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 debugtextureview_ps20b_Static_Index { private: int m_nSHOWALPHA; #ifdef _DEBUG bool m_bSHOWALPHA; #endif public: void SetSHOWALPHA( int i ) { Assert( i >= 0 && i <= 1 ); m_nSHOWALPHA = i; #ifdef _DEBUG m_bSHOWALPHA = true; #endif } void SetSHOWALPHA( bool i ) { Assert( ( i ? 1 : 0 ) >= 0 && ( i ? 1 : 0 ) <= 1 ); m_nSHOWALPHA = i ? 1 : 0; #ifdef _DEBUG m_bSHOWALPHA = true; #endif } public: // CONSTRUCTOR
debugtextureview_ps20b_Static_Index( IShaderShadow *pShaderShadow, IMaterialVar **params ) { #ifdef _DEBUG m_bSHOWALPHA = false; #endif // _DEBUG
m_nSHOWALPHA = 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_bSHOWALPHA; Assert( bAllStaticVarsDefined ); #endif // _DEBUG
return ( 2 * m_nSHOWALPHA ) + 0; } }; #define shaderStaticTest_debugtextureview_ps20b psh_forgot_to_set_static_SHOWALPHA + 0 class debugtextureview_ps20b_Dynamic_Index { private: int m_nISCUBEMAP; #ifdef _DEBUG bool m_bISCUBEMAP; #endif public: void SetISCUBEMAP( int i ) { Assert( i >= 0 && i <= 1 ); m_nISCUBEMAP = i; #ifdef _DEBUG m_bISCUBEMAP = true; #endif } void SetISCUBEMAP( bool i ) { Assert( ( i ? 1 : 0 ) >= 0 && ( i ? 1 : 0 ) <= 1 ); m_nISCUBEMAP = i ? 1 : 0; #ifdef _DEBUG m_bISCUBEMAP = true; #endif } public: // CONSTRUCTOR
debugtextureview_ps20b_Dynamic_Index( IShaderDynamicAPI *pShaderAPI ) { #ifdef _DEBUG m_bISCUBEMAP = false; #endif // _DEBUG
m_nISCUBEMAP = 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_bISCUBEMAP; Assert( bAllDynamicVarsDefined ); #endif // _DEBUG
return ( 1 * m_nISCUBEMAP ) + 0; } }; #define shaderDynamicTest_debugtextureview_ps20b psh_forgot_to_set_dynamic_ISCUBEMAP + 0
static const ShaderComboInformation_t s_DynamicComboArray_debugtextureview_ps20b[1] = { { "ISCUBEMAP", 0, 1 }, };
static const ShaderComboInformation_t s_StaticComboArray_debugtextureview_ps20b[1] = { { "SHOWALPHA", 0, 1 }, }; static const ShaderComboSemantics_t debugtextureview_ps20b_combos = { "debugtextureview_ps20b", s_DynamicComboArray_debugtextureview_ps20b, 1, s_StaticComboArray_debugtextureview_ps20b, 1 };
class ConstructMe_debugtextureview_ps20b { public: ConstructMe_debugtextureview_ps20b() { GetShaderDLL()->AddShaderComboInformation( &debugtextureview_ps20b_combos ); } };
static ConstructMe_debugtextureview_ps20b s_ConstructMe_debugtextureview_ps20b;
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