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| author | FluorescentCIAAfricanAmerican <[email protected]> | 2020-04-22 12:56:21 -0400 |
|---|---|---|
| committer | FluorescentCIAAfricanAmerican <[email protected]> | 2020-04-22 12:56:21 -0400 |
| commit | 3bf9df6b2785fa6d951086978a3e66f49427166a (patch) | |
| tree | 2c0f1f0c63c4832882bc93814ebd2c2b1c6224e5 /materialsystem/stdshaders/fxctmp9/eyes_flashlight_vs20.inc | |
| download | archived-source-engine-2018-hl2-src-master.tar.xz archived-source-engine-2018-hl2-src-master.zip | |
Diffstat (limited to 'materialsystem/stdshaders/fxctmp9/eyes_flashlight_vs20.inc')
| -rw-r--r-- | materialsystem/stdshaders/fxctmp9/eyes_flashlight_vs20.inc | 110 |
1 files changed, 110 insertions, 0 deletions
diff --git a/materialsystem/stdshaders/fxctmp9/eyes_flashlight_vs20.inc b/materialsystem/stdshaders/fxctmp9/eyes_flashlight_vs20.inc new file mode 100644 index 0000000..5abcd81 --- /dev/null +++ b/materialsystem/stdshaders/fxctmp9/eyes_flashlight_vs20.inc @@ -0,0 +1,110 @@ +#include "shaderlib/cshader.h" +class eyes_flashlight_vs20_Static_Index +{ +public: + eyes_flashlight_vs20_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_eyes_flashlight_vs20 0 +class eyes_flashlight_vs20_Dynamic_Index +{ +private: + int m_nCOMPRESSED_VERTS; +#ifdef _DEBUG + bool m_bCOMPRESSED_VERTS; +#endif +public: + void SetCOMPRESSED_VERTS( int i ) + { + Assert( i >= 0 && i <= 1 ); + m_nCOMPRESSED_VERTS = i; +#ifdef _DEBUG + m_bCOMPRESSED_VERTS = true; +#endif + } + void SetCOMPRESSED_VERTS( bool i ) + { + m_nCOMPRESSED_VERTS = i ? 1 : 0; +#ifdef _DEBUG + m_bCOMPRESSED_VERTS = true; +#endif + } +private: + int m_nSKINNING; +#ifdef _DEBUG + bool m_bSKINNING; +#endif +public: + void SetSKINNING( int i ) + { + Assert( i >= 0 && i <= 1 ); + m_nSKINNING = i; +#ifdef _DEBUG + m_bSKINNING = true; +#endif + } + void SetSKINNING( bool i ) + { + m_nSKINNING = i ? 1 : 0; +#ifdef _DEBUG + m_bSKINNING = 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 + } +public: + eyes_flashlight_vs20_Dynamic_Index() + { +#ifdef _DEBUG + m_bCOMPRESSED_VERTS = false; +#endif // _DEBUG + m_nCOMPRESSED_VERTS = 0; +#ifdef _DEBUG + m_bSKINNING = false; +#endif // _DEBUG + m_nSKINNING = 0; +#ifdef _DEBUG + m_bDOWATERFOG = false; +#endif // _DEBUG + m_nDOWATERFOG = 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_bCOMPRESSED_VERTS && m_bSKINNING && m_bDOWATERFOG; + Assert( bAllDynamicVarsDefined ); +#endif // _DEBUG + return ( 1 * m_nCOMPRESSED_VERTS ) + ( 2 * m_nSKINNING ) + ( 4 * m_nDOWATERFOG ) + 0; + } +}; +#define shaderDynamicTest_eyes_flashlight_vs20 vsh_forgot_to_set_dynamic_COMPRESSED_VERTS + vsh_forgot_to_set_dynamic_SKINNING + vsh_forgot_to_set_dynamic_DOWATERFOG + 0 |