Modified source engine (2017) developed by valve and leaked in 2020. Not for commercial purporses
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60 lines
1.2 KiB

#include "shaderlib/cshader.h"
class particlesphere_vs11_Static_Index
{
public:
particlesphere_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_particlesphere_vs11 0
class particlesphere_vs11_Dynamic_Index
{
private:
int m_nFOGTYPE;
#ifdef _DEBUG
bool m_bFOGTYPE;
#endif
public:
void SetFOGTYPE( int i )
{
Assert( i >= 0 && i <= 1 );
m_nFOGTYPE = i;
#ifdef _DEBUG
m_bFOGTYPE = true;
#endif
}
void SetFOGTYPE( bool i )
{
m_nFOGTYPE = i ? 1 : 0;
#ifdef _DEBUG
m_bFOGTYPE = true;
#endif
}
public:
particlesphere_vs11_Dynamic_Index()
{
#ifdef _DEBUG
m_bFOGTYPE = false;
#endif // _DEBUG
m_nFOGTYPE = 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_bFOGTYPE;
Assert( bAllDynamicVarsDefined );
#endif // _DEBUG
return ( 1 * m_nFOGTYPE ) + 0;
}
};
#define shaderDynamicTest_particlesphere_vs11 vsh_forgot_to_set_dynamic_FOGTYPE + 0