Counter Strike : Global Offensive Source Code
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// ALL SKIP STATEMENTS THAT AFFECT THIS SHADER!!!
// ( $FLASHLIGHT != 0 ) && ( $NUM_LIGHTS > 0 )
// 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 eye_refract_ps20_Static_Index { private: int m_nFLASHLIGHT; #ifdef _DEBUG bool m_bFLASHLIGHT; #endif public: void SetFLASHLIGHT( int i ) { Assert( i >= 0 && i <= 1 ); m_nFLASHLIGHT = i; #ifdef _DEBUG m_bFLASHLIGHT = true; #endif } void SetFLASHLIGHT( bool i ) { Assert( ( i ? 1 : 0 ) >= 0 && ( i ? 1 : 0 ) <= 1 ); m_nFLASHLIGHT = i ? 1 : 0; #ifdef _DEBUG m_bFLASHLIGHT = true; #endif } private: int m_nLIGHTWARPTEXTURE; #ifdef _DEBUG bool m_bLIGHTWARPTEXTURE; #endif public: void SetLIGHTWARPTEXTURE( int i ) { Assert( i >= 0 && i <= 1 ); m_nLIGHTWARPTEXTURE = i; #ifdef _DEBUG m_bLIGHTWARPTEXTURE = true; #endif } void SetLIGHTWARPTEXTURE( bool i ) { Assert( ( i ? 1 : 0 ) >= 0 && ( i ? 1 : 0 ) <= 1 ); m_nLIGHTWARPTEXTURE = i ? 1 : 0; #ifdef _DEBUG m_bLIGHTWARPTEXTURE = true; #endif } private: int m_nWORLD_NORMAL; #ifdef _DEBUG bool m_bWORLD_NORMAL; #endif public: void SetWORLD_NORMAL( int i ) { Assert( i >= 0 && i <= 0 ); m_nWORLD_NORMAL = i; #ifdef _DEBUG m_bWORLD_NORMAL = true; #endif } void SetWORLD_NORMAL( bool i ) { Assert( ( i ? 1 : 0 ) >= 0 && ( i ? 1 : 0 ) <= 0 ); m_nWORLD_NORMAL = i ? 1 : 0; #ifdef _DEBUG m_bWORLD_NORMAL = true; #endif } public: // CONSTRUCTOR
eye_refract_ps20_Static_Index( IShaderShadow *pShaderShadow, IMaterialVar **params ) { #ifdef _DEBUG m_bFLASHLIGHT = false; #endif // _DEBUG
m_nFLASHLIGHT = 0; #ifdef _DEBUG m_bLIGHTWARPTEXTURE = false; #endif // _DEBUG
m_nLIGHTWARPTEXTURE = 0; #ifdef _DEBUG m_bWORLD_NORMAL = false; #endif // _DEBUG
m_nWORLD_NORMAL = 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_bFLASHLIGHT && m_bLIGHTWARPTEXTURE && m_bWORLD_NORMAL; Assert( bAllStaticVarsDefined ); #endif // _DEBUG
return ( 6 * m_nFLASHLIGHT ) + ( 12 * m_nLIGHTWARPTEXTURE ) + ( 24 * m_nWORLD_NORMAL ) + 0; } }; #define shaderStaticTest_eye_refract_ps20 psh_forgot_to_set_static_FLASHLIGHT + psh_forgot_to_set_static_LIGHTWARPTEXTURE + psh_forgot_to_set_static_WORLD_NORMAL + 0 class eye_refract_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 } private: int m_nNUM_LIGHTS; #ifdef _DEBUG bool m_bNUM_LIGHTS; #endif public: void SetNUM_LIGHTS( int i ) { Assert( i >= 0 && i <= 2 ); m_nNUM_LIGHTS = i; #ifdef _DEBUG m_bNUM_LIGHTS = true; #endif } void SetNUM_LIGHTS( bool i ) { Assert( ( i ? 1 : 0 ) >= 0 && ( i ? 1 : 0 ) <= 2 ); m_nNUM_LIGHTS = i ? 1 : 0; #ifdef _DEBUG m_bNUM_LIGHTS = true; #endif } public: // CONSTRUCTOR
eye_refract_ps20_Dynamic_Index( IShaderDynamicAPI *pShaderAPI ) { #ifdef _DEBUG m_bPIXELFOGTYPE = true; #endif // _DEBUG
m_nPIXELFOGTYPE = ( pShaderAPI->GetSceneFogMode() == MATERIAL_FOG_LINEAR_BELOW_FOG_Z ) ; #ifdef _DEBUG m_bNUM_LIGHTS = false; #endif // _DEBUG
m_nNUM_LIGHTS = 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_bPIXELFOGTYPE && m_bNUM_LIGHTS; Assert( bAllDynamicVarsDefined ); #endif // _DEBUG
return ( 1 * m_nPIXELFOGTYPE ) + ( 2 * m_nNUM_LIGHTS ) + 0; } }; #define shaderDynamicTest_eye_refract_ps20 psh_forgot_to_set_dynamic_NUM_LIGHTS + 0
static const ShaderComboInformation_t s_DynamicComboArray_eye_refract_ps20[2] = { { "PIXELFOGTYPE", 0, 1 }, { "NUM_LIGHTS", 0, 2 }, };
static const ShaderComboInformation_t s_StaticComboArray_eye_refract_ps20[3] = { { "FLASHLIGHT", 0, 1 }, { "LIGHTWARPTEXTURE", 0, 1 }, { "WORLD_NORMAL", 0, 0 }, }; static const ShaderComboSemantics_t eye_refract_ps20_combos = { "eye_refract_ps20", s_DynamicComboArray_eye_refract_ps20, 2, s_StaticComboArray_eye_refract_ps20, 3 };
class ConstructMe_eye_refract_ps20 { public: ConstructMe_eye_refract_ps20() { GetShaderDLL()->AddShaderComboInformation( &eye_refract_ps20_combos ); } };
static ConstructMe_eye_refract_ps20 s_ConstructMe_eye_refract_ps20;
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