// ALL SKIP STATEMENTS THAT AFFECT THIS SHADER!!! // defined $LIGHTING_PREVIEW && defined $FASTPATH && $LIGHTING_PREVIEW && $FASTPATH #pragma once #include "shaderlib/cshader.h" class decalmodulate_vs30_Static_Index { unsigned int m_nVERTEXCOLOR : 2; unsigned int m_nLIGHTING_PREVIEW : 2; unsigned int m_nFLASHLIGHT : 2; #ifdef _DEBUG bool m_bVERTEXCOLOR : 1; bool m_bLIGHTING_PREVIEW : 1; bool m_bFLASHLIGHT : 1; #endif // _DEBUG public: void SetVERTEXCOLOR( int i ) { Assert( i >= 0 && i <= 1 ); m_nVERTEXCOLOR = i; #ifdef _DEBUG m_bVERTEXCOLOR = true; #endif // _DEBUG } void SetLIGHTING_PREVIEW( int i ) { Assert( i >= 0 && i <= 1 ); m_nLIGHTING_PREVIEW = i; #ifdef _DEBUG m_bLIGHTING_PREVIEW = true; #endif // _DEBUG } void SetFLASHLIGHT( int i ) { Assert( i >= 0 && i <= 1 ); m_nFLASHLIGHT = i; #ifdef _DEBUG m_bFLASHLIGHT = true; #endif // _DEBUG } decalmodulate_vs30_Static_Index( ) { m_nVERTEXCOLOR = 0; m_nLIGHTING_PREVIEW = 0; m_nFLASHLIGHT = 0; #ifdef _DEBUG m_bVERTEXCOLOR = false; m_bLIGHTING_PREVIEW = false; m_bFLASHLIGHT = false; #endif // _DEBUG } int GetIndex() const { Assert( m_bVERTEXCOLOR && m_bLIGHTING_PREVIEW && m_bFLASHLIGHT ); return ( 16 * m_nVERTEXCOLOR ) + ( 32 * m_nLIGHTING_PREVIEW ) + ( 64 * m_nFLASHLIGHT ) + 0; } }; #define shaderStaticTest_decalmodulate_vs30 vsh_forgot_to_set_static_VERTEXCOLOR + vsh_forgot_to_set_static_LIGHTING_PREVIEW + vsh_forgot_to_set_static_FLASHLIGHT class decalmodulate_vs30_Dynamic_Index { unsigned int m_nDOWATERFOG : 2; unsigned int m_nCOMPRESSED_VERTS : 2; unsigned int m_nSKINNING : 2; unsigned int m_nMORPHING : 2; #ifdef _DEBUG bool m_bDOWATERFOG : 1; bool m_bCOMPRESSED_VERTS : 1; bool m_bSKINNING : 1; bool m_bMORPHING : 1; #endif // _DEBUG public: void SetDOWATERFOG( int i ) { Assert( i >= 0 && i <= 1 ); m_nDOWATERFOG = i; #ifdef _DEBUG m_bDOWATERFOG = true; #endif // _DEBUG } void SetCOMPRESSED_VERTS( int i ) { Assert( i >= 0 && i <= 1 ); m_nCOMPRESSED_VERTS = i; #ifdef _DEBUG m_bCOMPRESSED_VERTS = true; #endif // _DEBUG } void SetSKINNING( int i ) { Assert( i >= 0 && i <= 1 ); m_nSKINNING = i; #ifdef _DEBUG m_bSKINNING = true; #endif // _DEBUG } void SetMORPHING( int i ) { Assert( i >= 0 && i <= 1 ); m_nMORPHING = i; #ifdef _DEBUG m_bMORPHING = true; #endif // _DEBUG } decalmodulate_vs30_Dynamic_Index( ) { m_nDOWATERFOG = 0; m_nCOMPRESSED_VERTS = 0; m_nSKINNING = 0; m_nMORPHING = 0; #ifdef _DEBUG m_bDOWATERFOG = false; m_bCOMPRESSED_VERTS = false; m_bSKINNING = false; m_bMORPHING = false; #endif // _DEBUG } int GetIndex() const { Assert( m_bDOWATERFOG && m_bCOMPRESSED_VERTS && m_bSKINNING && m_bMORPHING ); return ( 1 * m_nDOWATERFOG ) + ( 2 * m_nCOMPRESSED_VERTS ) + ( 4 * m_nSKINNING ) + ( 8 * m_nMORPHING ) + 0; } }; #define shaderDynamicTest_decalmodulate_vs30 vsh_forgot_to_set_dynamic_DOWATERFOG + vsh_forgot_to_set_dynamic_COMPRESSED_VERTS + vsh_forgot_to_set_dynamic_SKINNING + vsh_forgot_to_set_dynamic_MORPHING