Counter Strike : Global Offensive Source Code
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316 lines
7.3 KiB

// 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
// 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 watercheap_ps20b_Static_Index
{
private:
int m_nMULTITEXTURE;
#ifdef _DEBUG
bool m_bMULTITEXTURE;
#endif
public:
void SetMULTITEXTURE( int i )
{
Assert( i >= 0 && i <= 1 );
m_nMULTITEXTURE = i;
#ifdef _DEBUG
m_bMULTITEXTURE = true;
#endif
}
void SetMULTITEXTURE( bool i )
{
Assert( ( i ? 1 : 0 ) >= 0 && ( i ? 1 : 0 ) <= 1 );
m_nMULTITEXTURE = i ? 1 : 0;
#ifdef _DEBUG
m_bMULTITEXTURE = true;
#endif
}
private:
int m_nFRESNEL;
#ifdef _DEBUG
bool m_bFRESNEL;
#endif
public:
void SetFRESNEL( int i )
{
Assert( i >= 0 && i <= 1 );
m_nFRESNEL = i;
#ifdef _DEBUG
m_bFRESNEL = true;
#endif
}
void SetFRESNEL( bool i )
{
Assert( ( i ? 1 : 0 ) >= 0 && ( i ? 1 : 0 ) <= 1 );
m_nFRESNEL = i ? 1 : 0;
#ifdef _DEBUG
m_bFRESNEL = true;
#endif
}
private:
int m_nBLEND;
#ifdef _DEBUG
bool m_bBLEND;
#endif
public:
void SetBLEND( int i )
{
Assert( i >= 0 && i <= 1 );
m_nBLEND = i;
#ifdef _DEBUG
m_bBLEND = true;
#endif
}
void SetBLEND( bool i )
{
Assert( ( i ? 1 : 0 ) >= 0 && ( i ? 1 : 0 ) <= 1 );
m_nBLEND = i ? 1 : 0;
#ifdef _DEBUG
m_bBLEND = true;
#endif
}
private:
int m_nREFRACTALPHA;
#ifdef _DEBUG
bool m_bREFRACTALPHA;
#endif
public:
void SetREFRACTALPHA( int i )
{
Assert( i >= 0 && i <= 1 );
m_nREFRACTALPHA = i;
#ifdef _DEBUG
m_bREFRACTALPHA = true;
#endif
}
void SetREFRACTALPHA( bool i )
{
Assert( ( i ? 1 : 0 ) >= 0 && ( i ? 1 : 0 ) <= 1 );
m_nREFRACTALPHA = i ? 1 : 0;
#ifdef _DEBUG
m_bREFRACTALPHA = true;
#endif
}
private:
int m_nHDRTYPE;
#ifdef _DEBUG
bool m_bHDRTYPE;
#endif
public:
void SetHDRTYPE( int i )
{
Assert( i >= 0 && i <= 2 );
m_nHDRTYPE = i;
#ifdef _DEBUG
m_bHDRTYPE = true;
#endif
}
void SetHDRTYPE( bool i )
{
Assert( ( i ? 1 : 0 ) >= 0 && ( i ? 1 : 0 ) <= 2 );
m_nHDRTYPE = i ? 1 : 0;
#ifdef _DEBUG
m_bHDRTYPE = true;
#endif
}
private:
int m_nFLOWMAP;
#ifdef _DEBUG
bool m_bFLOWMAP;
#endif
public:
void SetFLOWMAP( int i )
{
Assert( i >= 0 && i <= 1 );
m_nFLOWMAP = i;
#ifdef _DEBUG
m_bFLOWMAP = true;
#endif
}
void SetFLOWMAP( bool i )
{
Assert( ( i ? 1 : 0 ) >= 0 && ( i ? 1 : 0 ) <= 1 );
m_nFLOWMAP = i ? 1 : 0;
#ifdef _DEBUG
m_bFLOWMAP = true;
#endif
}
private:
int m_nFLOW_DEBUG;
#ifdef _DEBUG
bool m_bFLOW_DEBUG;
#endif
public:
void SetFLOW_DEBUG( int i )
{
Assert( i >= 0 && i <= 1 );
m_nFLOW_DEBUG = i;
#ifdef _DEBUG
m_bFLOW_DEBUG = true;
#endif
}
void SetFLOW_DEBUG( bool i )
{
Assert( ( i ? 1 : 0 ) >= 0 && ( i ? 1 : 0 ) <= 1 );
m_nFLOW_DEBUG = i ? 1 : 0;
#ifdef _DEBUG
m_bFLOW_DEBUG = true;
#endif
}
public:
// CONSTRUCTOR
watercheap_ps20b_Static_Index( IShaderShadow *pShaderShadow, IMaterialVar **params )
{
#ifdef _DEBUG
m_bMULTITEXTURE = false;
#endif // _DEBUG
m_nMULTITEXTURE = 0;
#ifdef _DEBUG
m_bFRESNEL = false;
#endif // _DEBUG
m_nFRESNEL = 0;
#ifdef _DEBUG
m_bBLEND = false;
#endif // _DEBUG
m_nBLEND = 0;
#ifdef _DEBUG
m_bREFRACTALPHA = false;
#endif // _DEBUG
m_nREFRACTALPHA = 0;
#ifdef _DEBUG
m_bHDRTYPE = false;
#endif // _DEBUG
m_nHDRTYPE = 0;
#ifdef _DEBUG
m_bFLOWMAP = false;
#endif // _DEBUG
m_nFLOWMAP = 0;
#ifdef _DEBUG
m_bFLOW_DEBUG = false;
#endif // _DEBUG
m_nFLOW_DEBUG = 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_bMULTITEXTURE && m_bFRESNEL && m_bBLEND && m_bREFRACTALPHA && m_bHDRTYPE && m_bFLOWMAP && m_bFLOW_DEBUG;
Assert( bAllStaticVarsDefined );
#endif // _DEBUG
return ( 4 * m_nMULTITEXTURE ) + ( 8 * m_nFRESNEL ) + ( 16 * m_nBLEND ) + ( 32 * m_nREFRACTALPHA ) + ( 64 * m_nHDRTYPE ) + ( 192 * m_nFLOWMAP ) + ( 384 * m_nFLOW_DEBUG ) + 0;
}
};
#define shaderStaticTest_watercheap_ps20b psh_forgot_to_set_static_MULTITEXTURE + psh_forgot_to_set_static_FRESNEL + psh_forgot_to_set_static_BLEND + psh_forgot_to_set_static_REFRACTALPHA + psh_forgot_to_set_static_HDRTYPE + psh_forgot_to_set_static_FLOWMAP + psh_forgot_to_set_static_FLOW_DEBUG + 0
class watercheap_ps20b_Dynamic_Index
{
private:
int m_nHDRENABLED;
#ifdef _DEBUG
bool m_bHDRENABLED;
#endif
public:
void SetHDRENABLED( int i )
{
Assert( i >= 0 && i <= 1 );
m_nHDRENABLED = i;
#ifdef _DEBUG
m_bHDRENABLED = true;
#endif
}
void SetHDRENABLED( bool i )
{
Assert( ( i ? 1 : 0 ) >= 0 && ( i ? 1 : 0 ) <= 1 );
m_nHDRENABLED = i ? 1 : 0;
#ifdef _DEBUG
m_bHDRENABLED = true;
#endif
}
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
watercheap_ps20b_Dynamic_Index( IShaderDynamicAPI *pShaderAPI )
{
#ifdef _DEBUG
m_bHDRENABLED = false;
#endif // _DEBUG
m_nHDRENABLED = 0;
#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_bHDRENABLED && m_bPIXELFOGTYPE;
Assert( bAllDynamicVarsDefined );
#endif // _DEBUG
return ( 1 * m_nHDRENABLED ) + ( 2 * m_nPIXELFOGTYPE ) + 0;
}
};
#define shaderDynamicTest_watercheap_ps20b psh_forgot_to_set_dynamic_HDRENABLED + 0
static const ShaderComboInformation_t s_DynamicComboArray_WaterCheap_ps20b[2] =
{
{ "HDRENABLED", 0, 1 },
{ "PIXELFOGTYPE", 0, 1 },
};
static const ShaderComboInformation_t s_StaticComboArray_WaterCheap_ps20b[7] =
{
{ "MULTITEXTURE", 0, 1 },
{ "FRESNEL", 0, 1 },
{ "BLEND", 0, 1 },
{ "REFRACTALPHA", 0, 1 },
{ "HDRTYPE", 0, 2 },
{ "FLOWMAP", 0, 1 },
{ "FLOW_DEBUG", 0, 1 },
};
static const ShaderComboSemantics_t WaterCheap_ps20b_combos =
{
"WaterCheap_ps20b", s_DynamicComboArray_WaterCheap_ps20b, 2, s_StaticComboArray_WaterCheap_ps20b, 7
};
class ConstructMe_WaterCheap_ps20b
{
public:
ConstructMe_WaterCheap_ps20b()
{
GetShaderDLL()->AddShaderComboInformation( &WaterCheap_ps20b_combos );
}
};
static ConstructMe_WaterCheap_ps20b s_ConstructMe_WaterCheap_ps20b;