class particlelit_generic_vs30_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 } public: particlelit_generic_vs30_Static_Index() { #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_bHALFLAMBERT; Assert( bAllStaticVarsDefined ); #endif // _DEBUG return ( 1 * m_nHALFLAMBERT ) + 0; } }; #define shaderStaticTest_particlelit_generic_vs30 vsh_forgot_to_set_static_HALFLAMBERT + 0 class particlelit_generic_vs30_Dynamic_Index { public: particlelit_generic_vs30_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_particlelit_generic_vs30 0