// ALL SKIP STATEMENTS THAT AFFECT THIS SHADER!!! // defined $LIGHTING_PREVIEW && defined $FASTPATH && $LIGHTING_PREVIEW && $FASTPATH #ifndef EYE_REFRACT_VS20_H #define EYE_REFRACT_VS20_H #include "shaderapi/ishaderapi.h" #include "shaderapi/ishadershadow.h" #include "materialsystem/imaterialvar.h" class eye_refract_vs20_Static_Index { unsigned int m_nINTRO : 2; unsigned int m_nHALFLAMBERT : 2; unsigned int m_nFLASHLIGHT : 2; unsigned int m_nLIGHTWARPTEXTURE : 2; #ifdef _DEBUG bool m_bINTRO : 1; bool m_bHALFLAMBERT : 1; bool m_bFLASHLIGHT : 1; bool m_bLIGHTWARPTEXTURE : 1; #endif // _DEBUG public: void SetINTRO( int i ) { Assert( i >= 0 && i <= 1 ); m_nINTRO = i; #ifdef _DEBUG m_bINTRO = true; #endif // _DEBUG } void SetHALFLAMBERT( int i ) { Assert( i >= 0 && i <= 1 ); m_nHALFLAMBERT = i; #ifdef _DEBUG m_bHALFLAMBERT = true; #endif // _DEBUG } void SetFLASHLIGHT( int i ) { Assert( i >= 0 && i <= 1 ); m_nFLASHLIGHT = i; #ifdef _DEBUG m_bFLASHLIGHT = true; #endif // _DEBUG } void SetLIGHTWARPTEXTURE( int i ) { Assert( i >= 0 && i <= 1 ); m_nLIGHTWARPTEXTURE = i; #ifdef _DEBUG m_bLIGHTWARPTEXTURE = true; #endif // _DEBUG } eye_refract_vs20_Static_Index( IShaderShadow* pShaderShadow, IMaterialVar** params ) { m_nINTRO = 0; m_nHALFLAMBERT = 0; m_nFLASHLIGHT = 0; m_nLIGHTWARPTEXTURE = 0; #ifdef _DEBUG m_bINTRO = false; m_bHALFLAMBERT = false; m_bFLASHLIGHT = false; m_bLIGHTWARPTEXTURE = false; #endif // _DEBUG } int GetIndex() const { Assert( m_bINTRO && m_bHALFLAMBERT && m_bFLASHLIGHT && m_bLIGHTWARPTEXTURE ); return ( 160 * m_nINTRO ) + ( 320 * m_nHALFLAMBERT ) + ( 640 * m_nFLASHLIGHT ) + ( 1280 * m_nLIGHTWARPTEXTURE ) + 0; } }; #define shaderStaticTest_eye_refract_vs20 vsh_forgot_to_set_static_INTRO + vsh_forgot_to_set_static_HALFLAMBERT + vsh_forgot_to_set_static_FLASHLIGHT + vsh_forgot_to_set_static_LIGHTWARPTEXTURE class eye_refract_vs20_Dynamic_Index { unsigned int m_nCOMPRESSED_VERTS : 2; unsigned int m_nSKINNING : 2; unsigned int m_nDOWATERFOG : 2; unsigned int m_nDYNAMIC_LIGHT : 2; unsigned int m_nSTATIC_LIGHT : 2; unsigned int m_nNUM_LIGHTS : 3; #ifdef _DEBUG bool m_bCOMPRESSED_VERTS : 1; bool m_bSKINNING : 1; bool m_bDOWATERFOG : 1; bool m_bDYNAMIC_LIGHT : 1; bool m_bSTATIC_LIGHT : 1; bool m_bNUM_LIGHTS : 1; #endif // _DEBUG public: 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 SetDOWATERFOG( int i ) { Assert( i >= 0 && i <= 1 ); m_nDOWATERFOG = i; #ifdef _DEBUG m_bDOWATERFOG = true; #endif // _DEBUG } void SetDYNAMIC_LIGHT( int i ) { Assert( i >= 0 && i <= 1 ); m_nDYNAMIC_LIGHT = i; #ifdef _DEBUG m_bDYNAMIC_LIGHT = true; #endif // _DEBUG } void SetSTATIC_LIGHT( int i ) { Assert( i >= 0 && i <= 1 ); m_nSTATIC_LIGHT = i; #ifdef _DEBUG m_bSTATIC_LIGHT = true; #endif // _DEBUG } void SetNUM_LIGHTS( int i ) { Assert( i >= 0 && i <= 4 ); m_nNUM_LIGHTS = i; #ifdef _DEBUG m_bNUM_LIGHTS = true; #endif // _DEBUG } eye_refract_vs20_Dynamic_Index( IShaderDynamicAPI* pShaderAPI ) { m_nCOMPRESSED_VERTS = 0; m_nSKINNING = 0; m_nDOWATERFOG = 0; m_nDYNAMIC_LIGHT = 0; m_nSTATIC_LIGHT = 0; m_nNUM_LIGHTS = 0; #ifdef _DEBUG m_bCOMPRESSED_VERTS = false; m_bSKINNING = false; m_bDOWATERFOG = false; m_bDYNAMIC_LIGHT = false; m_bSTATIC_LIGHT = false; m_bNUM_LIGHTS = false; #endif // _DEBUG } int GetIndex() const { Assert( m_bCOMPRESSED_VERTS && m_bSKINNING && m_bDOWATERFOG && m_bDYNAMIC_LIGHT && m_bSTATIC_LIGHT && m_bNUM_LIGHTS ); return ( 1 * m_nCOMPRESSED_VERTS ) + ( 2 * m_nSKINNING ) + ( 4 * m_nDOWATERFOG ) + ( 8 * m_nDYNAMIC_LIGHT ) + ( 16 * m_nSTATIC_LIGHT ) + ( 32 * m_nNUM_LIGHTS ) + 0; } }; #define shaderDynamicTest_eye_refract_vs20 vsh_forgot_to_set_dynamic_COMPRESSED_VERTS + vsh_forgot_to_set_dynamic_SKINNING + vsh_forgot_to_set_dynamic_DOWATERFOG + vsh_forgot_to_set_dynamic_DYNAMIC_LIGHT + vsh_forgot_to_set_dynamic_STATIC_LIGHT + vsh_forgot_to_set_dynamic_NUM_LIGHTS #endif // EYE_REFRACT_VS20_H