Counter Strike : Global Offensive Source Code
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116 lines
3.1 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 showz_ps20b_Static_Index
{
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_nDEPTH_IN_ALPHA;
#ifdef _DEBUG
bool m_bDEPTH_IN_ALPHA;
#endif
public:
void SetDEPTH_IN_ALPHA( int i )
{
Assert( i >= 0 && i <= 1 );
m_nDEPTH_IN_ALPHA = i;
#ifdef _DEBUG
m_bDEPTH_IN_ALPHA = true;
#endif
}
void SetDEPTH_IN_ALPHA( bool i )
{
Assert( ( i ? 1 : 0 ) >= 0 && ( i ? 1 : 0 ) <= 1 );
m_nDEPTH_IN_ALPHA = i ? 1 : 0;
#ifdef _DEBUG
m_bDEPTH_IN_ALPHA = true;
#endif
}
public:
// CONSTRUCTOR
showz_ps20b_Static_Index( IShaderShadow *pShaderShadow, IMaterialVar **params )
{
#ifdef _DEBUG
m_bFLASHLIGHTDEPTHFILTERMODE = false;
#endif // _DEBUG
m_nFLASHLIGHTDEPTHFILTERMODE = 0;
#ifdef _DEBUG
m_bDEPTH_IN_ALPHA = false;
#endif // _DEBUG
m_nDEPTH_IN_ALPHA = 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_bFLASHLIGHTDEPTHFILTERMODE && m_bDEPTH_IN_ALPHA;
Assert( bAllStaticVarsDefined );
#endif // _DEBUG
return ( 1 * m_nFLASHLIGHTDEPTHFILTERMODE ) + ( 1 * m_nDEPTH_IN_ALPHA ) + 0;
}
};
#define shaderStaticTest_showz_ps20b psh_forgot_to_set_static_FLASHLIGHTDEPTHFILTERMODE + psh_forgot_to_set_static_DEPTH_IN_ALPHA + 0
class showz_ps20b_Dynamic_Index
{
public:
// CONSTRUCTOR
showz_ps20b_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_showz_ps20b 0
static const ShaderComboInformation_t s_StaticComboArray_showz_ps20b[2] =
{
{ "FLASHLIGHTDEPTHFILTERMODE", 0, 0 },
{ "DEPTH_IN_ALPHA", 0, 1 },
};
static const ShaderComboSemantics_t showz_ps20b_combos =
{
"showz_ps20b", NULL, 0, s_StaticComboArray_showz_ps20b, 2
};
class ConstructMe_showz_ps20b
{
public:
ConstructMe_showz_ps20b()
{
GetShaderDLL()->AddShaderComboInformation( &showz_ps20b_combos );
}
};
static ConstructMe_showz_ps20b s_ConstructMe_showz_ps20b;