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 blob_vs30_Static_Index { private: int m_nCONTACT_SHADOW; #ifdef _DEBUG bool m_bCONTACT_SHADOW; #endif public: void SetCONTACT_SHADOW( int i ) { Assert( i >= 0 && i <= 1 ); m_nCONTACT_SHADOW = i; #ifdef _DEBUG m_bCONTACT_SHADOW = true; #endif } void SetCONTACT_SHADOW( bool i ) { Assert( ( i ? 1 : 0 ) >= 0 && ( i ? 1 : 0 ) <= 1 ); m_nCONTACT_SHADOW = i ? 1 : 0; #ifdef _DEBUG m_bCONTACT_SHADOW = true; #endif } private: int m_nVOLUME_TEXTURE; #ifdef _DEBUG bool m_bVOLUME_TEXTURE; #endif public: void SetVOLUME_TEXTURE( int i ) { Assert( i >= 0 && i <= 1 ); m_nVOLUME_TEXTURE = i; #ifdef _DEBUG m_bVOLUME_TEXTURE = true; #endif } void SetVOLUME_TEXTURE( bool i ) { Assert( ( i ? 1 : 0 ) >= 0 && ( i ? 1 : 0 ) <= 1 ); m_nVOLUME_TEXTURE = i ? 1 : 0; #ifdef _DEBUG m_bVOLUME_TEXTURE = true; #endif } public: // CONSTRUCTOR
blob_vs30_Static_Index( IShaderShadow *pShaderShadow, IMaterialVar **params ) { #ifdef _DEBUG m_bCONTACT_SHADOW = false; #endif // _DEBUG
m_nCONTACT_SHADOW = 0; #ifdef _DEBUG m_bVOLUME_TEXTURE = false; #endif // _DEBUG
m_nVOLUME_TEXTURE = 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_bCONTACT_SHADOW && m_bVOLUME_TEXTURE; Assert( bAllStaticVarsDefined ); #endif // _DEBUG
return ( 4 * m_nCONTACT_SHADOW ) + ( 8 * m_nVOLUME_TEXTURE ) + 0; } }; #define shaderStaticTest_blob_vs30 vsh_forgot_to_set_static_CONTACT_SHADOW + vsh_forgot_to_set_static_VOLUME_TEXTURE + 0 class blob_vs30_Dynamic_Index { private: int m_nCOMPRESSED_VERTS; #ifdef _DEBUG bool m_bCOMPRESSED_VERTS; #endif public: void SetCOMPRESSED_VERTS( int i ) { Assert( i >= 0 && i <= 1 ); m_nCOMPRESSED_VERTS = i; #ifdef _DEBUG m_bCOMPRESSED_VERTS = true; #endif } void SetCOMPRESSED_VERTS( bool i ) { Assert( ( i ? 1 : 0 ) >= 0 && ( i ? 1 : 0 ) <= 1 ); m_nCOMPRESSED_VERTS = i ? 1 : 0; #ifdef _DEBUG m_bCOMPRESSED_VERTS = true; #endif } 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
blob_vs30_Dynamic_Index( IShaderDynamicAPI *pShaderAPI ) { #ifdef _DEBUG m_bCOMPRESSED_VERTS = false; #endif // _DEBUG
m_nCOMPRESSED_VERTS = 0; #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_bCOMPRESSED_VERTS && m_bSKINNING; Assert( bAllDynamicVarsDefined ); #endif // _DEBUG
return ( 1 * m_nCOMPRESSED_VERTS ) + ( 2 * m_nSKINNING ) + 0; } }; #define shaderDynamicTest_blob_vs30 vsh_forgot_to_set_dynamic_COMPRESSED_VERTS + vsh_forgot_to_set_dynamic_SKINNING + 0
static const ShaderComboInformation_t s_DynamicComboArray_blob_vs30[2] = { { "COMPRESSED_VERTS", 0, 1 }, { "SKINNING", 0, 1 }, };
static const ShaderComboInformation_t s_StaticComboArray_blob_vs30[2] = { { "CONTACT_SHADOW", 0, 1 }, { "VOLUME_TEXTURE", 0, 1 }, }; static const ShaderComboSemantics_t blob_vs30_combos = { "blob_vs30", s_DynamicComboArray_blob_vs30, 2, s_StaticComboArray_blob_vs30, 2 };
class ConstructMe_blob_vs30 { public: ConstructMe_blob_vs30() { GetShaderDLL()->AddShaderComboInformation( &blob_vs30_combos ); } };
static ConstructMe_blob_vs30 s_ConstructMe_blob_vs30;
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