// ALL SKIP STATEMENTS THAT AFFECT THIS SHADER!!! // defined $HDRTYPE && defined $HDRENABLED && !$HDRTYPE && $HDRENABLED // defined $PIXELFOGTYPE && defined $WRITEWATERFOGTODESTALPHA && ( $PIXELFOGTYPE != 1 ) && $WRITEWATERFOGTODESTALPHA // defined $LIGHTING_PREVIEW && defined $HDRTYPE && $LIGHTING_PREVIEW && $HDRTYPE != 0 // defined $LIGHTING_PREVIEW && defined $FASTPATHENVMAPTINT && $LIGHTING_PREVIEW && $FASTPATHENVMAPTINT // defined $LIGHTING_PREVIEW && defined $FASTPATHENVMAPCONTRAST && $LIGHTING_PREVIEW && $FASTPATHENVMAPCONTRAST // defined $LIGHTING_PREVIEW && defined $FASTPATH && $LIGHTING_PREVIEW && $FASTPATH // ($FLASHLIGHT || $FLASHLIGHTSHADOWS) && $LIGHTING_PREVIEW #ifndef UNLITGENERIC_PS20B_H #define UNLITGENERIC_PS20B_H #include "shaderapi/ishaderapi.h" #include "shaderapi/ishadershadow.h" #include "materialsystem/imaterialvar.h" class unlitgeneric_ps20b_Static_Index { unsigned int m_nCONVERT_TO_SRGB : 2; public: void SetCONVERT_TO_SRGB( int i ) { Assert( i >= 0 && i <= 1 ); m_nCONVERT_TO_SRGB = i; } unlitgeneric_ps20b_Static_Index( IShaderShadow* pShaderShadow, IMaterialVar** params ) { m_nCONVERT_TO_SRGB = g_pHardwareConfig->NeedsShaderSRGBConversion(); } int GetIndex() const { return ( 1 * m_nCONVERT_TO_SRGB ) + 0; } }; #define shaderStaticTest_unlitgeneric_ps20b 1 class unlitgeneric_ps20b_Dynamic_Index { public: unlitgeneric_ps20b_Dynamic_Index( IShaderDynamicAPI* pShaderAPI ) { } int GetIndex() const { return 0; } }; #define shaderDynamicTest_unlitgeneric_ps20b 1 #endif // UNLITGENERIC_PS20B_H