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 depth_of_field_ps20b_Static_Index { public: // CONSTRUCTOR
depth_of_field_ps20b_Static_Index( IShaderShadow *pShaderShadow, IMaterialVar **params ) { } 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 shaderStaticTest_depth_of_field_ps20b 0 class depth_of_field_ps20b_Dynamic_Index { private: int m_nQUALITY; #ifdef _DEBUG bool m_bQUALITY; #endif public: void SetQUALITY( int i ) { Assert( i >= 0 && i <= 3 ); m_nQUALITY = i; #ifdef _DEBUG m_bQUALITY = true; #endif } void SetQUALITY( bool i ) { Assert( ( i ? 1 : 0 ) >= 0 && ( i ? 1 : 0 ) <= 3 ); m_nQUALITY = i ? 1 : 0; #ifdef _DEBUG m_bQUALITY = true; #endif } public: // CONSTRUCTOR
depth_of_field_ps20b_Dynamic_Index( IShaderDynamicAPI *pShaderAPI ) { #ifdef _DEBUG m_bQUALITY = false; #endif // _DEBUG
m_nQUALITY = 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_bQUALITY; Assert( bAllDynamicVarsDefined ); #endif // _DEBUG
return ( 1 * m_nQUALITY ) + 0; } }; #define shaderDynamicTest_depth_of_field_ps20b psh_forgot_to_set_dynamic_QUALITY + 0
static const ShaderComboInformation_t s_DynamicComboArray_depth_of_field_ps20b[1] = { { "QUALITY", 0, 3 }, }; static const ShaderComboSemantics_t depth_of_field_ps20b_combos = { "depth_of_field_ps20b", s_DynamicComboArray_depth_of_field_ps20b, 1, NULL, 0 };
class ConstructMe_depth_of_field_ps20b { public: ConstructMe_depth_of_field_ps20b() { GetShaderDLL()->AddShaderComboInformation( &depth_of_field_ps20b_combos ); } };
static ConstructMe_depth_of_field_ps20b s_ConstructMe_depth_of_field_ps20b;
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