Counter Strike : Global Offensive Source Code
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  1. // ALL SKIP STATEMENTS THAT AFFECT THIS SHADER!!!
  2. // defined $PIXELFOGTYPE && defined $WRITEWATERFOGTODESTALPHA && ( $PIXELFOGTYPE != 1 ) && $WRITEWATERFOGTODESTALPHA
  3. // defined $LIGHTING_PREVIEW && defined $FASTPATHENVMAPTINT && $LIGHTING_PREVIEW && $FASTPATHENVMAPTINT
  4. // defined $LIGHTING_PREVIEW && defined $FASTPATHENVMAPCONTRAST && $LIGHTING_PREVIEW && $FASTPATHENVMAPCONTRAST
  5. // defined $LIGHTING_PREVIEW && defined $FASTPATH && $LIGHTING_PREVIEW && $FASTPATH
  6. // ($FLASHLIGHT || $FLASHLIGHTSHADOWS) && $LIGHTING_PREVIEW
  7. // defined $PIXELFOGTYPE && defined $WRITEWATERFOGTODESTALPHA && ( $PIXELFOGTYPE != 1 ) && $WRITEWATERFOGTODESTALPHA
  8. // defined $LIGHTING_PREVIEW && defined $FASTPATHENVMAPTINT && $LIGHTING_PREVIEW && $FASTPATHENVMAPTINT
  9. // defined $LIGHTING_PREVIEW && defined $FASTPATHENVMAPCONTRAST && $LIGHTING_PREVIEW && $FASTPATHENVMAPCONTRAST
  10. // defined $LIGHTING_PREVIEW && defined $FASTPATH && $LIGHTING_PREVIEW && $FASTPATH
  11. // ($FLASHLIGHT || $FLASHLIGHTSHADOWS) && $LIGHTING_PREVIEW
  12. #include "shaderlib/cshader.h"
  13. class monitorscreen_ps20b_Static_Index
  14. {
  15. private:
  16. int m_nTEXTURE2;
  17. #ifdef _DEBUG
  18. bool m_bTEXTURE2;
  19. #endif
  20. public:
  21. void SetTEXTURE2( int i )
  22. {
  23. Assert( i >= 0 && i <= 1 );
  24. m_nTEXTURE2 = i;
  25. #ifdef _DEBUG
  26. m_bTEXTURE2 = true;
  27. #endif
  28. }
  29. void SetTEXTURE2( bool i )
  30. {
  31. Assert( ( i ? 1 : 0 ) >= 0 && ( i ? 1 : 0 ) <= 1 );
  32. m_nTEXTURE2 = i ? 1 : 0;
  33. #ifdef _DEBUG
  34. m_bTEXTURE2 = true;
  35. #endif
  36. }
  37. public:
  38. // CONSTRUCTOR
  39. monitorscreen_ps20b_Static_Index( IShaderShadow *pShaderShadow, IMaterialVar **params )
  40. {
  41. #ifdef _DEBUG
  42. m_bTEXTURE2 = false;
  43. #endif // _DEBUG
  44. m_nTEXTURE2 = 0;
  45. }
  46. int GetIndex()
  47. {
  48. // Asserts to make sure that we aren't using any skipped combinations.
  49. // Asserts to make sure that we are setting all of the combination vars.
  50. #ifdef _DEBUG
  51. bool bAllStaticVarsDefined = m_bTEXTURE2;
  52. Assert( bAllStaticVarsDefined );
  53. #endif // _DEBUG
  54. return ( 2 * m_nTEXTURE2 ) + 0;
  55. }
  56. };
  57. #define shaderStaticTest_monitorscreen_ps20b psh_forgot_to_set_static_TEXTURE2 + 0
  58. class monitorscreen_ps20b_Dynamic_Index
  59. {
  60. private:
  61. int m_nPIXELFOGTYPE;
  62. #ifdef _DEBUG
  63. bool m_bPIXELFOGTYPE;
  64. #endif
  65. public:
  66. void SetPIXELFOGTYPE( int i )
  67. {
  68. Assert( i >= 0 && i <= 1 );
  69. m_nPIXELFOGTYPE = i;
  70. #ifdef _DEBUG
  71. m_bPIXELFOGTYPE = true;
  72. #endif
  73. }
  74. void SetPIXELFOGTYPE( bool i )
  75. {
  76. Assert( ( i ? 1 : 0 ) >= 0 && ( i ? 1 : 0 ) <= 1 );
  77. m_nPIXELFOGTYPE = i ? 1 : 0;
  78. #ifdef _DEBUG
  79. m_bPIXELFOGTYPE = true;
  80. #endif
  81. }
  82. private:
  83. int m_nWRITE_DEPTH_TO_DESTALPHA;
  84. #ifdef _DEBUG
  85. bool m_bWRITE_DEPTH_TO_DESTALPHA;
  86. #endif
  87. public:
  88. void SetWRITE_DEPTH_TO_DESTALPHA( int i )
  89. {
  90. Assert( i >= 0 && i <= 0 );
  91. m_nWRITE_DEPTH_TO_DESTALPHA = i;
  92. #ifdef _DEBUG
  93. m_bWRITE_DEPTH_TO_DESTALPHA = true;
  94. #endif
  95. }
  96. void SetWRITE_DEPTH_TO_DESTALPHA( bool i )
  97. {
  98. Assert( ( i ? 1 : 0 ) >= 0 && ( i ? 1 : 0 ) <= 0 );
  99. m_nWRITE_DEPTH_TO_DESTALPHA = i ? 1 : 0;
  100. #ifdef _DEBUG
  101. m_bWRITE_DEPTH_TO_DESTALPHA = true;
  102. #endif
  103. }
  104. public:
  105. // CONSTRUCTOR
  106. monitorscreen_ps20b_Dynamic_Index( IShaderDynamicAPI *pShaderAPI )
  107. {
  108. #ifdef _DEBUG
  109. m_bPIXELFOGTYPE = true;
  110. #endif // _DEBUG
  111. m_nPIXELFOGTYPE = ( pShaderAPI->GetSceneFogMode() == MATERIAL_FOG_LINEAR_BELOW_FOG_Z ) ;
  112. #ifdef _DEBUG
  113. m_bWRITE_DEPTH_TO_DESTALPHA = false;
  114. #endif // _DEBUG
  115. m_nWRITE_DEPTH_TO_DESTALPHA = 0;
  116. }
  117. int GetIndex()
  118. {
  119. // Asserts to make sure that we aren't using any skipped combinations.
  120. // Asserts to make sure that we are setting all of the combination vars.
  121. #ifdef _DEBUG
  122. bool bAllDynamicVarsDefined = m_bPIXELFOGTYPE && m_bWRITE_DEPTH_TO_DESTALPHA;
  123. Assert( bAllDynamicVarsDefined );
  124. #endif // _DEBUG
  125. return ( 1 * m_nPIXELFOGTYPE ) + ( 2 * m_nWRITE_DEPTH_TO_DESTALPHA ) + 0;
  126. }
  127. };
  128. #define shaderDynamicTest_monitorscreen_ps20b psh_forgot_to_set_dynamic_WRITE_DEPTH_TO_DESTALPHA + 0
  129. static const ShaderComboInformation_t s_DynamicComboArray_monitorscreen_ps20b[2] =
  130. {
  131. { "PIXELFOGTYPE", 0, 1 },
  132. { "WRITE_DEPTH_TO_DESTALPHA", 0, 0 },
  133. };
  134. static const ShaderComboInformation_t s_StaticComboArray_monitorscreen_ps20b[1] =
  135. {
  136. { "TEXTURE2", 0, 1 },
  137. };
  138. static const ShaderComboSemantics_t monitorscreen_ps20b_combos =
  139. {
  140. "monitorscreen_ps20b", s_DynamicComboArray_monitorscreen_ps20b, 2, s_StaticComboArray_monitorscreen_ps20b, 1
  141. };
  142. class ConstructMe_monitorscreen_ps20b
  143. {
  144. public:
  145. ConstructMe_monitorscreen_ps20b()
  146. {
  147. GetShaderDLL()->AddShaderComboInformation( &monitorscreen_ps20b_combos );
  148. }
  149. };
  150. static ConstructMe_monitorscreen_ps20b s_ConstructMe_monitorscreen_ps20b;