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Diffstat (limited to 'materialsystem/stdshaders/fxctmp9/depthwrite_vs20.inc')
-rw-r--r--materialsystem/stdshaders/fxctmp9/depthwrite_vs20.inc137
1 files changed, 137 insertions, 0 deletions
diff --git a/materialsystem/stdshaders/fxctmp9/depthwrite_vs20.inc b/materialsystem/stdshaders/fxctmp9/depthwrite_vs20.inc
new file mode 100644
index 0000000..7b94dc5
--- /dev/null
+++ b/materialsystem/stdshaders/fxctmp9/depthwrite_vs20.inc
@@ -0,0 +1,137 @@
+#include "shaderlib/cshader.h"
+class depthwrite_vs20_Static_Index
+{
+private:
+ int m_nONLY_PROJECT_POSITION;
+#ifdef _DEBUG
+ bool m_bONLY_PROJECT_POSITION;
+#endif
+public:
+ void SetONLY_PROJECT_POSITION( int i )
+ {
+ Assert( i >= 0 && i <= 0 );
+ m_nONLY_PROJECT_POSITION = i;
+#ifdef _DEBUG
+ m_bONLY_PROJECT_POSITION = true;
+#endif
+ }
+ void SetONLY_PROJECT_POSITION( bool i )
+ {
+ m_nONLY_PROJECT_POSITION = i ? 1 : 0;
+#ifdef _DEBUG
+ m_bONLY_PROJECT_POSITION = true;
+#endif
+ }
+private:
+ int m_nCOLOR_DEPTH;
+#ifdef _DEBUG
+ bool m_bCOLOR_DEPTH;
+#endif
+public:
+ void SetCOLOR_DEPTH( int i )
+ {
+ Assert( i >= 0 && i <= 1 );
+ m_nCOLOR_DEPTH = i;
+#ifdef _DEBUG
+ m_bCOLOR_DEPTH = true;
+#endif
+ }
+ void SetCOLOR_DEPTH( bool i )
+ {
+ m_nCOLOR_DEPTH = i ? 1 : 0;
+#ifdef _DEBUG
+ m_bCOLOR_DEPTH = true;
+#endif
+ }
+public:
+ depthwrite_vs20_Static_Index( )
+ {
+#ifdef _DEBUG
+ m_bONLY_PROJECT_POSITION = false;
+#endif // _DEBUG
+ m_nONLY_PROJECT_POSITION = 0;
+#ifdef _DEBUG
+ m_bCOLOR_DEPTH = false;
+#endif // _DEBUG
+ m_nCOLOR_DEPTH = 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_bONLY_PROJECT_POSITION && m_bCOLOR_DEPTH;
+ Assert( bAllStaticVarsDefined );
+#endif // _DEBUG
+ return ( 4 * m_nONLY_PROJECT_POSITION ) + ( 4 * m_nCOLOR_DEPTH ) + 0;
+ }
+};
+#define shaderStaticTest_depthwrite_vs20 vsh_forgot_to_set_static_ONLY_PROJECT_POSITION + vsh_forgot_to_set_static_COLOR_DEPTH + 0
+class depthwrite_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
+ }
+public:
+ depthwrite_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;
+ }
+ 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;
+ Assert( bAllDynamicVarsDefined );
+#endif // _DEBUG
+ return ( 1 * m_nCOMPRESSED_VERTS ) + ( 2 * m_nSKINNING ) + 0;
+ }
+};
+#define shaderDynamicTest_depthwrite_vs20 vsh_forgot_to_set_dynamic_COMPRESSED_VERTS + vsh_forgot_to_set_dynamic_SKINNING + 0