// ALL SKIP STATEMENTS THAT AFFECT THIS SHADER!!! // defined $LIGHTING_PREVIEW && defined $FASTPATH && $LIGHTING_PREVIEW && $FASTPATH #ifndef SPRITECARD_VS20_H #define SPRITECARD_VS20_H #include "shaderapi/ishaderapi.h" #include "shaderapi/ishadershadow.h" #include "materialsystem/imaterialvar.h" class spritecard_vs20_Static_Index { unsigned int m_nZOOM_ANIMATE_SEQ2 : 2; unsigned int m_nDUALSEQUENCE : 2; unsigned int m_nEXTRACTGREENALPHA : 2; unsigned int m_nUSE_INSTANCING : 2; #ifdef _DEBUG bool m_bZOOM_ANIMATE_SEQ2 : 1; bool m_bDUALSEQUENCE : 1; bool m_bEXTRACTGREENALPHA : 1; bool m_bUSE_INSTANCING : 1; #endif // _DEBUG public: void SetZOOM_ANIMATE_SEQ2( int i ) { Assert( i >= 0 && i <= 1 ); m_nZOOM_ANIMATE_SEQ2 = i; #ifdef _DEBUG m_bZOOM_ANIMATE_SEQ2 = true; #endif // _DEBUG } void SetDUALSEQUENCE( int i ) { Assert( i >= 0 && i <= 1 ); m_nDUALSEQUENCE = i; #ifdef _DEBUG m_bDUALSEQUENCE = true; #endif // _DEBUG } void SetEXTRACTGREENALPHA( int i ) { Assert( i >= 0 && i <= 1 ); m_nEXTRACTGREENALPHA = i; #ifdef _DEBUG m_bEXTRACTGREENALPHA = true; #endif // _DEBUG } void SetUSE_INSTANCING( int i ) { Assert( i >= 0 && i <= 1 ); m_nUSE_INSTANCING = i; #ifdef _DEBUG m_bUSE_INSTANCING = true; #endif // _DEBUG } spritecard_vs20_Static_Index( IShaderShadow* pShaderShadow, IMaterialVar** params ) { m_nZOOM_ANIMATE_SEQ2 = 0; m_nDUALSEQUENCE = 0; m_nEXTRACTGREENALPHA = 0; m_nUSE_INSTANCING = 0; #ifdef _DEBUG m_bZOOM_ANIMATE_SEQ2 = false; m_bDUALSEQUENCE = false; m_bEXTRACTGREENALPHA = false; m_bUSE_INSTANCING = false; #endif // _DEBUG } int GetIndex() const { Assert( m_bZOOM_ANIMATE_SEQ2 && m_bDUALSEQUENCE && m_bEXTRACTGREENALPHA && m_bUSE_INSTANCING ); return ( 3 * m_nZOOM_ANIMATE_SEQ2 ) + ( 6 * m_nDUALSEQUENCE ) + ( 12 * m_nEXTRACTGREENALPHA ) + ( 24 * m_nUSE_INSTANCING ) + 0; } }; #define shaderStaticTest_spritecard_vs20 vsh_forgot_to_set_static_ZOOM_ANIMATE_SEQ2 + vsh_forgot_to_set_static_DUALSEQUENCE + vsh_forgot_to_set_static_EXTRACTGREENALPHA + vsh_forgot_to_set_static_USE_INSTANCING class spritecard_vs20_Dynamic_Index { unsigned int m_nORIENTATION : 2; #ifdef _DEBUG bool m_bORIENTATION : 1; #endif // _DEBUG public: void SetORIENTATION( int i ) { Assert( i >= 0 && i <= 2 ); m_nORIENTATION = i; #ifdef _DEBUG m_bORIENTATION = true; #endif // _DEBUG } spritecard_vs20_Dynamic_Index( IShaderDynamicAPI* pShaderAPI ) { m_nORIENTATION = 0; #ifdef _DEBUG m_bORIENTATION = false; #endif // _DEBUG } int GetIndex() const { Assert( m_bORIENTATION ); return ( 1 * m_nORIENTATION ) + 0; } }; #define shaderDynamicTest_spritecard_vs20 vsh_forgot_to_set_dynamic_ORIENTATION #endif // SPRITECARD_VS20_H