Counter Strike : Global Offensive Source Code
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// ALL SKIP STATEMENTS THAT AFFECT THIS SHADER!!!
// defined $PIXELFOGTYPE && defined $WRITEWATERFOGTODESTALPHA && ( $PIXELFOGTYPE != 1 ) && $WRITEWATERFOGTODESTALPHA
// defined $LIGHTING_PREVIEW && defined $FASTPATHENVMAPTINT && $LIGHTING_PREVIEW && $FASTPATHENVMAPTINT
// defined $LIGHTING_PREVIEW && defined $FASTPATHENVMAPCONTRAST && $LIGHTING_PREVIEW && $FASTPATHENVMAPCONTRAST
// defined $LIGHTING_PREVIEW && defined $FASTPATH && $LIGHTING_PREVIEW && $FASTPATH
// ($FLASHLIGHT || $FLASHLIGHTSHADOWS) && $LIGHTING_PREVIEW
#include "shaderlib/cshader.h" class ui_ps20b_Static_Index { private: int m_nGRAYSCALE; #ifdef _DEBUG bool m_bGRAYSCALE; #endif public: void SetGRAYSCALE( int i ) { Assert( i >= 0 && i <= 1 ); m_nGRAYSCALE = i; #ifdef _DEBUG m_bGRAYSCALE = true; #endif } void SetGRAYSCALE( bool i ) { m_nGRAYSCALE = i ? 1 : 0; #ifdef _DEBUG m_bGRAYSCALE = true; #endif } private: int m_nCOLORWARP; #ifdef _DEBUG bool m_bCOLORWARP; #endif public: void SetCOLORWARP( int i ) { Assert( i >= 0 && i <= 1 ); m_nCOLORWARP = i; #ifdef _DEBUG m_bCOLORWARP = true; #endif } void SetCOLORWARP( bool i ) { m_nCOLORWARP = i ? 1 : 0; #ifdef _DEBUG m_bCOLORWARP = true; #endif } public: // CONSTRUCTOR
ui_ps20b_Static_Index( IShaderShadow *pShaderShadow, IMaterialVar **params ) { #ifdef _DEBUG m_bGRAYSCALE = false; #endif // _DEBUG
m_nGRAYSCALE = 0; #ifdef _DEBUG m_bCOLORWARP = false; #endif // _DEBUG
m_nCOLORWARP = 0; } int GetIndex() { // Asserts to make sure that we aren't using any skipped combinations.
// Asserts to make sure that we are setting all of the combination vars.
#ifdef _DEBUG bool bAllStaticVarsDefined = m_bGRAYSCALE && m_bCOLORWARP; Assert( bAllStaticVarsDefined ); #endif // _DEBUG
return ( 2 * m_nGRAYSCALE ) + ( 4 * m_nCOLORWARP ) + 0; } }; #define shaderStaticTest_ui_ps20b psh_forgot_to_set_static_GRAYSCALE + psh_forgot_to_set_static_COLORWARP + 0 class ui_ps20b_Dynamic_Index { private: int m_nPIXELFOGTYPE; #ifdef _DEBUG bool m_bPIXELFOGTYPE; #endif public: void SetPIXELFOGTYPE( int i ) { Assert( i >= 0 && i <= 1 ); m_nPIXELFOGTYPE = i; #ifdef _DEBUG m_bPIXELFOGTYPE = true; #endif } void SetPIXELFOGTYPE( bool i ) { m_nPIXELFOGTYPE = i ? 1 : 0; #ifdef _DEBUG m_bPIXELFOGTYPE = true; #endif } public: // CONSTRUCTOR
ui_ps20b_Dynamic_Index( IShaderDynamicAPI *pShaderAPI ) { #ifdef _DEBUG m_bPIXELFOGTYPE = true; #endif // _DEBUG
m_nPIXELFOGTYPE = ( pShaderAPI->GetSceneFogMode() == MATERIAL_FOG_LINEAR_BELOW_FOG_Z ) ; } int GetIndex() { // Asserts to make sure that we aren't using any skipped combinations.
// Asserts to make sure that we are setting all of the combination vars.
#ifdef _DEBUG bool bAllDynamicVarsDefined = m_bPIXELFOGTYPE; Assert( bAllDynamicVarsDefined ); #endif // _DEBUG
return ( 1 * m_nPIXELFOGTYPE ) + 0; } }; #define shaderDynamicTest_ui_ps20b 0
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