#include "shaderlib/cshader.h" class weapon_sheen_pass_ps20b_Static_Index { private: int m_nCONVERT_TO_SRGB; #ifdef _DEBUG bool m_bCONVERT_TO_SRGB; #endif public: void SetCONVERT_TO_SRGB( int i ) { Assert( i >= 0 && i <= 1 ); m_nCONVERT_TO_SRGB = i; #ifdef _DEBUG m_bCONVERT_TO_SRGB = true; #endif } void SetCONVERT_TO_SRGB( bool i ) { m_nCONVERT_TO_SRGB = i ? 1 : 0; #ifdef _DEBUG m_bCONVERT_TO_SRGB = true; #endif } private: int m_nBUMPMAP; #ifdef _DEBUG bool m_bBUMPMAP; #endif public: void SetBUMPMAP( int i ) { Assert( i >= 0 && i <= 1 ); m_nBUMPMAP = i; #ifdef _DEBUG m_bBUMPMAP = true; #endif } void SetBUMPMAP( bool i ) { m_nBUMPMAP = i ? 1 : 0; #ifdef _DEBUG m_bBUMPMAP = true; #endif } public: weapon_sheen_pass_ps20b_Static_Index( ) { #ifdef _DEBUG m_bCONVERT_TO_SRGB = true; #endif // _DEBUG m_nCONVERT_TO_SRGB = g_pHardwareConfig->NeedsShaderSRGBConversion(); #ifdef _DEBUG m_bBUMPMAP = false; #endif // _DEBUG m_nBUMPMAP = 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_bCONVERT_TO_SRGB && m_bBUMPMAP; Assert( bAllStaticVarsDefined ); #endif // _DEBUG return ( 1 * m_nCONVERT_TO_SRGB ) + ( 2 * m_nBUMPMAP ) + 0; } }; #define shaderStaticTest_weapon_sheen_pass_ps20b psh_forgot_to_set_static_BUMPMAP + 0 class weapon_sheen_pass_ps20b_Dynamic_Index { public: weapon_sheen_pass_ps20b_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_weapon_sheen_pass_ps20b 0