Counter Strike : Global Offensive Source Code
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  1. // ALL SKIP STATEMENTS THAT AFFECT THIS SHADER!!!
  2. // defined $LIGHTING_PREVIEW && defined $FASTPATH && $LIGHTING_PREVIEW && $FASTPATH
  3. #include "shaderlib/cshader.h"
  4. class blob_arm_vs20_Static_Index
  5. {
  6. private:
  7. int m_nWIDEN_TIPS;
  8. #ifdef _DEBUG
  9. bool m_bWIDEN_TIPS;
  10. #endif
  11. public:
  12. void SetWIDEN_TIPS( int i )
  13. {
  14. Assert( i >= 0 && i <= 1 );
  15. m_nWIDEN_TIPS = i;
  16. #ifdef _DEBUG
  17. m_bWIDEN_TIPS = true;
  18. #endif
  19. }
  20. void SetWIDEN_TIPS( bool i )
  21. {
  22. Assert( ( i ? 1 : 0 ) >= 0 && ( i ? 1 : 0 ) <= 1 );
  23. m_nWIDEN_TIPS = i ? 1 : 0;
  24. #ifdef _DEBUG
  25. m_bWIDEN_TIPS = true;
  26. #endif
  27. }
  28. public:
  29. // CONSTRUCTOR
  30. blob_arm_vs20_Static_Index( IShaderShadow *pShaderShadow, IMaterialVar **params )
  31. {
  32. #ifdef _DEBUG
  33. m_bWIDEN_TIPS = false;
  34. #endif // _DEBUG
  35. m_nWIDEN_TIPS = 0;
  36. }
  37. int GetIndex()
  38. {
  39. // Asserts to make sure that we aren't using any skipped combinations.
  40. // Asserts to make sure that we are setting all of the combination vars.
  41. #ifdef _DEBUG
  42. bool bAllStaticVarsDefined = m_bWIDEN_TIPS;
  43. Assert( bAllStaticVarsDefined );
  44. #endif // _DEBUG
  45. return ( 2 * m_nWIDEN_TIPS ) + 0;
  46. }
  47. };
  48. #define shaderStaticTest_blob_arm_vs20 vsh_forgot_to_set_static_WIDEN_TIPS + 0
  49. class blob_arm_vs20_Dynamic_Index
  50. {
  51. private:
  52. int m_nCOMPRESSED_VERTS;
  53. #ifdef _DEBUG
  54. bool m_bCOMPRESSED_VERTS;
  55. #endif
  56. public:
  57. void SetCOMPRESSED_VERTS( int i )
  58. {
  59. Assert( i >= 0 && i <= 1 );
  60. m_nCOMPRESSED_VERTS = i;
  61. #ifdef _DEBUG
  62. m_bCOMPRESSED_VERTS = true;
  63. #endif
  64. }
  65. void SetCOMPRESSED_VERTS( bool i )
  66. {
  67. Assert( ( i ? 1 : 0 ) >= 0 && ( i ? 1 : 0 ) <= 1 );
  68. m_nCOMPRESSED_VERTS = i ? 1 : 0;
  69. #ifdef _DEBUG
  70. m_bCOMPRESSED_VERTS = true;
  71. #endif
  72. }
  73. public:
  74. // CONSTRUCTOR
  75. blob_arm_vs20_Dynamic_Index( IShaderDynamicAPI *pShaderAPI )
  76. {
  77. #ifdef _DEBUG
  78. m_bCOMPRESSED_VERTS = false;
  79. #endif // _DEBUG
  80. m_nCOMPRESSED_VERTS = 0;
  81. }
  82. int GetIndex()
  83. {
  84. // Asserts to make sure that we aren't using any skipped combinations.
  85. // Asserts to make sure that we are setting all of the combination vars.
  86. #ifdef _DEBUG
  87. bool bAllDynamicVarsDefined = m_bCOMPRESSED_VERTS;
  88. Assert( bAllDynamicVarsDefined );
  89. #endif // _DEBUG
  90. return ( 1 * m_nCOMPRESSED_VERTS ) + 0;
  91. }
  92. };
  93. #define shaderDynamicTest_blob_arm_vs20 vsh_forgot_to_set_dynamic_COMPRESSED_VERTS + 0
  94. static const ShaderComboInformation_t s_DynamicComboArray_blob_arm_vs20[1] =
  95. {
  96. { "COMPRESSED_VERTS", 0, 1 },
  97. };
  98. static const ShaderComboInformation_t s_StaticComboArray_blob_arm_vs20[1] =
  99. {
  100. { "WIDEN_TIPS", 0, 1 },
  101. };
  102. static const ShaderComboSemantics_t blob_arm_vs20_combos =
  103. {
  104. "blob_arm_vs20", s_DynamicComboArray_blob_arm_vs20, 1, s_StaticComboArray_blob_arm_vs20, 1
  105. };
  106. class ConstructMe_blob_arm_vs20
  107. {
  108. public:
  109. ConstructMe_blob_arm_vs20()
  110. {
  111. GetShaderDLL()->AddShaderComboInformation( &blob_arm_vs20_combos );
  112. }
  113. };
  114. static ConstructMe_blob_arm_vs20 s_ConstructMe_blob_arm_vs20;