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
// 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 ssao_ps20_Static_Index { private: int m_nFINAL; #ifdef _DEBUG bool m_bFINAL; #endif public: void SetFINAL( int i ) { Assert( i >= 0 && i <= 1 ); m_nFINAL = i; #ifdef _DEBUG m_bFINAL = true; #endif } void SetFINAL( bool i ) { m_nFINAL = i ? 1 : 0; #ifdef _DEBUG m_bFINAL = 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 } public: // CONSTRUCTOR
ssao_ps20_Static_Index( IShaderShadow *pShaderShadow, IMaterialVar **params ) { #ifdef _DEBUG m_bFINAL = false; #endif // _DEBUG
m_nFINAL = 0; #ifdef _DEBUG m_bFOW = false; #endif // _DEBUG
m_nFOW = 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_bFINAL && m_bFOW; Assert( bAllStaticVarsDefined ); #endif // _DEBUG
return ( 4 * m_nFINAL ) + ( 8 * m_nFOW ) + 0; } }; #define shaderStaticTest_ssao_ps20 psh_forgot_to_set_static_FINAL + psh_forgot_to_set_static_FOW + 0 class ssao_ps20_Dynamic_Index { 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
ssao_ps20_Dynamic_Index( IShaderDynamicAPI *pShaderAPI ) { #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_bDEFERRED && m_bPIXELFOGTYPE; Assert( bAllDynamicVarsDefined ); #endif // _DEBUG
return ( 1 * m_nDEFERRED ) + ( 2 * m_nPIXELFOGTYPE ) + 0; } }; #define shaderDynamicTest_ssao_ps20 psh_forgot_to_set_dynamic_DEFERRED + 0
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