Counter Strike : Global Offensive Source Code
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// ALL SKIP STATEMENTS THAT AFFECT THIS SHADER!!!
// ( $CASCADED_SHADOW_MAPPING == 0 ) && ( $DYN_CSM_ENABLED == 1 )
// 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 cs_grass_ps30_Static_Index { private: int m_nCASCADED_SHADOW_MAPPING; #ifdef _DEBUG bool m_bCASCADED_SHADOW_MAPPING; #endif public: void SetCASCADED_SHADOW_MAPPING( int i ) { Assert( i >= 0 && i <= 1 ); m_nCASCADED_SHADOW_MAPPING = i; #ifdef _DEBUG m_bCASCADED_SHADOW_MAPPING = true; #endif } void SetCASCADED_SHADOW_MAPPING( bool i ) { Assert( ( i ? 1 : 0 ) >= 0 && ( i ? 1 : 0 ) <= 1 ); m_nCASCADED_SHADOW_MAPPING = i ? 1 : 0; #ifdef _DEBUG m_bCASCADED_SHADOW_MAPPING = true; #endif } private: int m_nCSM_MODE; #ifdef _DEBUG bool m_bCSM_MODE; #endif public: void SetCSM_MODE( int i ) { Assert( i >= 0 && i <= 3 ); m_nCSM_MODE = i; #ifdef _DEBUG m_bCSM_MODE = true; #endif } void SetCSM_MODE( bool i ) { Assert( ( i ? 1 : 0 ) >= 0 && ( i ? 1 : 0 ) <= 3 ); m_nCSM_MODE = i ? 1 : 0; #ifdef _DEBUG m_bCSM_MODE = true; #endif } public: // CONSTRUCTOR
cs_grass_ps30_Static_Index( IShaderShadow *pShaderShadow, IMaterialVar **params ) { #ifdef _DEBUG m_bCASCADED_SHADOW_MAPPING = false; #endif // _DEBUG
m_nCASCADED_SHADOW_MAPPING = 0; #ifdef _DEBUG m_bCSM_MODE = false; #endif // _DEBUG
m_nCSM_MODE = 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_bCASCADED_SHADOW_MAPPING && m_bCSM_MODE; Assert( bAllStaticVarsDefined ); #endif // _DEBUG
return ( 4 * m_nCASCADED_SHADOW_MAPPING ) + ( 8 * m_nCSM_MODE ) + 0; } }; #define shaderStaticTest_cs_grass_ps30 psh_forgot_to_set_static_CASCADED_SHADOW_MAPPING + psh_forgot_to_set_static_CSM_MODE + 0 class cs_grass_ps30_Dynamic_Index { private: int m_nDYN_CSM_ENABLED; #ifdef _DEBUG bool m_bDYN_CSM_ENABLED; #endif public: void SetDYN_CSM_ENABLED( int i ) { Assert( i >= 0 && i <= 1 ); m_nDYN_CSM_ENABLED = i; #ifdef _DEBUG m_bDYN_CSM_ENABLED = true; #endif } void SetDYN_CSM_ENABLED( bool i ) { Assert( ( i ? 1 : 0 ) >= 0 && ( i ? 1 : 0 ) <= 1 ); m_nDYN_CSM_ENABLED = i ? 1 : 0; #ifdef _DEBUG m_bDYN_CSM_ENABLED = true; #endif } 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 } public: // CONSTRUCTOR
cs_grass_ps30_Dynamic_Index( IShaderDynamicAPI *pShaderAPI ) { #ifdef _DEBUG m_bDYN_CSM_ENABLED = false; #endif // _DEBUG
m_nDYN_CSM_ENABLED = 0; #ifdef _DEBUG m_bPIXELFOGTYPE = true; #endif // _DEBUG
m_nPIXELFOGTYPE = ( pShaderAPI->GetSceneFogMode() == MATERIAL_FOG_LINEAR_BELOW_FOG_Z ) ; } 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_bDYN_CSM_ENABLED && m_bPIXELFOGTYPE; Assert( bAllDynamicVarsDefined ); #endif // _DEBUG
return ( 1 * m_nDYN_CSM_ENABLED ) + ( 2 * m_nPIXELFOGTYPE ) + 0; } }; #define shaderDynamicTest_cs_grass_ps30 psh_forgot_to_set_dynamic_DYN_CSM_ENABLED + 0
static const ShaderComboInformation_t s_DynamicComboArray_cs_grass_ps30[2] = { { "DYN_CSM_ENABLED", 0, 1 }, { "PIXELFOGTYPE", 0, 1 }, };
static const ShaderComboInformation_t s_StaticComboArray_cs_grass_ps30[2] = { { "CASCADED_SHADOW_MAPPING", 0, 1 }, { "CSM_MODE", 0, 3 }, }; static const ShaderComboSemantics_t cs_grass_ps30_combos = { "cs_grass_ps30", s_DynamicComboArray_cs_grass_ps30, 2, s_StaticComboArray_cs_grass_ps30, 2 };
class ConstructMe_cs_grass_ps30 { public: ConstructMe_cs_grass_ps30() { GetShaderDLL()->AddShaderComboInformation( &cs_grass_ps30_combos ); } };
static ConstructMe_cs_grass_ps30 s_ConstructMe_cs_grass_ps30;
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