Counter Strike : Global Offensive Source Code
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// ALL SKIP STATEMENTS THAT AFFECT THIS SHADER!!!
// defined $LIGHTING_PREVIEW && defined $FASTPATH && $LIGHTING_PREVIEW && $FASTPATH
#include "shaderlib/cshader.h" class portalstaticoverlay_vs20_Static_Index { private: int m_nMODEL; #ifdef _DEBUG bool m_bMODEL; #endif public: void SetMODEL( int i ) { Assert( i >= 0 && i <= 1 ); m_nMODEL = i; #ifdef _DEBUG m_bMODEL = true; #endif } void SetMODEL( bool i ) { Assert( ( i ? 1 : 0 ) >= 0 && ( i ? 1 : 0 ) <= 1 ); m_nMODEL = i ? 1 : 0; #ifdef _DEBUG m_bMODEL = true; #endif } private: int m_nPORTALGHOSTOVERLAY; #ifdef _DEBUG bool m_bPORTALGHOSTOVERLAY; #endif public: void SetPORTALGHOSTOVERLAY( int i ) { Assert( i >= 0 && i <= 2 ); m_nPORTALGHOSTOVERLAY = i; #ifdef _DEBUG m_bPORTALGHOSTOVERLAY = true; #endif } void SetPORTALGHOSTOVERLAY( bool i ) { Assert( ( i ? 1 : 0 ) >= 0 && ( i ? 1 : 0 ) <= 2 ); m_nPORTALGHOSTOVERLAY = i ? 1 : 0; #ifdef _DEBUG m_bPORTALGHOSTOVERLAY = true; #endif } public: // CONSTRUCTOR
portalstaticoverlay_vs20_Static_Index( IShaderShadow *pShaderShadow, IMaterialVar **params ) { #ifdef _DEBUG m_bMODEL = false; #endif // _DEBUG
m_nMODEL = 0; #ifdef _DEBUG m_bPORTALGHOSTOVERLAY = false; #endif // _DEBUG
m_nPORTALGHOSTOVERLAY = 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_bMODEL && m_bPORTALGHOSTOVERLAY; Assert( bAllStaticVarsDefined ); #endif // _DEBUG
return ( 2 * m_nMODEL ) + ( 4 * m_nPORTALGHOSTOVERLAY ) + 0; } }; #define shaderStaticTest_portalstaticoverlay_vs20 vsh_forgot_to_set_static_MODEL + vsh_forgot_to_set_static_PORTALGHOSTOVERLAY + 0 class portalstaticoverlay_vs20_Dynamic_Index { private: int m_nSKINNING; #ifdef _DEBUG bool m_bSKINNING; #endif public: void SetSKINNING( int i ) { Assert( i >= 0 && i <= 1 ); m_nSKINNING = i; #ifdef _DEBUG m_bSKINNING = true; #endif } void SetSKINNING( bool i ) { Assert( ( i ? 1 : 0 ) >= 0 && ( i ? 1 : 0 ) <= 1 ); m_nSKINNING = i ? 1 : 0; #ifdef _DEBUG m_bSKINNING = true; #endif } public: // CONSTRUCTOR
portalstaticoverlay_vs20_Dynamic_Index( IShaderDynamicAPI *pShaderAPI ) { #ifdef _DEBUG m_bSKINNING = false; #endif // _DEBUG
m_nSKINNING = 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 bAllDynamicVarsDefined = m_bSKINNING; Assert( bAllDynamicVarsDefined ); #endif // _DEBUG
return ( 1 * m_nSKINNING ) + 0; } }; #define shaderDynamicTest_portalstaticoverlay_vs20 vsh_forgot_to_set_dynamic_SKINNING + 0
static const ShaderComboInformation_t s_DynamicComboArray_portalstaticoverlay_vs20[1] = { { "SKINNING", 0, 1 }, };
static const ShaderComboInformation_t s_StaticComboArray_portalstaticoverlay_vs20[2] = { { "MODEL", 0, 1 }, { "PORTALGHOSTOVERLAY", 0, 2 }, }; static const ShaderComboSemantics_t portalstaticoverlay_vs20_combos = { "portalstaticoverlay_vs20", s_DynamicComboArray_portalstaticoverlay_vs20, 1, s_StaticComboArray_portalstaticoverlay_vs20, 2 };
class ConstructMe_portalstaticoverlay_vs20 { public: ConstructMe_portalstaticoverlay_vs20() { GetShaderDLL()->AddShaderComboInformation( &portalstaticoverlay_vs20_combos ); } };
static ConstructMe_portalstaticoverlay_vs20 s_ConstructMe_portalstaticoverlay_vs20;
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