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authorFluorescentCIAAfricanAmerican <[email protected]>2020-04-22 12:56:21 -0400
committerFluorescentCIAAfricanAmerican <[email protected]>2020-04-22 12:56:21 -0400
commit3bf9df6b2785fa6d951086978a3e66f49427166a (patch)
tree2c0f1f0c63c4832882bc93814ebd2c2b1c6224e5 /materialsystem/stdshaders/fxctmp9/eyes_cloak_vs20b.inc
downloadarchived-source-engine-2018-hl2-src-master.tar.xz
archived-source-engine-2018-hl2-src-master.zip
Diffstat (limited to 'materialsystem/stdshaders/fxctmp9/eyes_cloak_vs20b.inc')
-rw-r--r--materialsystem/stdshaders/fxctmp9/eyes_cloak_vs20b.inc187
1 files changed, 187 insertions, 0 deletions
diff --git a/materialsystem/stdshaders/fxctmp9/eyes_cloak_vs20b.inc b/materialsystem/stdshaders/fxctmp9/eyes_cloak_vs20b.inc
new file mode 100644
index 0000000..f6b848e
--- /dev/null
+++ b/materialsystem/stdshaders/fxctmp9/eyes_cloak_vs20b.inc
@@ -0,0 +1,187 @@
+#include "shaderlib/cshader.h"
+class eyes_cloak_vs20b_Static_Index
+{
+private:
+ int m_nINTRO;
+#ifdef _DEBUG
+ bool m_bINTRO;
+#endif
+public:
+ void SetINTRO( int i )
+ {
+ Assert( i >= 0 && i <= 1 );
+ m_nINTRO = i;
+#ifdef _DEBUG
+ m_bINTRO = true;
+#endif
+ }
+ void SetINTRO( bool i )
+ {
+ m_nINTRO = i ? 1 : 0;
+#ifdef _DEBUG
+ m_bINTRO = true;
+#endif
+ }
+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:
+ eyes_cloak_vs20b_Static_Index( )
+ {
+#ifdef _DEBUG
+ m_bINTRO = false;
+#endif // _DEBUG
+ m_nINTRO = 0;
+#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_bINTRO && m_bHALFLAMBERT;
+ Assert( bAllStaticVarsDefined );
+#endif // _DEBUG
+ return ( 32 * m_nINTRO ) + ( 64 * m_nHALFLAMBERT ) + 0;
+ }
+};
+#define shaderStaticTest_eyes_cloak_vs20b vsh_forgot_to_set_static_INTRO + vsh_forgot_to_set_static_HALFLAMBERT + 0
+class eyes_cloak_vs20b_Dynamic_Index
+{
+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
+ }
+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_nDYNAMIC_LIGHT;
+#ifdef _DEBUG
+ bool m_bDYNAMIC_LIGHT;
+#endif
+public:
+ void SetDYNAMIC_LIGHT( int i )
+ {
+ Assert( i >= 0 && i <= 1 );
+ m_nDYNAMIC_LIGHT = i;
+#ifdef _DEBUG
+ m_bDYNAMIC_LIGHT = true;
+#endif
+ }
+ void SetDYNAMIC_LIGHT( bool i )
+ {
+ m_nDYNAMIC_LIGHT = i ? 1 : 0;
+#ifdef _DEBUG
+ m_bDYNAMIC_LIGHT = true;
+#endif
+ }
+private:
+ int m_nSTATIC_LIGHT;
+#ifdef _DEBUG
+ bool m_bSTATIC_LIGHT;
+#endif
+public:
+ void SetSTATIC_LIGHT( int i )
+ {
+ Assert( i >= 0 && i <= 1 );
+ m_nSTATIC_LIGHT = i;
+#ifdef _DEBUG
+ m_bSTATIC_LIGHT = true;
+#endif
+ }
+ void SetSTATIC_LIGHT( bool i )
+ {
+ m_nSTATIC_LIGHT = i ? 1 : 0;
+#ifdef _DEBUG
+ m_bSTATIC_LIGHT = true;
+#endif
+ }
+public:
+ eyes_cloak_vs20b_Dynamic_Index()
+ {
+#ifdef _DEBUG
+ m_bNUM_BONES = false;
+#endif // _DEBUG
+ m_nNUM_BONES = 0;
+#ifdef _DEBUG
+ m_bDOWATERFOG = false;
+#endif // _DEBUG
+ m_nDOWATERFOG = 0;
+#ifdef _DEBUG
+ m_bDYNAMIC_LIGHT = false;
+#endif // _DEBUG
+ m_nDYNAMIC_LIGHT = 0;
+#ifdef _DEBUG
+ m_bSTATIC_LIGHT = false;
+#endif // _DEBUG
+ m_nSTATIC_LIGHT = 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_bNUM_BONES && m_bDOWATERFOG && m_bDYNAMIC_LIGHT && m_bSTATIC_LIGHT;
+ Assert( bAllDynamicVarsDefined );
+#endif // _DEBUG
+ return ( 1 * m_nNUM_BONES ) + ( 4 * m_nDOWATERFOG ) + ( 8 * m_nDYNAMIC_LIGHT ) + ( 16 * m_nSTATIC_LIGHT ) + 0;
+ }
+};
+#define shaderDynamicTest_eyes_cloak_vs20b vsh_forgot_to_set_dynamic_NUM_BONES + vsh_forgot_to_set_dynamic_DOWATERFOG + vsh_forgot_to_set_dynamic_DYNAMIC_LIGHT + vsh_forgot_to_set_dynamic_STATIC_LIGHT + 0