Counter Strike : Global Offensive Source Code
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122 lines
3.2 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
#include "shaderlib/cshader.h"
class debugtextureview_ps20_Static_Index
{
private:
int m_nSHOWALPHA;
#ifdef _DEBUG
bool m_bSHOWALPHA;
#endif
public:
void SetSHOWALPHA( int i )
{
Assert( i >= 0 && i <= 1 );
m_nSHOWALPHA = i;
#ifdef _DEBUG
m_bSHOWALPHA = true;
#endif
}
void SetSHOWALPHA( bool i )
{
Assert( ( i ? 1 : 0 ) >= 0 && ( i ? 1 : 0 ) <= 1 );
m_nSHOWALPHA = i ? 1 : 0;
#ifdef _DEBUG
m_bSHOWALPHA = true;
#endif
}
public:
// CONSTRUCTOR
debugtextureview_ps20_Static_Index( IShaderShadow *pShaderShadow, IMaterialVar **params )
{
#ifdef _DEBUG
m_bSHOWALPHA = false;
#endif // _DEBUG
m_nSHOWALPHA = 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_bSHOWALPHA;
Assert( bAllStaticVarsDefined );
#endif // _DEBUG
return ( 2 * m_nSHOWALPHA ) + 0;
}
};
#define shaderStaticTest_debugtextureview_ps20 psh_forgot_to_set_static_SHOWALPHA + 0
class debugtextureview_ps20_Dynamic_Index
{
private:
int m_nISCUBEMAP;
#ifdef _DEBUG
bool m_bISCUBEMAP;
#endif
public:
void SetISCUBEMAP( int i )
{
Assert( i >= 0 && i <= 1 );
m_nISCUBEMAP = i;
#ifdef _DEBUG
m_bISCUBEMAP = true;
#endif
}
void SetISCUBEMAP( bool i )
{
Assert( ( i ? 1 : 0 ) >= 0 && ( i ? 1 : 0 ) <= 1 );
m_nISCUBEMAP = i ? 1 : 0;
#ifdef _DEBUG
m_bISCUBEMAP = true;
#endif
}
public:
// CONSTRUCTOR
debugtextureview_ps20_Dynamic_Index( IShaderDynamicAPI *pShaderAPI )
{
#ifdef _DEBUG
m_bISCUBEMAP = false;
#endif // _DEBUG
m_nISCUBEMAP = 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_bISCUBEMAP;
Assert( bAllDynamicVarsDefined );
#endif // _DEBUG
return ( 1 * m_nISCUBEMAP ) + 0;
}
};
#define shaderDynamicTest_debugtextureview_ps20 psh_forgot_to_set_dynamic_ISCUBEMAP + 0
static const ShaderComboInformation_t s_DynamicComboArray_DebugTextureView_ps20[1] =
{
{ "ISCUBEMAP", 0, 1 },
};
static const ShaderComboInformation_t s_StaticComboArray_DebugTextureView_ps20[1] =
{
{ "SHOWALPHA", 0, 1 },
};
static const ShaderComboSemantics_t DebugTextureView_ps20_combos =
{
"DebugTextureView_ps20", s_DynamicComboArray_DebugTextureView_ps20, 1, s_StaticComboArray_DebugTextureView_ps20, 1
};
class ConstructMe_DebugTextureView_ps20
{
public:
ConstructMe_DebugTextureView_ps20()
{
GetShaderDLL()->AddShaderComboInformation( &DebugTextureView_ps20_combos );
}
};
static ConstructMe_DebugTextureView_ps20 s_ConstructMe_DebugTextureView_ps20;