Counter Strike : Global Offensive Source Code
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// ALL SKIP STATEMENTS THAT AFFECT THIS SHADER!!!
// ( $DOWATERFOG == 0 ) && ( $DOPIXELFOG && $HARDWAREFOGBLEND )
// ( $DOWATERFOG == 0 ) && ( $HARDWAREFOGBLEND == 0 ) && ( $DOPIXELFOG == 0 )
// defined $LIGHTING_PREVIEW && defined $FASTPATH && $LIGHTING_PREVIEW && $FASTPATH
#include "shaderlib/cshader.h" class global_lit_simple_vs20_Static_Index { private: int m_nMODEL; #ifdef _DEBUG bool m_bMODEL; #endif public: void SetMODEL( int i ) { Assert( i >= 0 && i <= 1 ); m_nMODEL = i; #ifdef _DEBUG m_bMODEL = true; #endif } void SetMODEL( bool i ) { m_nMODEL = i ? 1 : 0; #ifdef _DEBUG m_bMODEL = 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_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 } private: int m_nDOPIXELFOG; #ifdef _DEBUG bool m_bDOPIXELFOG; #endif public: void SetDOPIXELFOG( int i ) { Assert( i >= 0 && i <= 1 ); m_nDOPIXELFOG = i; #ifdef _DEBUG m_bDOPIXELFOG = true; #endif } void SetDOPIXELFOG( bool i ) { m_nDOPIXELFOG = i ? 1 : 0; #ifdef _DEBUG m_bDOPIXELFOG = true; #endif } private: int m_nHARDWAREFOGBLEND; #ifdef _DEBUG bool m_bHARDWAREFOGBLEND; #endif public: void SetHARDWAREFOGBLEND( int i ) { Assert( i >= 0 && i <= 1 ); m_nHARDWAREFOGBLEND = i; #ifdef _DEBUG m_bHARDWAREFOGBLEND = true; #endif } void SetHARDWAREFOGBLEND( bool i ) { m_nHARDWAREFOGBLEND = i ? 1 : 0; #ifdef _DEBUG m_bHARDWAREFOGBLEND = true; #endif } public: // CONSTRUCTOR
global_lit_simple_vs20_Static_Index( IShaderShadow *pShaderShadow, IMaterialVar **params ) { #ifdef _DEBUG m_bMODEL = false; #endif // _DEBUG
m_nMODEL = 0; #ifdef _DEBUG m_bFLASHLIGHT = false; #endif // _DEBUG
m_nFLASHLIGHT = 0; #ifdef _DEBUG m_bSPECULAR = false; #endif // _DEBUG
m_nSPECULAR = 0; #ifdef _DEBUG m_bDOPIXELFOG = true; #endif // _DEBUG
m_nDOPIXELFOG = g_pHardwareConfig->SupportsPixelShaders_2_b() ; #ifdef _DEBUG m_bHARDWAREFOGBLEND = true; #endif // _DEBUG
m_nHARDWAREFOGBLEND = !g_pHardwareConfig->SupportsPixelShaders_2_b() ; } 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_bMODEL && m_bFLASHLIGHT && m_bSPECULAR && m_bDOPIXELFOG && m_bHARDWAREFOGBLEND; Assert( bAllStaticVarsDefined ); #endif // _DEBUG
return ( 32 * m_nMODEL ) + ( 64 * m_nFLASHLIGHT ) + ( 128 * m_nSPECULAR ) + ( 256 * m_nDOPIXELFOG ) + ( 512 * m_nHARDWAREFOGBLEND ) + 0; } }; #define shaderStaticTest_global_lit_simple_vs20 vsh_forgot_to_set_static_MODEL + vsh_forgot_to_set_static_FLASHLIGHT + vsh_forgot_to_set_static_SPECULAR + 0 class global_lit_simple_vs20_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 ) { 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 ) { m_nSKINNING = i ? 1 : 0; #ifdef _DEBUG m_bSKINNING = true; #endif } 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_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_nDOWATERFOG; #ifdef _DEBUG bool m_bDOWATERFOG; #endif public: void SetDOWATERFOG( int i ) { Assert( i >= 0 && i <= 1 ); m_nDOWATERFOG = i; #ifdef _DEBUG m_bDOWATERFOG = true; #endif } void SetDOWATERFOG( bool i ) { m_nDOWATERFOG = i ? 1 : 0; #ifdef _DEBUG m_bDOWATERFOG = true; #endif } public: // CONSTRUCTOR
global_lit_simple_vs20_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; #ifdef _DEBUG m_bFOW = false; #endif // _DEBUG
m_nFOW = 0; #ifdef _DEBUG m_bDEFERRED = false; #endif // _DEBUG
m_nDEFERRED = 0; #ifdef _DEBUG m_bDOWATERFOG = true; #endif // _DEBUG
m_nDOWATERFOG = ( 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_bCOMPRESSED_VERTS && m_bSKINNING && m_bFOW && m_bDEFERRED && m_bDOWATERFOG; Assert( bAllDynamicVarsDefined ); #endif // _DEBUG
return ( 1 * m_nCOMPRESSED_VERTS ) + ( 2 * m_nSKINNING ) + ( 4 * m_nFOW ) + ( 8 * m_nDEFERRED ) + ( 16 * m_nDOWATERFOG ) + 0; } }; #define shaderDynamicTest_global_lit_simple_vs20 vsh_forgot_to_set_dynamic_COMPRESSED_VERTS + vsh_forgot_to_set_dynamic_SKINNING + vsh_forgot_to_set_dynamic_FOW + vsh_forgot_to_set_dynamic_DEFERRED + 0
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