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HL2Overcharged/materialsystem/stdshaders/include/SDK_cloak_blended_pass_vs20.inc
2025-05-21 21:20:08 +03:00

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1.9 KiB
C++

// ALL SKIP STATEMENTS THAT AFFECT THIS SHADER!!!
// defined $LIGHTING_PREVIEW && defined $FASTPATH && $LIGHTING_PREVIEW && $FASTPATH
#ifndef SDK_CLOAK_BLENDED_PASS_VS20_H
#define SDK_CLOAK_BLENDED_PASS_VS20_H
#include "shaderapi/ishaderapi.h"
#include "shaderapi/ishadershadow.h"
#include "materialsystem/imaterialvar.h"
class SDK_cloak_blended_pass_vs20_Static_Index
{
unsigned int m_nBUMPMAP : 2;
#ifdef _DEBUG
bool m_bBUMPMAP : 1;
#endif // _DEBUG
public:
void SetBUMPMAP( int i )
{
Assert( i >= 0 && i <= 1 );
m_nBUMPMAP = i;
#ifdef _DEBUG
m_bBUMPMAP = true;
#endif // _DEBUG
}
SDK_cloak_blended_pass_vs20_Static_Index( IShaderShadow* pShaderShadow, IMaterialVar** params )
{
m_nBUMPMAP = 0;
#ifdef _DEBUG
m_bBUMPMAP = false;
#endif // _DEBUG
}
int GetIndex() const
{
Assert( m_bBUMPMAP );
return ( 4 * m_nBUMPMAP ) + 0;
}
};
#define shaderStaticTest_SDK_cloak_blended_pass_vs20 vsh_forgot_to_set_static_BUMPMAP
class SDK_cloak_blended_pass_vs20_Dynamic_Index
{
unsigned int m_nCOMPRESSED_VERTS : 2;
unsigned int m_nSKINNING : 2;
#ifdef _DEBUG
bool m_bCOMPRESSED_VERTS : 1;
bool m_bSKINNING : 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
}
SDK_cloak_blended_pass_vs20_Dynamic_Index( IShaderDynamicAPI* pShaderAPI )
{
m_nCOMPRESSED_VERTS = 0;
m_nSKINNING = 0;
#ifdef _DEBUG
m_bCOMPRESSED_VERTS = false;
m_bSKINNING = false;
#endif // _DEBUG
}
int GetIndex() const
{
Assert( m_bCOMPRESSED_VERTS && m_bSKINNING );
return ( 1 * m_nCOMPRESSED_VERTS ) + ( 2 * m_nSKINNING ) + 0;
}
};
#define shaderDynamicTest_SDK_cloak_blended_pass_vs20 vsh_forgot_to_set_dynamic_COMPRESSED_VERTS + vsh_forgot_to_set_dynamic_SKINNING
#endif // SDK_CLOAK_BLENDED_PASS_VS20_H