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 shadow_ps20_Static_Index { private: int m_nDEFERRED_SHADOWS; #ifdef _DEBUG bool m_bDEFERRED_SHADOWS; #endif public: void SetDEFERRED_SHADOWS( int i ) { Assert( i >= 0 && i <= 1 ); m_nDEFERRED_SHADOWS = i; #ifdef _DEBUG m_bDEFERRED_SHADOWS = true; #endif } void SetDEFERRED_SHADOWS( bool i ) { Assert( ( i ? 1 : 0 ) >= 0 && ( i ? 1 : 0 ) <= 1 ); m_nDEFERRED_SHADOWS = i ? 1 : 0; #ifdef _DEBUG m_bDEFERRED_SHADOWS = true; #endif } private: int m_nBLOBBY_SHADOWS; #ifdef _DEBUG bool m_bBLOBBY_SHADOWS; #endif public: void SetBLOBBY_SHADOWS( int i ) { Assert( i >= 0 && i <= 1 ); m_nBLOBBY_SHADOWS = i; #ifdef _DEBUG m_bBLOBBY_SHADOWS = true; #endif } void SetBLOBBY_SHADOWS( bool i ) { Assert( ( i ? 1 : 0 ) >= 0 && ( i ? 1 : 0 ) <= 1 ); m_nBLOBBY_SHADOWS = i ? 1 : 0; #ifdef _DEBUG m_bBLOBBY_SHADOWS = true; #endif } public: // CONSTRUCTOR
shadow_ps20_Static_Index( IShaderShadow *pShaderShadow, IMaterialVar **params ) { #ifdef _DEBUG m_bDEFERRED_SHADOWS = false; #endif // _DEBUG
m_nDEFERRED_SHADOWS = 0; #ifdef _DEBUG m_bBLOBBY_SHADOWS = false; #endif // _DEBUG
m_nBLOBBY_SHADOWS = 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_bDEFERRED_SHADOWS && m_bBLOBBY_SHADOWS; Assert( bAllStaticVarsDefined ); #endif // _DEBUG
return ( 2 * m_nDEFERRED_SHADOWS ) + ( 4 * m_nBLOBBY_SHADOWS ) + 0; } }; #define shaderStaticTest_shadow_ps20 psh_forgot_to_set_static_DEFERRED_SHADOWS + psh_forgot_to_set_static_BLOBBY_SHADOWS + 0 class shadow_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
shadow_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_shadow_ps20 0
static const ShaderComboInformation_t s_DynamicComboArray_shadow_ps20[1] = { { "PIXELFOGTYPE", 0, 1 }, };
static const ShaderComboInformation_t s_StaticComboArray_shadow_ps20[2] = { { "DEFERRED_SHADOWS", 0, 1 }, { "BLOBBY_SHADOWS", 0, 1 }, }; static const ShaderComboSemantics_t shadow_ps20_combos = { "shadow_ps20", s_DynamicComboArray_shadow_ps20, 1, s_StaticComboArray_shadow_ps20, 2 };
class ConstructMe_shadow_ps20 { public: ConstructMe_shadow_ps20() { GetShaderDLL()->AddShaderComboInformation( &shadow_ps20_combos ); } };
static ConstructMe_shadow_ps20 s_ConstructMe_shadow_ps20;
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