// ALL SKIP STATEMENTS THAT AFFECT THIS SHADER!!! // $MULTITEXTURE && $BASETEXTURE // defined $LIGHTING_PREVIEW && defined $FASTPATH && $LIGHTING_PREVIEW && $FASTPATH #ifndef WATER_VS20_H #define WATER_VS20_H #include "shaderapi/ishaderapi.h" #include "shaderapi/ishadershadow.h" #include "materialsystem/imaterialvar.h" class Water_vs20_Static_Index { unsigned int m_nBASETEXTURE : 2; unsigned int m_nMULTITEXTURE : 2; #ifdef _DEBUG bool m_bBASETEXTURE : 1; bool m_bMULTITEXTURE : 1; #endif // _DEBUG public: void SetBASETEXTURE( int i ) { Assert( i >= 0 && i <= 1 ); m_nBASETEXTURE = i; #ifdef _DEBUG m_bBASETEXTURE = true; #endif // _DEBUG } void SetMULTITEXTURE( int i ) { Assert( i >= 0 && i <= 1 ); m_nMULTITEXTURE = i; #ifdef _DEBUG m_bMULTITEXTURE = true; #endif // _DEBUG } Water_vs20_Static_Index( IShaderShadow* pShaderShadow, IMaterialVar** params ) { m_nBASETEXTURE = 0; m_nMULTITEXTURE = 0; #ifdef _DEBUG m_bBASETEXTURE = false; m_bMULTITEXTURE = false; #endif // _DEBUG } int GetIndex() const { Assert( m_bBASETEXTURE && m_bMULTITEXTURE ); return ( 1 * m_nBASETEXTURE ) + ( 2 * m_nMULTITEXTURE ) + 0; } }; #define shaderStaticTest_Water_vs20 vsh_forgot_to_set_static_BASETEXTURE + vsh_forgot_to_set_static_MULTITEXTURE class Water_vs20_Dynamic_Index { public: Water_vs20_Dynamic_Index( IShaderDynamicAPI* pShaderAPI ) { } int GetIndex() const { return 0; } }; #define shaderDynamicTest_Water_vs20 1 #endif // WATER_VS20_H