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Diffstat (limited to 'materialsystem/stdshaders/fxctmp9/emissive_scroll_blended_pass_vs30.inc')
-rw-r--r--materialsystem/stdshaders/fxctmp9/emissive_scroll_blended_pass_vs30.inc110
1 files changed, 110 insertions, 0 deletions
diff --git a/materialsystem/stdshaders/fxctmp9/emissive_scroll_blended_pass_vs30.inc b/materialsystem/stdshaders/fxctmp9/emissive_scroll_blended_pass_vs30.inc
new file mode 100644
index 0000000..464117d
--- /dev/null
+++ b/materialsystem/stdshaders/fxctmp9/emissive_scroll_blended_pass_vs30.inc
@@ -0,0 +1,110 @@
+#include "shaderlib/cshader.h"
+class emissive_scroll_blended_pass_vs30_Static_Index
+{
+public:
+ emissive_scroll_blended_pass_vs30_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_emissive_scroll_blended_pass_vs30 0
+class emissive_scroll_blended_pass_vs30_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_nMORPHING;
+#ifdef _DEBUG
+ bool m_bMORPHING;
+#endif
+public:
+ void SetMORPHING( int i )
+ {
+ Assert( i >= 0 && i <= 1 );
+ m_nMORPHING = i;
+#ifdef _DEBUG
+ m_bMORPHING = true;
+#endif
+ }
+ void SetMORPHING( bool i )
+ {
+ m_nMORPHING = i ? 1 : 0;
+#ifdef _DEBUG
+ m_bMORPHING = true;
+#endif
+ }
+public:
+ emissive_scroll_blended_pass_vs30_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_bMORPHING = false;
+#endif // _DEBUG
+ m_nMORPHING = 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_bMORPHING;
+ Assert( bAllDynamicVarsDefined );
+#endif // _DEBUG
+ return ( 1 * m_nCOMPRESSED_VERTS ) + ( 2 * m_nSKINNING ) + ( 4 * m_nMORPHING ) + 0;
+ }
+};
+#define shaderDynamicTest_emissive_scroll_blended_pass_vs30 vsh_forgot_to_set_dynamic_COMPRESSED_VERTS + vsh_forgot_to_set_dynamic_SKINNING + vsh_forgot_to_set_dynamic_MORPHING + 0