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
// 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 unlittwotexture_ps20b_Static_Index { private: int m_nTRANSLUCENT; #ifdef _DEBUG bool m_bTRANSLUCENT; #endif public: void SetTRANSLUCENT( int i ) { Assert( i >= 0 && i <= 1 ); m_nTRANSLUCENT = i; #ifdef _DEBUG m_bTRANSLUCENT = true; #endif } void SetTRANSLUCENT( bool i ) { Assert( ( i ? 1 : 0 ) >= 0 && ( i ? 1 : 0 ) <= 1 ); m_nTRANSLUCENT = i ? 1 : 0; #ifdef _DEBUG m_bTRANSLUCENT = true; #endif } private: int m_nLIGHTING_PREVIEW; #ifdef _DEBUG bool m_bLIGHTING_PREVIEW; #endif public: void SetLIGHTING_PREVIEW( int i ) { Assert( i >= 0 && i <= 0 ); m_nLIGHTING_PREVIEW = i; #ifdef _DEBUG m_bLIGHTING_PREVIEW = true; #endif } void SetLIGHTING_PREVIEW( bool i ) { Assert( ( i ? 1 : 0 ) >= 0 && ( i ? 1 : 0 ) <= 0 ); m_nLIGHTING_PREVIEW = i ? 1 : 0; #ifdef _DEBUG m_bLIGHTING_PREVIEW = true; #endif } public: // CONSTRUCTOR
unlittwotexture_ps20b_Static_Index( IShaderShadow *pShaderShadow, IMaterialVar **params ) { #ifdef _DEBUG m_bTRANSLUCENT = false; #endif // _DEBUG
m_nTRANSLUCENT = 0; #ifdef _DEBUG m_bLIGHTING_PREVIEW = false; #endif // _DEBUG
m_nLIGHTING_PREVIEW = 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_bTRANSLUCENT && m_bLIGHTING_PREVIEW; Assert( bAllStaticVarsDefined ); #endif // _DEBUG
return ( 2 * m_nTRANSLUCENT ) + ( 4 * m_nLIGHTING_PREVIEW ) + 0; } }; #define shaderStaticTest_unlittwotexture_ps20b psh_forgot_to_set_static_TRANSLUCENT + psh_forgot_to_set_static_LIGHTING_PREVIEW + 0 class unlittwotexture_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 ) { Assert( ( i ? 1 : 0 ) >= 0 && ( i ? 1 : 0 ) <= 1 ); m_nPIXELFOGTYPE = i ? 1 : 0; #ifdef _DEBUG m_bPIXELFOGTYPE = true; #endif } private: int m_nWRITE_DEPTH_TO_DESTALPHA; #ifdef _DEBUG bool m_bWRITE_DEPTH_TO_DESTALPHA; #endif public: void SetWRITE_DEPTH_TO_DESTALPHA( int i ) { Assert( i >= 0 && i <= 0 ); m_nWRITE_DEPTH_TO_DESTALPHA = i; #ifdef _DEBUG m_bWRITE_DEPTH_TO_DESTALPHA = true; #endif } void SetWRITE_DEPTH_TO_DESTALPHA( bool i ) { Assert( ( i ? 1 : 0 ) >= 0 && ( i ? 1 : 0 ) <= 0 ); m_nWRITE_DEPTH_TO_DESTALPHA = i ? 1 : 0; #ifdef _DEBUG m_bWRITE_DEPTH_TO_DESTALPHA = true; #endif } public: // CONSTRUCTOR
unlittwotexture_ps20b_Dynamic_Index( IShaderDynamicAPI *pShaderAPI ) { #ifdef _DEBUG m_bPIXELFOGTYPE = true; #endif // _DEBUG
m_nPIXELFOGTYPE = ( pShaderAPI->GetSceneFogMode() == MATERIAL_FOG_LINEAR_BELOW_FOG_Z ) ; #ifdef _DEBUG m_bWRITE_DEPTH_TO_DESTALPHA = false; #endif // _DEBUG
m_nWRITE_DEPTH_TO_DESTALPHA = 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_bPIXELFOGTYPE && m_bWRITE_DEPTH_TO_DESTALPHA; Assert( bAllDynamicVarsDefined ); #endif // _DEBUG
return ( 1 * m_nPIXELFOGTYPE ) + ( 2 * m_nWRITE_DEPTH_TO_DESTALPHA ) + 0; } }; #define shaderDynamicTest_unlittwotexture_ps20b psh_forgot_to_set_dynamic_WRITE_DEPTH_TO_DESTALPHA + 0
static const ShaderComboInformation_t s_DynamicComboArray_unlittwotexture_ps20b[2] = { { "PIXELFOGTYPE", 0, 1 }, { "WRITE_DEPTH_TO_DESTALPHA", 0, 0 }, };
static const ShaderComboInformation_t s_StaticComboArray_unlittwotexture_ps20b[2] = { { "TRANSLUCENT", 0, 1 }, { "LIGHTING_PREVIEW", 0, 0 }, }; static const ShaderComboSemantics_t unlittwotexture_ps20b_combos = { "unlittwotexture_ps20b", s_DynamicComboArray_unlittwotexture_ps20b, 2, s_StaticComboArray_unlittwotexture_ps20b, 2 };
class ConstructMe_unlittwotexture_ps20b { public: ConstructMe_unlittwotexture_ps20b() { GetShaderDLL()->AddShaderComboInformation( &unlittwotexture_ps20b_combos ); } };
static ConstructMe_unlittwotexture_ps20b s_ConstructMe_unlittwotexture_ps20b;
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