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#include "shaderlib/cshader.h"
class portal_vs20_Static_Index
{
private:
int m_nHASALPHAMASK;
#ifdef _DEBUG
bool m_bHASALPHAMASK;
#endif
public:
void SetHASALPHAMASK( int i )
{
Assert( i >= 0 && i <= 1 );
m_nHASALPHAMASK = i;
#ifdef _DEBUG
m_bHASALPHAMASK = true;
#endif
}
void SetHASALPHAMASK( bool i )
{
m_nHASALPHAMASK = i ? 1 : 0;
#ifdef _DEBUG
m_bHASALPHAMASK = true;
#endif
}
private:
int m_nHASSTATICTEXTURE;
#ifdef _DEBUG
bool m_bHASSTATICTEXTURE;
#endif
public:
void SetHASSTATICTEXTURE( int i )
{
Assert( i >= 0 && i <= 1 );
m_nHASSTATICTEXTURE = i;
#ifdef _DEBUG
m_bHASSTATICTEXTURE = true;
#endif
}
void SetHASSTATICTEXTURE( bool i )
{
m_nHASSTATICTEXTURE = i ? 1 : 0;
#ifdef _DEBUG
m_bHASSTATICTEXTURE = true;
#endif
}
private:
int m_nUSEALTERNATEVIEW;
#ifdef _DEBUG
bool m_bUSEALTERNATEVIEW;
#endif
public:
void SetUSEALTERNATEVIEW( int i )
{
Assert( i >= 0 && i <= 1 );
m_nUSEALTERNATEVIEW = i;
#ifdef _DEBUG
m_bUSEALTERNATEVIEW = true;
#endif
}
void SetUSEALTERNATEVIEW( bool i )
{
m_nUSEALTERNATEVIEW = i ? 1 : 0;
#ifdef _DEBUG
m_bUSEALTERNATEVIEW = true;
#endif
}
public:
portal_vs20_Static_Index( )
{
#ifdef _DEBUG
m_bHASALPHAMASK = false;
#endif // _DEBUG
m_nHASALPHAMASK = 0;
#ifdef _DEBUG
m_bHASSTATICTEXTURE = false;
#endif // _DEBUG
m_nHASSTATICTEXTURE = 0;
#ifdef _DEBUG
m_bUSEALTERNATEVIEW = false;
#endif // _DEBUG
m_nUSEALTERNATEVIEW = 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_bHASALPHAMASK && m_bHASSTATICTEXTURE && m_bUSEALTERNATEVIEW;
Assert( bAllStaticVarsDefined );
#endif // _DEBUG
return ( 4 * m_nHASALPHAMASK ) + ( 8 * m_nHASSTATICTEXTURE ) + ( 16 * m_nUSEALTERNATEVIEW ) + 0;
}
};
#define shaderStaticTest_portal_vs20 vsh_forgot_to_set_static_HASALPHAMASK + vsh_forgot_to_set_static_HASSTATICTEXTURE + vsh_forgot_to_set_static_USEALTERNATEVIEW + 0
class portal_vs20_Dynamic_Index
{
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_nADDSTATIC;
#ifdef _DEBUG
bool m_bADDSTATIC;
#endif
public:
void SetADDSTATIC( int i )
{
Assert( i >= 0 && i <= 1 );
m_nADDSTATIC = i;
#ifdef _DEBUG
m_bADDSTATIC = true;
#endif
}
void SetADDSTATIC( bool i )
{
m_nADDSTATIC = i ? 1 : 0;
#ifdef _DEBUG
m_bADDSTATIC = true;
#endif
}
public:
portal_vs20_Dynamic_Index()
{
#ifdef _DEBUG
m_bSKINNING = false;
#endif // _DEBUG
m_nSKINNING = 0;
#ifdef _DEBUG
m_bADDSTATIC = false;
#endif // _DEBUG
m_nADDSTATIC = 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_bSKINNING && m_bADDSTATIC;
Assert( bAllDynamicVarsDefined );
#endif // _DEBUG
return ( 1 * m_nSKINNING ) + ( 2 * m_nADDSTATIC ) + 0;
}
};
#define shaderDynamicTest_portal_vs20 vsh_forgot_to_set_dynamic_SKINNING + vsh_forgot_to_set_dynamic_ADDSTATIC + 0
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