nBASETEXTURE = 0; #ifdef _DEBUG m_bMULTITEXTURE = false; #endif // _DEBUG m_nMULTITEXTURE = 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_bBASETEXTURE && m_bMULTITEXTURE; Assert( bAllStaticVarsDefined ); #endif // _DEBUG return ( 1 * m_nBASETEXTURE ) + ( 2 * m_nMULTITEXTURE ) + 0; } }; #define shaderStaticTest_water_vs20 vsh_forgot_to_set_static_BASETEXTURE + vsh_forgot_to_set_static_MULTITEXTURE + 0 class water_vs20_Dynamic_Index { public: water_vs20_Dynamic_Index() { } 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 #endif // _DEBUG return 0; } }; #define shaderDynamicTest_water_vs20 0