Counter Strike : Global Offensive Source Code
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  1. // ALL SKIP STATEMENTS THAT AFFECT THIS SHADER!!!
  2. // defined $PIXELFOGTYPE && defined $WRITEWATERFOGTODESTALPHA && ( $PIXELFOGTYPE != 1 ) && $WRITEWATERFOGTODESTALPHA
  3. // defined $LIGHTING_PREVIEW && defined $FASTPATHENVMAPTINT && $LIGHTING_PREVIEW && $FASTPATHENVMAPTINT
  4. // defined $LIGHTING_PREVIEW && defined $FASTPATHENVMAPCONTRAST && $LIGHTING_PREVIEW && $FASTPATHENVMAPCONTRAST
  5. // defined $LIGHTING_PREVIEW && defined $FASTPATH && $LIGHTING_PREVIEW && $FASTPATH
  6. // ($FLASHLIGHT || $FLASHLIGHTSHADOWS) && $LIGHTING_PREVIEW
  7. #include "shaderlib/cshader.h"
  8. class worldvertexalpha_ps20_Static_Index
  9. {
  10. private:
  11. int m_nPASS;
  12. #ifdef _DEBUG
  13. bool m_bPASS;
  14. #endif
  15. public:
  16. void SetPASS( int i )
  17. {
  18. Assert( i >= 0 && i <= 1 );
  19. m_nPASS = i;
  20. #ifdef _DEBUG
  21. m_bPASS = true;
  22. #endif
  23. }
  24. void SetPASS( bool i )
  25. {
  26. Assert( ( i ? 1 : 0 ) >= 0 && ( i ? 1 : 0 ) <= 1 );
  27. m_nPASS = i ? 1 : 0;
  28. #ifdef _DEBUG
  29. m_bPASS = true;
  30. #endif
  31. }
  32. public:
  33. // CONSTRUCTOR
  34. worldvertexalpha_ps20_Static_Index( IShaderShadow *pShaderShadow, IMaterialVar **params )
  35. {
  36. #ifdef _DEBUG
  37. m_bPASS = false;
  38. #endif // _DEBUG
  39. m_nPASS = 0;
  40. }
  41. int GetIndex()
  42. {
  43. // Asserts to make sure that we aren't using any skipped combinations.
  44. // Asserts to make sure that we are setting all of the combination vars.
  45. #ifdef _DEBUG
  46. bool bAllStaticVarsDefined = m_bPASS;
  47. Assert( bAllStaticVarsDefined );
  48. #endif // _DEBUG
  49. return ( 1 * m_nPASS ) + 0;
  50. }
  51. };
  52. #define shaderStaticTest_worldvertexalpha_ps20 psh_forgot_to_set_static_PASS + 0
  53. class worldvertexalpha_ps20_Dynamic_Index
  54. {
  55. public:
  56. // CONSTRUCTOR
  57. worldvertexalpha_ps20_Dynamic_Index( IShaderDynamicAPI *pShaderAPI )
  58. {
  59. }
  60. int GetIndex()
  61. {
  62. // Asserts to make sure that we aren't using any skipped combinations.
  63. // Asserts to make sure that we are setting all of the combination vars.
  64. #ifdef _DEBUG
  65. #endif // _DEBUG
  66. return 0;
  67. }
  68. };
  69. #define shaderDynamicTest_worldvertexalpha_ps20 0
  70. static const ShaderComboInformation_t s_StaticComboArray_WorldVertexAlpha_ps20[1] =
  71. {
  72. { "PASS", 0, 1 },
  73. };
  74. static const ShaderComboSemantics_t WorldVertexAlpha_ps20_combos =
  75. {
  76. "WorldVertexAlpha_ps20", NULL, 0, s_StaticComboArray_WorldVertexAlpha_ps20, 1
  77. };
  78. class ConstructMe_WorldVertexAlpha_ps20
  79. {
  80. public:
  81. ConstructMe_WorldVertexAlpha_ps20()
  82. {
  83. GetShaderDLL()->AddShaderComboInformation( &WorldVertexAlpha_ps20_combos );
  84. }
  85. };
  86. static ConstructMe_WorldVertexAlpha_ps20 s_ConstructMe_WorldVertexAlpha_ps20;