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 sfm_ambientocclusion_ps30_Static_Index { public: // CONSTRUCTOR
sfm_ambientocclusion_ps30_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_sfm_ambientocclusion_ps30 0 class sfm_ambientocclusion_ps30_Dynamic_Index { private: int m_nAO_MODE; #ifdef _DEBUG bool m_bAO_MODE; #endif public: void SetAO_MODE( int i ) { Assert( i >= 0 && i <= 2 ); m_nAO_MODE = i; #ifdef _DEBUG m_bAO_MODE = true; #endif } void SetAO_MODE( bool i ) { Assert( ( i ? 1 : 0 ) >= 0 && ( i ? 1 : 0 ) <= 2 ); m_nAO_MODE = i ? 1 : 0; #ifdef _DEBUG m_bAO_MODE = true; #endif } public: // CONSTRUCTOR
sfm_ambientocclusion_ps30_Dynamic_Index( IShaderDynamicAPI *pShaderAPI ) { #ifdef _DEBUG m_bAO_MODE = false; #endif // _DEBUG
m_nAO_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 bAllDynamicVarsDefined = m_bAO_MODE; Assert( bAllDynamicVarsDefined ); #endif // _DEBUG
return ( 1 * m_nAO_MODE ) + 0; } }; #define shaderDynamicTest_sfm_ambientocclusion_ps30 psh_forgot_to_set_dynamic_AO_MODE + 0
static const ShaderComboInformation_t s_DynamicComboArray_sfm_ambientocclusion_ps30[1] = { { "AO_MODE", 0, 2 }, }; static const ShaderComboSemantics_t sfm_ambientocclusion_ps30_combos = { "sfm_ambientocclusion_ps30", s_DynamicComboArray_sfm_ambientocclusion_ps30, 1, NULL, 0 };
class ConstructMe_sfm_ambientocclusion_ps30 { public: ConstructMe_sfm_ambientocclusion_ps30() { GetShaderDLL()->AddShaderComboInformation( &sfm_ambientocclusion_ps30_combos ); } };
static ConstructMe_sfm_ambientocclusion_ps30 s_ConstructMe_sfm_ambientocclusion_ps30;
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