mirror of
https://github.com/Gigaslav/HL2Overcharged.git
synced 2026-01-07 14:10:02 +03:00
118 lines
2.6 KiB
C++
118 lines
2.6 KiB
C++
// ALL SKIP STATEMENTS THAT AFFECT THIS SHADER!!!
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// defined $LIGHTING_PREVIEW && defined $FASTPATH && $LIGHTING_PREVIEW && $FASTPATH
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#ifndef SDK_DEPTHWRITE_VS20_H
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#define SDK_DEPTHWRITE_VS20_H
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#include "shaderapi/ishaderapi.h"
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#include "shaderapi/ishadershadow.h"
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#include "materialsystem/imaterialvar.h"
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class SDK_depthwrite_vs20_Static_Index
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{
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unsigned int m_nONLY_PROJECT_POSITION : 1;
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unsigned int m_nCOLOR_DEPTH : 2;
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unsigned int m_nTREESWAY : 2;
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#ifdef _DEBUG
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bool m_bONLY_PROJECT_POSITION : 1;
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bool m_bCOLOR_DEPTH : 1;
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bool m_bTREESWAY : 1;
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#endif // _DEBUG
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public:
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void SetONLY_PROJECT_POSITION( int i )
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{
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Assert( i >= 0 && i <= 0 );
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m_nONLY_PROJECT_POSITION = i;
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#ifdef _DEBUG
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m_bONLY_PROJECT_POSITION = true;
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#endif // _DEBUG
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}
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void SetCOLOR_DEPTH( int i )
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{
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Assert( i >= 0 && i <= 1 );
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m_nCOLOR_DEPTH = i;
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#ifdef _DEBUG
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m_bCOLOR_DEPTH = true;
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#endif // _DEBUG
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}
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void SetTREESWAY( int i )
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{
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Assert( i >= 0 && i <= 2 );
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m_nTREESWAY = i;
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#ifdef _DEBUG
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m_bTREESWAY = true;
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#endif // _DEBUG
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}
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SDK_depthwrite_vs20_Static_Index( IShaderShadow* pShaderShadow, IMaterialVar** params )
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{
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m_nONLY_PROJECT_POSITION = 0;
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m_nCOLOR_DEPTH = 0;
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m_nTREESWAY = 0;
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#ifdef _DEBUG
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m_bONLY_PROJECT_POSITION = false;
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m_bCOLOR_DEPTH = false;
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m_bTREESWAY = false;
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#endif // _DEBUG
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}
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int GetIndex() const
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{
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Assert( m_bONLY_PROJECT_POSITION && m_bCOLOR_DEPTH && m_bTREESWAY );
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return ( 4 * m_nONLY_PROJECT_POSITION ) + ( 4 * m_nCOLOR_DEPTH ) + ( 8 * m_nTREESWAY ) + 0;
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}
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};
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#define shaderStaticTest_SDK_depthwrite_vs20 vsh_forgot_to_set_static_ONLY_PROJECT_POSITION + vsh_forgot_to_set_static_COLOR_DEPTH + vsh_forgot_to_set_static_TREESWAY
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class SDK_depthwrite_vs20_Dynamic_Index
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{
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unsigned int m_nCOMPRESSED_VERTS : 2;
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unsigned int m_nSKINNING : 2;
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#ifdef _DEBUG
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bool m_bCOMPRESSED_VERTS : 1;
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bool m_bSKINNING : 1;
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#endif // _DEBUG
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public:
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void SetCOMPRESSED_VERTS( int i )
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{
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Assert( i >= 0 && i <= 1 );
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m_nCOMPRESSED_VERTS = i;
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#ifdef _DEBUG
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m_bCOMPRESSED_VERTS = true;
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#endif // _DEBUG
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}
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void SetSKINNING( int i )
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{
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Assert( i >= 0 && i <= 1 );
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m_nSKINNING = i;
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#ifdef _DEBUG
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m_bSKINNING = true;
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#endif // _DEBUG
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}
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SDK_depthwrite_vs20_Dynamic_Index( IShaderDynamicAPI* pShaderAPI )
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{
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m_nCOMPRESSED_VERTS = 0;
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m_nSKINNING = 0;
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#ifdef _DEBUG
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m_bCOMPRESSED_VERTS = false;
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m_bSKINNING = false;
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#endif // _DEBUG
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}
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int GetIndex() const
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{
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Assert( m_bCOMPRESSED_VERTS && m_bSKINNING );
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return ( 1 * m_nCOMPRESSED_VERTS ) + ( 2 * m_nSKINNING ) + 0;
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}
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};
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#define shaderDynamicTest_SDK_depthwrite_vs20 vsh_forgot_to_set_dynamic_COMPRESSED_VERTS + vsh_forgot_to_set_dynamic_SKINNING
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#endif // SDK_DEPTHWRITE_VS20_H
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