Counter Strike : Global Offensive Source Code
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// ALL SKIP STATEMENTS THAT AFFECT THIS SHADER!!!
// ( $STAGE != 2 ) && ( $TINTED == 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
#include "shaderlib/cshader.h" class portal_refract_ps20_Static_Index { private: int m_nSTAGE; #ifdef _DEBUG bool m_bSTAGE; #endif public: void SetSTAGE( int i ) { Assert( i >= 0 && i <= 2 ); m_nSTAGE = i; #ifdef _DEBUG m_bSTAGE = true; #endif } void SetSTAGE( bool i ) { Assert( ( i ? 1 : 0 ) >= 0 && ( i ? 1 : 0 ) <= 2 ); m_nSTAGE = i ? 1 : 0; #ifdef _DEBUG m_bSTAGE = true; #endif } private: int m_nTINTED; #ifdef _DEBUG bool m_bTINTED; #endif public: void SetTINTED( int i ) { Assert( i >= 0 && i <= 1 ); m_nTINTED = i; #ifdef _DEBUG m_bTINTED = true; #endif } void SetTINTED( bool i ) { Assert( ( i ? 1 : 0 ) >= 0 && ( i ? 1 : 0 ) <= 1 ); m_nTINTED = i ? 1 : 0; #ifdef _DEBUG m_bTINTED = true; #endif } private: int m_nDOPIXELFOG; #ifdef _DEBUG bool m_bDOPIXELFOG; #endif public: void SetDOPIXELFOG( int i ) { Assert( i >= 0 && i <= 0 ); m_nDOPIXELFOG = i; #ifdef _DEBUG m_bDOPIXELFOG = true; #endif } void SetDOPIXELFOG( bool i ) { Assert( ( i ? 1 : 0 ) >= 0 && ( i ? 1 : 0 ) <= 0 ); m_nDOPIXELFOG = i ? 1 : 0; #ifdef _DEBUG m_bDOPIXELFOG = true; #endif } public: // CONSTRUCTOR
portal_refract_ps20_Static_Index( IShaderShadow *pShaderShadow, IMaterialVar **params ) { #ifdef _DEBUG m_bSTAGE = false; #endif // _DEBUG
m_nSTAGE = 0; #ifdef _DEBUG m_bTINTED = false; #endif // _DEBUG
m_nTINTED = 0; #ifdef _DEBUG m_bDOPIXELFOG = true; #endif // _DEBUG
m_nDOPIXELFOG = 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_bSTAGE && m_bTINTED && m_bDOPIXELFOG; Assert( bAllStaticVarsDefined ); #endif // _DEBUG
return ( 2 * m_nSTAGE ) + ( 6 * m_nTINTED ) + ( 12 * m_nDOPIXELFOG ) + 0; } }; #define shaderStaticTest_portal_refract_ps20 psh_forgot_to_set_static_STAGE + psh_forgot_to_set_static_TINTED + 0 class portal_refract_ps20_Dynamic_Index { 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
portal_refract_ps20_Dynamic_Index( IShaderDynamicAPI *pShaderAPI ) { #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_bPIXELFOGTYPE; Assert( bAllDynamicVarsDefined ); #endif // _DEBUG
return ( 1 * m_nPIXELFOGTYPE ) + 0; } }; #define shaderDynamicTest_portal_refract_ps20 0
static const ShaderComboInformation_t s_DynamicComboArray_portal_refract_ps20[1] = { { "PIXELFOGTYPE", 0, 1 }, };
static const ShaderComboInformation_t s_StaticComboArray_portal_refract_ps20[3] = { { "STAGE", 0, 2 }, { "TINTED", 0, 1 }, { "DOPIXELFOG", 0, 0 }, }; static const ShaderComboSemantics_t portal_refract_ps20_combos = { "portal_refract_ps20", s_DynamicComboArray_portal_refract_ps20, 1, s_StaticComboArray_portal_refract_ps20, 3 };
class ConstructMe_portal_refract_ps20 { public: ConstructMe_portal_refract_ps20() { GetShaderDLL()->AddShaderComboInformation( &portal_refract_ps20_combos ); } };
static ConstructMe_portal_refract_ps20 s_ConstructMe_portal_refract_ps20;
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