class unlitgeneric_lightingonly_vs11_Static_Index { public: unlitgeneric_lightingonly_vs11_Static_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 shaderStaticTest_unlitgeneric_lightingonly_vs11 0 class unlitgeneric_lightingonly_vs11_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 } private: int m_nNUM_BONES; #ifdef _DEBUG bool m_bNUM_BONES; #endif public: void SetNUM_BONES( int i ) { Assert( i >= 0 && i <= 3 ); m_nNUM_BONES = i; #ifdef _DEBUG m_bNUM_BONES = true; #endif } void SetNUM_BONES( bool i ) { m_nNUM_BONES = i ? 1 : 0; #ifdef _DEBUG m_bNUM_BONES = true; #endif } public: unlitgeneric_lightingonly_vs11_Dynamic_Index() { #ifdef _DEBUG m_bDOWATERFOG = false; #endif // _DEBUG m_nDOWATERFOG = 0; #ifdef _DEBUG m_bNUM_BONES = false; #endif // _DEBUG m_nNUM_BONES = 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 && m_bNUM_BONES; Assert( bAllDynamicVarsDefined ); #endif // _DEBUG return ( 1 * m_nDOWATERFOG ) + ( 2 * m_nNUM_BONES ) + 0; } }; #define shaderDynamicTest_unlitgeneric_lightingonly_vs11 vsh_forgot_to_set_dynamic_DOWATERFOG + vsh_forgot_to_set_dynamic_NUM_BONES + 0