Counter Strike : Global Offensive Source Code
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197 lines
4.4 KiB

// ALL SKIP STATEMENTS THAT AFFECT THIS SHADER!!!
// $MULTITEXTURE && $BASETEXTURE
// $FLOWMAP && $MULTITEXTURE
// ( $FLASHLIGHT == 0 ) && ( $FLASHLIGHTSHADOWS == 1 )
// ( $FLASHLIGHT || $LIGHTMAPWATERFOG ) && ( ( $BASETEXTURE && !$FLOWMAP ) || $MULTITEXTURE )
// defined $LIGHTING_PREVIEW && defined $FASTPATH && $LIGHTING_PREVIEW && $FASTPATH
#include "shaderlib/cshader.h"
class water_vs20_Static_Index
{
private:
int m_nBASETEXTURE;
#ifdef _DEBUG
bool m_bBASETEXTURE;
#endif
public:
void SetBASETEXTURE( int i )
{
Assert( i >= 0 && i <= 1 );
m_nBASETEXTURE = i;
#ifdef _DEBUG
m_bBASETEXTURE = true;
#endif
}
void SetBASETEXTURE( bool i )
{
Assert( ( i ? 1 : 0 ) >= 0 && ( i ? 1 : 0 ) <= 1 );
m_nBASETEXTURE = i ? 1 : 0;
#ifdef _DEBUG
m_bBASETEXTURE = true;
#endif
}
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_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_nLIGHTMAPWATERFOG;
#ifdef _DEBUG
bool m_bLIGHTMAPWATERFOG;
#endif
public:
void SetLIGHTMAPWATERFOG( int i )
{
Assert( i >= 0 && i <= 1 );
m_nLIGHTMAPWATERFOG = i;
#ifdef _DEBUG
m_bLIGHTMAPWATERFOG = true;
#endif
}
void SetLIGHTMAPWATERFOG( bool i )
{
Assert( ( i ? 1 : 0 ) >= 0 && ( i ? 1 : 0 ) <= 1 );
m_nLIGHTMAPWATERFOG = i ? 1 : 0;
#ifdef _DEBUG
m_bLIGHTMAPWATERFOG = 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
}
public:
// CONSTRUCTOR
water_vs20_Static_Index( IShaderShadow *pShaderShadow, IMaterialVar **params )
{
#ifdef _DEBUG
m_bBASETEXTURE = false;
#endif // _DEBUG
m_nBASETEXTURE = 0;
#ifdef _DEBUG
m_bMULTITEXTURE = false;
#endif // _DEBUG
m_nMULTITEXTURE = 0;
#ifdef _DEBUG
m_bFLASHLIGHT = false;
#endif // _DEBUG
m_nFLASHLIGHT = 0;
#ifdef _DEBUG
m_bLIGHTMAPWATERFOG = false;
#endif // _DEBUG
m_nLIGHTMAPWATERFOG = 0;
#ifdef _DEBUG
m_bFLOWMAP = false;
#endif // _DEBUG
m_nFLOWMAP = 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_bBASETEXTURE && m_bMULTITEXTURE && m_bFLASHLIGHT && m_bLIGHTMAPWATERFOG && m_bFLOWMAP;
Assert( bAllStaticVarsDefined );
#endif // _DEBUG
return ( 1 * m_nBASETEXTURE ) + ( 2 * m_nMULTITEXTURE ) + ( 4 * m_nFLASHLIGHT ) + ( 8 * m_nLIGHTMAPWATERFOG ) + ( 16 * m_nFLOWMAP ) + 0;
}
};
#define shaderStaticTest_water_vs20 vsh_forgot_to_set_static_BASETEXTURE + vsh_forgot_to_set_static_MULTITEXTURE + vsh_forgot_to_set_static_FLASHLIGHT + vsh_forgot_to_set_static_LIGHTMAPWATERFOG + vsh_forgot_to_set_static_FLOWMAP + 0
class water_vs20_Dynamic_Index
{
public:
// CONSTRUCTOR
water_vs20_Dynamic_Index( IShaderDynamicAPI *pShaderAPI )
{
}
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
#endif // _DEBUG
return 0;
}
};
#define shaderDynamicTest_water_vs20 0
static const ShaderComboInformation_t s_StaticComboArray_Water_vs20[5] =
{
{ "BASETEXTURE", 0, 1 },
{ "MULTITEXTURE", 0, 1 },
{ "FLASHLIGHT", 0, 1 },
{ "LIGHTMAPWATERFOG", 0, 1 },
{ "FLOWMAP", 0, 1 },
};
static const ShaderComboSemantics_t Water_vs20_combos =
{
"Water_vs20", NULL, 0, s_StaticComboArray_Water_vs20, 5
};
class ConstructMe_Water_vs20
{
public:
ConstructMe_Water_vs20()
{
GetShaderDLL()->AddShaderComboInformation( &Water_vs20_combos );
}
};
static ConstructMe_Water_vs20 s_ConstructMe_Water_vs20;