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
#include "shaderlib/cshader.h" class cloak_blended_pass_ps20_Static_Index { private: int m_nBUMPMAP; #ifdef _DEBUG bool m_bBUMPMAP; #endif public: void SetBUMPMAP( int i ) { Assert( i >= 0 && i <= 1 ); m_nBUMPMAP = i; #ifdef _DEBUG m_bBUMPMAP = true; #endif } void SetBUMPMAP( bool i ) { Assert( ( i ? 1 : 0 ) >= 0 && ( i ? 1 : 0 ) <= 1 ); m_nBUMPMAP = i ? 1 : 0; #ifdef _DEBUG m_bBUMPMAP = true; #endif } public: // CONSTRUCTOR
cloak_blended_pass_ps20_Static_Index( IShaderShadow *pShaderShadow, IMaterialVar **params ) { #ifdef _DEBUG m_bBUMPMAP = false; #endif // _DEBUG
m_nBUMPMAP = 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_bBUMPMAP; Assert( bAllStaticVarsDefined ); #endif // _DEBUG
return ( 1 * m_nBUMPMAP ) + 0; } }; #define shaderStaticTest_cloak_blended_pass_ps20 psh_forgot_to_set_static_BUMPMAP + 0 class cloak_blended_pass_ps20_Dynamic_Index { public: // CONSTRUCTOR
cloak_blended_pass_ps20_Dynamic_Index( IShaderDynamicAPI *pShaderAPI ) { } 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 #endif // _DEBUG
return 0; } }; #define shaderDynamicTest_cloak_blended_pass_ps20 0
static const ShaderComboInformation_t s_StaticComboArray_cloak_blended_pass_ps20[1] = { { "BUMPMAP", 0, 1 }, }; static const ShaderComboSemantics_t cloak_blended_pass_ps20_combos = { "cloak_blended_pass_ps20", NULL, 0, s_StaticComboArray_cloak_blended_pass_ps20, 1 };
class ConstructMe_cloak_blended_pass_ps20 { public: ConstructMe_cloak_blended_pass_ps20() { GetShaderDLL()->AddShaderComboInformation( &cloak_blended_pass_ps20_combos ); } };
static ConstructMe_cloak_blended_pass_ps20 s_ConstructMe_cloak_blended_pass_ps20;
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