Counter Strike : Global Offensive Source Code
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// ALL SKIP STATEMENTS THAT AFFECT THIS SHADER!!!
// ( $FLASHLIGHT == 0 ) && ( $GLOBALLIGHT == 1 )
// ( $EDITOR == 1 ) && ( $FOW == 1 )
// ( $DEFERRED == 1 ) && ( $FOW == 1 )
// ( $DEFERRED == 1 ) && ( $GLOBALLIGHT == 1 )
// ( $DEFERRED == 1 ) && ( $FLASHLIGHT == 1 )
// ( $DEFERRED == 1 ) && ( $LIGHTING_PREVIEW == 1 )
// ( $DEFERRED == 1 ) && ( $EDITOR == 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 global_lit_simple_ps30_Static_Index { private: int m_nEDITOR; #ifdef _DEBUG bool m_bEDITOR; #endif public: void SetEDITOR( int i ) { Assert( i >= 0 && i <= 1 ); m_nEDITOR = i; #ifdef _DEBUG m_bEDITOR = true; #endif } void SetEDITOR( bool i ) { m_nEDITOR = i ? 1 : 0; #ifdef _DEBUG m_bEDITOR = true; #endif } private: int m_nFLASHLIGHT; #ifdef _DEBUG bool m_bFLASHLIGHT; #endif public: void SetFLASHLIGHT( int i ) { Assert( i >= 0 && i <= 1 ); m_nFLASHLIGHT = i; #ifdef _DEBUG m_bFLASHLIGHT = true; #endif } void SetFLASHLIGHT( bool i ) { m_nFLASHLIGHT = i ? 1 : 0; #ifdef _DEBUG m_bFLASHLIGHT = true; #endif } private: int m_nFLASHLIGHTDEPTHFILTERMODE; #ifdef _DEBUG bool m_bFLASHLIGHTDEPTHFILTERMODE; #endif public: void SetFLASHLIGHTDEPTHFILTERMODE( int i ) { Assert( i >= 0 && i <= 2 ); m_nFLASHLIGHTDEPTHFILTERMODE = i; #ifdef _DEBUG m_bFLASHLIGHTDEPTHFILTERMODE = true; #endif } void SetFLASHLIGHTDEPTHFILTERMODE( bool i ) { m_nFLASHLIGHTDEPTHFILTERMODE = i ? 1 : 0; #ifdef _DEBUG m_bFLASHLIGHTDEPTHFILTERMODE = true; #endif } private: int m_nSPECULAR; #ifdef _DEBUG bool m_bSPECULAR; #endif public: void SetSPECULAR( int i ) { Assert( i >= 0 && i <= 1 ); m_nSPECULAR = i; #ifdef _DEBUG m_bSPECULAR = true; #endif } void SetSPECULAR( bool i ) { m_nSPECULAR = i ? 1 : 0; #ifdef _DEBUG m_bSPECULAR = true; #endif } public: // CONSTRUCTOR
global_lit_simple_ps30_Static_Index( IShaderShadow *pShaderShadow, IMaterialVar **params ) { #ifdef _DEBUG m_bEDITOR = false; #endif // _DEBUG
m_nEDITOR = 0; #ifdef _DEBUG m_bFLASHLIGHT = false; #endif // _DEBUG
m_nFLASHLIGHT = 0; #ifdef _DEBUG m_bFLASHLIGHTDEPTHFILTERMODE = false; #endif // _DEBUG
m_nFLASHLIGHTDEPTHFILTERMODE = 0; #ifdef _DEBUG m_bSPECULAR = false; #endif // _DEBUG
m_nSPECULAR = 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_bEDITOR && m_bFLASHLIGHT && m_bFLASHLIGHTDEPTHFILTERMODE && m_bSPECULAR; Assert( bAllStaticVarsDefined ); #endif // _DEBUG
return ( 64 * m_nEDITOR ) + ( 128 * m_nFLASHLIGHT ) + ( 256 * m_nFLASHLIGHTDEPTHFILTERMODE ) + ( 768 * m_nSPECULAR ) + 0; } }; #define shaderStaticTest_global_lit_simple_ps30 psh_forgot_to_set_static_EDITOR + psh_forgot_to_set_static_FLASHLIGHT + psh_forgot_to_set_static_FLASHLIGHTDEPTHFILTERMODE + psh_forgot_to_set_static_SPECULAR + 0 class global_lit_simple_ps30_Dynamic_Index { private: int m_nFOW; #ifdef _DEBUG bool m_bFOW; #endif public: void SetFOW( int i ) { Assert( i >= 0 && i <= 1 ); m_nFOW = i; #ifdef _DEBUG m_bFOW = true; #endif } void SetFOW( bool i ) { m_nFOW = i ? 1 : 0; #ifdef _DEBUG m_bFOW = true; #endif } private: int m_nFLASHLIGHTSHADOWS; #ifdef _DEBUG bool m_bFLASHLIGHTSHADOWS; #endif public: void SetFLASHLIGHTSHADOWS( int i ) { Assert( i >= 0 && i <= 1 ); m_nFLASHLIGHTSHADOWS = i; #ifdef _DEBUG m_bFLASHLIGHTSHADOWS = true; #endif } void SetFLASHLIGHTSHADOWS( bool i ) { m_nFLASHLIGHTSHADOWS = i ? 1 : 0; #ifdef _DEBUG m_bFLASHLIGHTSHADOWS = true; #endif } private: int m_nGLOBALLIGHT; #ifdef _DEBUG bool m_bGLOBALLIGHT; #endif public: void SetGLOBALLIGHT( int i ) { Assert( i >= 0 && i <= 1 ); m_nGLOBALLIGHT = i; #ifdef _DEBUG m_bGLOBALLIGHT = true; #endif } void SetGLOBALLIGHT( bool i ) { m_nGLOBALLIGHT = i ? 1 : 0; #ifdef _DEBUG m_bGLOBALLIGHT = true; #endif } private: int m_nWRITEWATERFOGTODESTALPHA; #ifdef _DEBUG bool m_bWRITEWATERFOGTODESTALPHA; #endif public: void SetWRITEWATERFOGTODESTALPHA( int i ) { Assert( i >= 0 && i <= 1 ); m_nWRITEWATERFOGTODESTALPHA = i; #ifdef _DEBUG m_bWRITEWATERFOGTODESTALPHA = true; #endif } void SetWRITEWATERFOGTODESTALPHA( bool i ) { m_nWRITEWATERFOGTODESTALPHA = i ? 1 : 0; #ifdef _DEBUG m_bWRITEWATERFOGTODESTALPHA = true; #endif } private: int m_nDEFERRED; #ifdef _DEBUG bool m_bDEFERRED; #endif public: void SetDEFERRED( int i ) { Assert( i >= 0 && i <= 1 ); m_nDEFERRED = i; #ifdef _DEBUG m_bDEFERRED = true; #endif } void SetDEFERRED( bool i ) { m_nDEFERRED = i ? 1 : 0; #ifdef _DEBUG m_bDEFERRED = 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 ) { m_nPIXELFOGTYPE = i ? 1 : 0; #ifdef _DEBUG m_bPIXELFOGTYPE = true; #endif } public: // CONSTRUCTOR
global_lit_simple_ps30_Dynamic_Index( IShaderDynamicAPI *pShaderAPI ) { #ifdef _DEBUG m_bFOW = false; #endif // _DEBUG
m_nFOW = 0; #ifdef _DEBUG m_bFLASHLIGHTSHADOWS = false; #endif // _DEBUG
m_nFLASHLIGHTSHADOWS = 0; #ifdef _DEBUG m_bGLOBALLIGHT = false; #endif // _DEBUG
m_nGLOBALLIGHT = 0; #ifdef _DEBUG m_bWRITEWATERFOGTODESTALPHA = false; #endif // _DEBUG
m_nWRITEWATERFOGTODESTALPHA = 0; #ifdef _DEBUG m_bDEFERRED = false; #endif // _DEBUG
m_nDEFERRED = 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_bFOW && m_bFLASHLIGHTSHADOWS && m_bGLOBALLIGHT && m_bWRITEWATERFOGTODESTALPHA && m_bDEFERRED && m_bPIXELFOGTYPE; Assert( bAllDynamicVarsDefined ); #endif // _DEBUG
return ( 1 * m_nFOW ) + ( 2 * m_nFLASHLIGHTSHADOWS ) + ( 4 * m_nGLOBALLIGHT ) + ( 8 * m_nWRITEWATERFOGTODESTALPHA ) + ( 16 * m_nDEFERRED ) + ( 32 * m_nPIXELFOGTYPE ) + 0; } }; #define shaderDynamicTest_global_lit_simple_ps30 psh_forgot_to_set_dynamic_FOW + psh_forgot_to_set_dynamic_FLASHLIGHTSHADOWS + psh_forgot_to_set_dynamic_GLOBALLIGHT + psh_forgot_to_set_dynamic_WRITEWATERFOGTODESTALPHA + psh_forgot_to_set_dynamic_DEFERRED + 0
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