Counter Strike : Global Offensive Source Code
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// ALL SKIP STATEMENTS THAT AFFECT THIS SHADER!!!
// $MULTITEXTURE && $BASETEXTURE
// $FLOWMAP && $MULTITEXTURE
// ( $FLASHLIGHT == 0 ) && ( $FLASHLIGHTSHADOWS == 1 )
// ( $FLASHLIGHT || $LIGHTMAPWATERFOG ) && ( ( $BASETEXTURE && !$FLOWMAP ) || $MULTITEXTURE )
// defined $LIGHTING_PREVIEW && defined $FASTPATH && $LIGHTING_PREVIEW && $FASTPATH
#include "shaderlib/cshader.h" class water_vs20_Static_Index { private: int m_nBASETEXTURE; #ifdef _DEBUG bool m_bBASETEXTURE; #endif public: void SetBASETEXTURE( int i ) { Assert( i >= 0 && i <= 1 ); m_nBASETEXTURE = i; #ifdef _DEBUG m_bBASETEXTURE = true; #endif } void SetBASETEXTURE( bool i ) { Assert( ( i ? 1 : 0 ) >= 0 && ( i ? 1 : 0 ) <= 1 ); m_nBASETEXTURE = i ? 1 : 0; #ifdef _DEBUG m_bBASETEXTURE = true; #endif } private: int m_nMULTITEXTURE; #ifdef _DEBUG bool m_bMULTITEXTURE; #endif public: void SetMULTITEXTURE( int i ) { Assert( i >= 0 && i <= 1 ); m_nMULTITEXTURE = i; #ifdef _DEBUG m_bMULTITEXTURE = true; #endif } void SetMULTITEXTURE( bool i ) { Assert( ( i ? 1 : 0 ) >= 0 && ( i ? 1 : 0 ) <= 1 ); m_nMULTITEXTURE = i ? 1 : 0; #ifdef _DEBUG m_bMULTITEXTURE = true; #endif } private: int m_nFLASHLIGHT; #ifdef _DEBUG bool m_bFLASHLIGHT; #endif public: void SetFLASHLIGHT( int i ) { Assert( i >= 0 && i <= 1 ); m_nFLASHLIGHT = i; #ifdef _DEBUG m_bFLASHLIGHT = true; #endif } void SetFLASHLIGHT( bool i ) { Assert( ( i ? 1 : 0 ) >= 0 && ( i ? 1 : 0 ) <= 1 ); m_nFLASHLIGHT = i ? 1 : 0; #ifdef _DEBUG m_bFLASHLIGHT = true; #endif } private: int m_nLIGHTMAPWATERFOG; #ifdef _DEBUG bool m_bLIGHTMAPWATERFOG; #endif public: void SetLIGHTMAPWATERFOG( int i ) { Assert( i >= 0 && i <= 1 ); m_nLIGHTMAPWATERFOG = i; #ifdef _DEBUG m_bLIGHTMAPWATERFOG = true; #endif } void SetLIGHTMAPWATERFOG( bool i ) { Assert( ( i ? 1 : 0 ) >= 0 && ( i ? 1 : 0 ) <= 1 ); m_nLIGHTMAPWATERFOG = i ? 1 : 0; #ifdef _DEBUG m_bLIGHTMAPWATERFOG = true; #endif } private: int m_nFLOWMAP; #ifdef _DEBUG bool m_bFLOWMAP; #endif public: void SetFLOWMAP( int i ) { Assert( i >= 0 && i <= 1 ); m_nFLOWMAP = i; #ifdef _DEBUG m_bFLOWMAP = true; #endif } void SetFLOWMAP( bool i ) { Assert( ( i ? 1 : 0 ) >= 0 && ( i ? 1 : 0 ) <= 1 ); m_nFLOWMAP = i ? 1 : 0; #ifdef _DEBUG m_bFLOWMAP = true; #endif } public: // CONSTRUCTOR
water_vs20_Static_Index( IShaderShadow *pShaderShadow, IMaterialVar **params ) { #ifdef _DEBUG m_bBASETEXTURE = false; #endif // _DEBUG
m_nBASETEXTURE = 0; #ifdef _DEBUG m_bMULTITEXTURE = false; #endif // _DEBUG
m_nMULTITEXTURE = 0; #ifdef _DEBUG m_bFLASHLIGHT = false; #endif // _DEBUG
m_nFLASHLIGHT = 0; #ifdef _DEBUG m_bLIGHTMAPWATERFOG = false; #endif // _DEBUG
m_nLIGHTMAPWATERFOG = 0; #ifdef _DEBUG m_bFLOWMAP = false; #endif // _DEBUG
m_nFLOWMAP = 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_bBASETEXTURE && m_bMULTITEXTURE && m_bFLASHLIGHT && m_bLIGHTMAPWATERFOG && m_bFLOWMAP; Assert( bAllStaticVarsDefined ); #endif // _DEBUG
return ( 1 * m_nBASETEXTURE ) + ( 2 * m_nMULTITEXTURE ) + ( 4 * m_nFLASHLIGHT ) + ( 8 * m_nLIGHTMAPWATERFOG ) + ( 16 * m_nFLOWMAP ) + 0; } }; #define shaderStaticTest_water_vs20 vsh_forgot_to_set_static_BASETEXTURE + vsh_forgot_to_set_static_MULTITEXTURE + vsh_forgot_to_set_static_FLASHLIGHT + vsh_forgot_to_set_static_LIGHTMAPWATERFOG + vsh_forgot_to_set_static_FLOWMAP + 0 class water_vs20_Dynamic_Index { public: // CONSTRUCTOR
water_vs20_Dynamic_Index( IShaderDynamicAPI *pShaderAPI ) { } 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 #endif // _DEBUG
return 0; } }; #define shaderDynamicTest_water_vs20 0
static const ShaderComboInformation_t s_StaticComboArray_Water_vs20[5] = { { "BASETEXTURE", 0, 1 }, { "MULTITEXTURE", 0, 1 }, { "FLASHLIGHT", 0, 1 }, { "LIGHTMAPWATERFOG", 0, 1 }, { "FLOWMAP", 0, 1 }, }; static const ShaderComboSemantics_t Water_vs20_combos = { "Water_vs20", NULL, 0, s_StaticComboArray_Water_vs20, 5 };
class ConstructMe_Water_vs20 { public: ConstructMe_Water_vs20() { GetShaderDLL()->AddShaderComboInformation( &Water_vs20_combos ); } };
static ConstructMe_Water_vs20 s_ConstructMe_Water_vs20;
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