Counter Strike : Global Offensive Source Code
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319 lines
8.2 KiB

// ALL SKIP STATEMENTS THAT AFFECT THIS SHADER!!!
// ( $FLASHLIGHT != 0 ) && ( $NUM_LIGHTS > 0 )
// ( $FLASHLIGHT == 0 ) && ( $FLASHLIGHTSHADOWS == 1 )
// ( $RAYTRACESPHERE == 0 ) && ( $SPHERETEXKILLCOMBO == 1 )
// 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_ps20b_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_nSPHERETEXKILLCOMBO;
#ifdef _DEBUG
bool m_bSPHERETEXKILLCOMBO;
#endif
public:
void SetSPHERETEXKILLCOMBO( int i )
{
Assert( i >= 0 && i <= 1 );
m_nSPHERETEXKILLCOMBO = i;
#ifdef _DEBUG
m_bSPHERETEXKILLCOMBO = true;
#endif
}
void SetSPHERETEXKILLCOMBO( bool i )
{
Assert( ( i ? 1 : 0 ) >= 0 && ( i ? 1 : 0 ) <= 1 );
m_nSPHERETEXKILLCOMBO = i ? 1 : 0;
#ifdef _DEBUG
m_bSPHERETEXKILLCOMBO = true;
#endif
}
private:
int m_nRAYTRACESPHERE;
#ifdef _DEBUG
bool m_bRAYTRACESPHERE;
#endif
public:
void SetRAYTRACESPHERE( int i )
{
Assert( i >= 0 && i <= 1 );
m_nRAYTRACESPHERE = i;
#ifdef _DEBUG
m_bRAYTRACESPHERE = true;
#endif
}
void SetRAYTRACESPHERE( bool i )
{
Assert( ( i ? 1 : 0 ) >= 0 && ( i ? 1 : 0 ) <= 1 );
m_nRAYTRACESPHERE = i ? 1 : 0;
#ifdef _DEBUG
m_bRAYTRACESPHERE = true;
#endif
}
private:
int m_nFLASHLIGHTDEPTHFILTERMODE;
#ifdef _DEBUG
bool m_bFLASHLIGHTDEPTHFILTERMODE;
#endif
public:
void SetFLASHLIGHTDEPTHFILTERMODE( int i )
{
Assert( i >= 0 && i <= 0 );
m_nFLASHLIGHTDEPTHFILTERMODE = i;
#ifdef _DEBUG
m_bFLASHLIGHTDEPTHFILTERMODE = true;
#endif
}
void SetFLASHLIGHTDEPTHFILTERMODE( bool i )
{
Assert( ( i ? 1 : 0 ) >= 0 && ( i ? 1 : 0 ) <= 0 );
m_nFLASHLIGHTDEPTHFILTERMODE = i ? 1 : 0;
#ifdef _DEBUG
m_bFLASHLIGHTDEPTHFILTERMODE = 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_ps20b_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_bSPHERETEXKILLCOMBO = false;
#endif // _DEBUG
m_nSPHERETEXKILLCOMBO = 0;
#ifdef _DEBUG
m_bRAYTRACESPHERE = false;
#endif // _DEBUG
m_nRAYTRACESPHERE = 0;
#ifdef _DEBUG
m_bFLASHLIGHTDEPTHFILTERMODE = false;
#endif // _DEBUG
m_nFLASHLIGHTDEPTHFILTERMODE = 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_bSPHERETEXKILLCOMBO && m_bRAYTRACESPHERE && m_bFLASHLIGHTDEPTHFILTERMODE && m_bWORLD_NORMAL;
Assert( bAllStaticVarsDefined );
#endif // _DEBUG
return ( 20 * m_nFLASHLIGHT ) + ( 40 * m_nLIGHTWARPTEXTURE ) + ( 80 * m_nSPHERETEXKILLCOMBO ) + ( 160 * m_nRAYTRACESPHERE ) + ( 320 * m_nFLASHLIGHTDEPTHFILTERMODE ) + ( 320 * m_nWORLD_NORMAL ) + 0;
}
};
#define shaderStaticTest_eye_refract_ps20b psh_forgot_to_set_static_FLASHLIGHT + psh_forgot_to_set_static_LIGHTWARPTEXTURE + psh_forgot_to_set_static_SPHERETEXKILLCOMBO + psh_forgot_to_set_static_RAYTRACESPHERE + psh_forgot_to_set_static_FLASHLIGHTDEPTHFILTERMODE + psh_forgot_to_set_static_WORLD_NORMAL + 0
class eye_refract_ps20b_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 <= 4 );
m_nNUM_LIGHTS = i;
#ifdef _DEBUG
m_bNUM_LIGHTS = true;
#endif
}
void SetNUM_LIGHTS( bool i )
{
Assert( ( i ? 1 : 0 ) >= 0 && ( i ? 1 : 0 ) <= 4 );
m_nNUM_LIGHTS = i ? 1 : 0;
#ifdef _DEBUG
m_bNUM_LIGHTS = true;
#endif
}
private:
int m_nFLASHLIGHTSHADOWS;
#ifdef _DEBUG
bool m_bFLASHLIGHTSHADOWS;
#endif
public:
void SetFLASHLIGHTSHADOWS( int i )
{
Assert( i >= 0 && i <= 1 );
m_nFLASHLIGHTSHADOWS = i;
#ifdef _DEBUG
m_bFLASHLIGHTSHADOWS = true;
#endif
}
void SetFLASHLIGHTSHADOWS( bool i )
{
Assert( ( i ? 1 : 0 ) >= 0 && ( i ? 1 : 0 ) <= 1 );
m_nFLASHLIGHTSHADOWS = i ? 1 : 0;
#ifdef _DEBUG
m_bFLASHLIGHTSHADOWS = true;
#endif
}
public:
// CONSTRUCTOR
eye_refract_ps20b_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;
#ifdef _DEBUG
m_bFLASHLIGHTSHADOWS = false;
#endif // _DEBUG
m_nFLASHLIGHTSHADOWS = 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 && m_bFLASHLIGHTSHADOWS;
Assert( bAllDynamicVarsDefined );
#endif // _DEBUG
return ( 1 * m_nPIXELFOGTYPE ) + ( 2 * m_nNUM_LIGHTS ) + ( 10 * m_nFLASHLIGHTSHADOWS ) + 0;
}
};
#define shaderDynamicTest_eye_refract_ps20b psh_forgot_to_set_dynamic_NUM_LIGHTS + psh_forgot_to_set_dynamic_FLASHLIGHTSHADOWS + 0
static const ShaderComboInformation_t s_DynamicComboArray_eye_refract_ps20b[3] =
{
{ "PIXELFOGTYPE", 0, 1 },
{ "NUM_LIGHTS", 0, 4 },
{ "FLASHLIGHTSHADOWS", 0, 1 },
};
static const ShaderComboInformation_t s_StaticComboArray_eye_refract_ps20b[6] =
{
{ "FLASHLIGHT", 0, 1 },
{ "LIGHTWARPTEXTURE", 0, 1 },
{ "SPHERETEXKILLCOMBO", 0, 1 },
{ "RAYTRACESPHERE", 0, 1 },
{ "FLASHLIGHTDEPTHFILTERMODE", 0, 0 },
{ "WORLD_NORMAL", 0, 0 },
};
static const ShaderComboSemantics_t eye_refract_ps20b_combos =
{
"eye_refract_ps20b", s_DynamicComboArray_eye_refract_ps20b, 3, s_StaticComboArray_eye_refract_ps20b, 6
};
class ConstructMe_eye_refract_ps20b
{
public:
ConstructMe_eye_refract_ps20b()
{
GetShaderDLL()->AddShaderComboInformation( &eye_refract_ps20b_combos );
}
};
static ConstructMe_eye_refract_ps20b s_ConstructMe_eye_refract_ps20b;