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 floatcombine_autoexpose_ps20_Static_Index { public: // CONSTRUCTOR
floatcombine_autoexpose_ps20_Static_Index( IShaderShadow *pShaderShadow, IMaterialVar **params ) { } 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 shaderStaticTest_floatcombine_autoexpose_ps20 0 class floatcombine_autoexpose_ps20_Dynamic_Index { public: // CONSTRUCTOR
floatcombine_autoexpose_ps20_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_floatcombine_autoexpose_ps20 0 static const ShaderComboSemantics_t floatcombine_autoexpose_ps20_combos = { "floatcombine_autoexpose_ps20", NULL, 0, NULL, 0 };
class ConstructMe_floatcombine_autoexpose_ps20 { public: ConstructMe_floatcombine_autoexpose_ps20() { GetShaderDLL()->AddShaderComboInformation( &floatcombine_autoexpose_ps20_combos ); } };
static ConstructMe_floatcombine_autoexpose_ps20 s_ConstructMe_floatcombine_autoexpose_ps20;
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