// ALL SKIP STATEMENTS THAT AFFECT THIS SHADER!!! // defined $LIGHTING_PREVIEW && defined $FASTPATH && $LIGHTING_PREVIEW && $FASTPATH #ifndef SDK_WINDOWIMPOSTER_VS20_H #define SDK_WINDOWIMPOSTER_VS20_H #include "shaderapi/ishaderapi.h" #include "shaderapi/ishadershadow.h" #include "materialsystem/imaterialvar.h" class SDK_windowimposter_vs20_Static_Index { unsigned int m_nPARALLAXCORRECT : 2; #ifdef _DEBUG bool m_bPARALLAXCORRECT : 1; #endif // _DEBUG public: void SetPARALLAXCORRECT( int i ) { Assert( i >= 0 && i <= 1 ); m_nPARALLAXCORRECT = i; #ifdef _DEBUG m_bPARALLAXCORRECT = true; #endif // _DEBUG } SDK_windowimposter_vs20_Static_Index( IShaderShadow* pShaderShadow, IMaterialVar** params ) { m_nPARALLAXCORRECT = 0; #ifdef _DEBUG m_bPARALLAXCORRECT = false; #endif // _DEBUG } int GetIndex() const { Assert( m_bPARALLAXCORRECT ); return ( 2 * m_nPARALLAXCORRECT ) + 0; } }; #define shaderStaticTest_SDK_windowimposter_vs20 vsh_forgot_to_set_static_PARALLAXCORRECT class SDK_windowimposter_vs20_Dynamic_Index { unsigned int m_nDOWATERFOG : 2; #ifdef _DEBUG bool m_bDOWATERFOG : 1; #endif // _DEBUG public: void SetDOWATERFOG( int i ) { Assert( i >= 0 && i <= 1 ); m_nDOWATERFOG = i; #ifdef _DEBUG m_bDOWATERFOG = true; #endif // _DEBUG } SDK_windowimposter_vs20_Dynamic_Index( IShaderDynamicAPI* pShaderAPI ) { m_nDOWATERFOG = 0; #ifdef _DEBUG m_bDOWATERFOG = false; #endif // _DEBUG } int GetIndex() const { Assert( m_bDOWATERFOG ); return ( 1 * m_nDOWATERFOG ) + 0; } }; #define shaderDynamicTest_SDK_windowimposter_vs20 vsh_forgot_to_set_dynamic_DOWATERFOG #endif // SDK_WINDOWIMPOSTER_VS20_H