#include "shaderlib/cshader.h" class sdk_lightmappedgeneric_flashlight_ps20_Static_Index { private: int m_nNORMALMAP; #ifdef _DEBUG bool m_bNORMALMAP; #endif public: void SetNORMALMAP( int i ) { Assert( i >= 0 && i <= 2 ); m_nNORMALMAP = i; #ifdef _DEBUG m_bNORMALMAP = true; #endif } void SetNORMALMAP( bool i ) { m_nNORMALMAP = i ? 1 : 0; #ifdef _DEBUG m_bNORMALMAP = true; #endif } private: int m_nNORMALMAP2; #ifdef _DEBUG bool m_bNORMALMAP2; #endif public: void SetNORMALMAP2( int i ) { Assert( i >= 0 && i <= 1 ); m_nNORMALMAP2 = i; #ifdef _DEBUG m_bNORMALMAP2 = true; #endif } void SetNORMALMAP2( bool i ) { m_nNORMALMAP2 = i ? 1 : 0; #ifdef _DEBUG m_bNORMALMAP2 = true; #endif } private: int m_nWORLDVERTEXTRANSITION; #ifdef _DEBUG bool m_bWORLDVERTEXTRANSITION; #endif public: void SetWORLDVERTEXTRANSITION( int i ) { Assert( i >= 0 && i <= 1 ); m_nWORLDVERTEXTRANSITION = i; #ifdef _DEBUG m_bWORLDVERTEXTRANSITION = true; #endif } void SetWORLDVERTEXTRANSITION( bool i ) { m_nWORLDVERTEXTRANSITION = i ? 1 : 0; #ifdef _DEBUG m_bWORLDVERTEXTRANSITION = true; #endif } private: int m_nFANCY_BLENDING; #ifdef _DEBUG bool m_bFANCY_BLENDING; #endif public: void SetFANCY_BLENDING( int i ) { Assert( i >= 0 && i <= 1 ); m_nFANCY_BLENDING = i; #ifdef _DEBUG m_bFANCY_BLENDING = true; #endif } void SetFANCY_BLENDING( bool i ) { m_nFANCY_BLENDING = i ? 1 : 0; #ifdef _DEBUG m_bFANCY_BLENDING = true; #endif } private: int m_nSEAMLESS; #ifdef _DEBUG bool m_bSEAMLESS; #endif public: void SetSEAMLESS( int i ) { Assert( i >= 0 && i <= 1 ); m_nSEAMLESS = i; #ifdef _DEBUG m_bSEAMLESS = true; #endif } void SetSEAMLESS( bool i ) { m_nSEAMLESS = i ? 1 : 0; #ifdef _DEBUG m_bSEAMLESS = true; #endif } private: int m_nDETAILTEXTURE; #ifdef _DEBUG bool m_bDETAILTEXTURE; #endif public: void SetDETAILTEXTURE( int i ) { Assert( i >= 0 && i <= 1 ); m_nDETAILTEXTURE = i; #ifdef _DEBUG m_bDETAILTEXTURE = true; #endif } void SetDETAILTEXTURE( bool i ) { m_nDETAILTEXTURE = i ? 1 : 0; #ifdef _DEBUG m_bDETAILTEXTURE = true; #endif } private: int m_nDETAIL_BLEND_MODE; #ifdef _DEBUG bool m_bDETAIL_BLEND_MODE; #endif public: void SetDETAIL_BLEND_MODE( int i ) { Assert( i >= 0 && i <= 1 ); m_nDETAIL_BLEND_MODE = i; #ifdef _DEBUG m_bDETAIL_BLEND_MODE = true; #endif } void SetDETAIL_BLEND_MODE( bool i ) { m_nDETAIL_BLEND_MODE = i ? 1 : 0; #ifdef _DEBUG m_bDETAIL_BLEND_MODE = true; #endif } private: int m_nBASETEXTURETRANSFORM2; #ifdef _DEBUG bool m_bBASETEXTURETRANSFORM2; #endif public: void SetBASETEXTURETRANSFORM2( int i ) { Assert( i >= 0 && i <= 1 ); m_nBASETEXTURETRANSFORM2 = i; #ifdef _DEBUG m_bBASETEXTURETRANSFORM2 = true; #endif } void SetBASETEXTURETRANSFORM2( bool i ) { m_nBASETEXTURETRANSFORM2 = i ? 1 : 0; #ifdef _DEBUG m_bBASETEXTURETRANSFORM2 = true; #endif } public: sdk_lightmappedgeneric_flashlight_ps20_Static_Index( ) { #ifdef _DEBUG m_bNORMALMAP = false; #endif // _DEBUG m_nNORMALMAP = 0; #ifdef _DEBUG m_bNORMALMAP2 = false; #endif // _DEBUG m_nNORMALMAP2 = 0; #ifdef _DEBUG m_bWORLDVERTEXTRANSITION = false; #endif // _DEBUG m_nWORLDVERTEXTRANSITION = 0; #ifdef _DEBUG m_bFANCY_BLENDING = false; #endif // _DEBUG m_nFANCY_BLENDING = 0; #ifdef _DEBUG m_bSEAMLESS = false; #endif // _DEBUG m_nSEAMLESS = 0; #ifdef _DEBUG m_bDETAILTEXTURE = false; #endif // _DEBUG m_nDETAILTEXTURE = 0; #ifdef _DEBUG m_bDETAIL_BLEND_MODE = false; #endif // _DEBUG m_nDETAIL_BLEND_MODE = 0; #ifdef _DEBUG m_bBASETEXTURETRANSFORM2 = false; #endif // _DEBUG m_nBASETEXTURETRANSFORM2 = 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_bNORMALMAP && m_bNORMALMAP2 && m_bWORLDVERTEXTRANSITION && m_bFANCY_BLENDING && m_bSEAMLESS && m_bDETAILTEXTURE && m_bDETAIL_BLEND_MODE && m_bBASETEXTURETRANSFORM2; Assert( bAllStaticVarsDefined ); #endif // _DEBUG return ( 2 * m_nNORMALMAP ) + ( 6 * m_nNORMALMAP2 ) + ( 12 * m_nWORLDVERTEXTRANSITION ) + ( 24 * m_nFANCY_BLENDING ) + ( 48 * m_nSEAMLESS ) + ( 96 * m_nDETAILTEXTURE ) + ( 192 * m_nDETAIL_BLEND_MODE ) + ( 384 * m_nBASETEXTURETRANSFORM2 ) + 0; } }; #define shaderStaticTest_sdk_lightmappedgeneric_flashlight_ps20 psh_forgot_to_set_static_NORMALMAP + psh_forgot_to_set_static_NORMALMAP2 + psh_forgot_to_set_static_WORLDVERTEXTRANSITION + psh_forgot_to_set_static_FANCY_BLENDING + psh_forgot_to_set_static_SEAMLESS + psh_forgot_to_set_static_DETAILTEXTURE + psh_forgot_to_set_static_DETAIL_BLEND_MODE + psh_forgot_to_set_static_BASETEXTURETRANSFORM2 + 0 class sdk_lightmappedgeneric_flashlight_ps20_Dynamic_Index { private: int m_nPIXELFOGTYPE; #ifdef _DEBUG bool m_bPIXELFOGTYPE; #endif public: void SetPIXELFOGTYPE( int i ) { Assert( i >= 0 && i <= 1 ); m_nPIXELFOGTYPE = i; #ifdef _DEBUG m_bPIXELFOGTYPE = true; #endif } void SetPIXELFOGTYPE( bool i ) { m_nPIXELFOGTYPE = i ? 1 : 0; #ifdef _DEBUG m_bPIXELFOGTYPE = true; #endif } public: sdk_lightmappedgeneric_flashlight_ps20_Dynamic_Index() { #ifdef _DEBUG m_bPIXELFOGTYPE = false; #endif // _DEBUG m_nPIXELFOGTYPE = 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_bPIXELFOGTYPE; Assert( bAllDynamicVarsDefined ); #endif // _DEBUG return ( 1 * m_nPIXELFOGTYPE ) + 0; } }; #define shaderDynamicTest_sdk_lightmappedgeneric_flashlight_ps20 psh_forgot_to_set_dynamic_PIXELFOGTYPE + 0