Counter Strike : Global Offensive Source Code
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//===================== Copyright (c) Valve Corporation. All Rights Reserved. ======================
// STATIC: "BASETEXTURE2" "0..1" // STATIC: "BUMPMAP" "0..2" // STATIC: "BUMPMAP2" "0..1" [ps20b] [ps30] // STATIC: "BUMPMAP2" "0..0" [ps20] // STATIC: "CUBEMAP" "0..2" // STATIC: "ENVMAPMASK" "0..1" // STATIC: "BASEALPHAENVMAPMASK" "0..1" // STATIC: "SELFILLUM" "0..1" // STATIC: "NORMALMAPALPHAENVMAPMASK" "0..1" // STATIC: "FANCY_BLENDING" "0..3" [ps20b] [ps30] // STATIC: "FANCY_BLENDING" "0..0" [ps20] // STATIC: "SEAMLESS" "0..1" // STATIC: "ENVMAPANISOTROPY" "0..1" [ps20b] [ps30] // STATIC: "ENVMAPANISOTROPY" "0..0" [ps20] // STATIC: "ADDBUMPMAPS" "0..1" [ps20b] [ps30] // STATIC: "ADDBUMPMAPS" "0..0" [ps20]
// disabling things that are unused for now // STATIC: "BUMPMASK" "0..0" // diffuse bump map is always true when bumpmapping is enabled, so just set it to 1 #define DIFFUSEBUMPMAP 1
// STATIC: "DETAIL_BLEND_MODE" "0..12" // STATIC: "DETAIL2" "0..1" [ps30] // STATIC: "DETAIL2" "0..0" [ps20b] // STATIC: "FLASHLIGHT" "0..1" [ps20b] [CONSOLE] // STATIC: "SHADER_SRGB_READ" "0..1" [XBOX] // STATIC: "SHADER_SRGB_READ" "0..0" [PC] // STATIC: "SHADER_SRGB_READ" "0..0" [SONYPS3] // STATIC: "LIGHTING_PREVIEW" "0..1" [PC] // STATIC: "LIGHTING_PREVIEW" "0..0" [CONSOLE]
// STATIC: "CASCADED_SHADOW_MAPPING" "0..1" [ = g_pHardwareConfig->SupportsCascadedShadowMapping() ] [CONSOLE] // STATIC: "CASCADED_SHADOW_MAPPING" "0..0" [ = 0 ] [ps20] [PC] // STATIC: "CASCADED_SHADOW_MAPPING" "0..1" [ = g_pHardwareConfig->SupportsCascadedShadowMapping() && !ToolsEnabled() ] [ps20b] [ps30] [PC] // STATIC: "CSM_MODE" "0..0" [ = 0 ] [CONSOLE] // STATIC: "CSM_MODE" "0..0" [ = 0 ] [ps20] [ps20b] [PC] // STATIC: "CSM_MODE" "0..3" [ps30] [PC]
// STATIC: "CSM_BLENDING" "0..1" // 0 is old, 1 is for new/fixed blending of CSM and baked shadows
// STATIC: "PHONG" "0..1" [ps30] // STATIC: "PHONG" "0..0" [ps20] [ps20b]
// DYNAMIC: "FASTPATHENVMAPCONTRAST" "0..1" // DYNAMIC: "FASTPATH" "0..1" // DYNAMIC: "WRITEWATERFOGTODESTALPHA" "0..1" // DYNAMIC: "WRITE_DEPTH_TO_DESTALPHA" "0..0" // DYNAMIC: "FLASHLIGHTSHADOWS" "0..1" [ps20b] [CONSOLE] // DYNAMIC: "FLASHLIGHTSHADOWS" "0..0" [ps20b] [ps30] [PC]
// DYNAMIC: "CASCADE_SIZE" "0..1" [ = ( pShaderAPI->IsCascadedShadowMapping() ) ? 1 : 0 ] [CONSOLE] // DYNAMIC: "CASCADE_SIZE" "0..1" [ = ( pShaderAPI->IsCascadedShadowMapping() ) ? 1 : 0 ] [ps20b] [PC] // DYNAMIC: "CASCADE_SIZE" "0..0" [ps20] [ps30] [PC]
// we only support detail blend modes 0, 7, 9, 10, 11, and 12 // SKIP: ($DETAIL_BLEND_MODE == 1 ) // SKIP: ($DETAIL_BLEND_MODE == 2 ) // SKIP: ($DETAIL_BLEND_MODE == 3 ) // SKIP: ($DETAIL_BLEND_MODE == 4 ) // SKIP: ($DETAIL_BLEND_MODE == 5 ) // SKIP: ($DETAIL_BLEND_MODE == 6 ) // SKIP: ($DETAIL_BLEND_MODE == 8 )
// SKIP: ($DETAIL_BLEND_MODE == 9) && ( $BASETEXTURE2 ) // SKIP: ($DETAIL_BLEND_MODE == 9) && ( $BUMPMAP ) // SKIP: ($DETAIL_BLEND_MODE == 9) && ( $BUMPMAP2 ) // SKIP: ($DETAIL_BLEND_MODE == 9) && ( $CUBEMAP ) // SKIP: ($DETAIL_BLEND_MODE == 9) && ( $ENVMAPMASK ) // SKIP: ($DETAIL_BLEND_MODE == 9) && ( $BASEALPHAENVMAPMASK ) // SKIP: ($DETAIL_BLEND_MODE == 9) && ( $SELFILLUM ) // SKIP: ($DETAIL_BLEND_MODE == 9) && ( $NORMALMAPALPHAENVMAPMASK ) // SKIP: ($DETAIL_BLEND_MODE == 9) && ( $FANCY_BLENDING ) // SKIP: ($DETAIL_BLEND_MODE == 9) && ( $SEAMLESS ) // SKIP: ($DETAIL_BLEND_MODE == 9) && ( $ENVMAPANISOTROPY ) // SKIP: ($DETAIL_BLEND_MODE == 9) && ( $ADDBUMPMAPS ) // SKIP: ($DETAIL_BLEND_MODE == 9) && ( $BUMPMASK ) // SKIP: ($DETAIL_BLEND_MODE == 9) && ( $DETAIL2 ) // SKIP: ($DETAIL_BLEND_MODE == 9) && ( $LIGHTING_PREVIEW )
// SKIP: ($FANCY_BLENDING) && ($DETAIL_BLEND_MODE == 7 ) // SKIP: ($FANCY_BLENDING) && ($BASETEXTURE2 == 0 ) && ($BUMPMAP2 == 0 ) // SKIP: ( $FLASHLIGHT == 0 ) && ( $FLASHLIGHTSHADOWS == 1 )
// program too complex for ps20. Don't do darkened cubemaps and 2 bump maps at the same time. Fairly arbitrary pairing just to get the damn thing compiling // SKIP: ( $CUBEMAP == 2 ) && ( $BUMPMAP2 ) [ps20] // program slightly more complex on 360 because of shader srgb read. Eliminate coexistance of srgb read, water fog, and darkened cubemaps // SKIP: ( $CUBEMAP == 2 ) && ( $PIXELFOGTYPE == 1 ) && ( $SHADER_SRGB_READ == 1 ) [CONSOLE]
// SKIP: ( $CASCADED_SHADOW_MAPPING == 0 ) && ( $CASCADE_SIZE != 0 ) // SKIP: ( $CASCADED_SHADOW_MAPPING != 0 ) && ( $SFM != 0 ) // SKIP: ( $CASCADED_SHADOW_MAPPING == 0 ) && ( $CSM_MODE != 0 )
// SKIP: ( $PHONG == 1 ) && ( $CASCADED_SHADOW_MAPPING == 0 )
// SKIP: ( $DETAIL_BLEND_MODE == 12 ) && ( $DETAIL2 == 1 )
#include "common_fog_ps_supportsvertexfog_fxc.h" #include "lightmappedgeneric_ps2_3_x.h"
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