Counter Strike : Global Offensive Source Code
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176 lines
4.5 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 splinerope_ps20b_Static_Index
{
private:
int m_nSHADER_SRGB_READ;
#ifdef _DEBUG
bool m_bSHADER_SRGB_READ;
#endif
public:
void SetSHADER_SRGB_READ( int i )
{
Assert( i >= 0 && i <= 1 );
m_nSHADER_SRGB_READ = i;
#ifdef _DEBUG
m_bSHADER_SRGB_READ = true;
#endif
}
void SetSHADER_SRGB_READ( bool i )
{
Assert( ( i ? 1 : 0 ) >= 0 && ( i ? 1 : 0 ) <= 1 );
m_nSHADER_SRGB_READ = i ? 1 : 0;
#ifdef _DEBUG
m_bSHADER_SRGB_READ = true;
#endif
}
private:
int m_nSHADOWDEPTH;
#ifdef _DEBUG
bool m_bSHADOWDEPTH;
#endif
public:
void SetSHADOWDEPTH( int i )
{
Assert( i >= 0 && i <= 1 );
m_nSHADOWDEPTH = i;
#ifdef _DEBUG
m_bSHADOWDEPTH = true;
#endif
}
void SetSHADOWDEPTH( bool i )
{
Assert( ( i ? 1 : 0 ) >= 0 && ( i ? 1 : 0 ) <= 1 );
m_nSHADOWDEPTH = i ? 1 : 0;
#ifdef _DEBUG
m_bSHADOWDEPTH = true;
#endif
}
public:
// CONSTRUCTOR
splinerope_ps20b_Static_Index( IShaderShadow *pShaderShadow, IMaterialVar **params )
{
#ifdef _DEBUG
m_bSHADER_SRGB_READ = false;
#endif // _DEBUG
m_nSHADER_SRGB_READ = 0;
#ifdef _DEBUG
m_bSHADOWDEPTH = false;
#endif // _DEBUG
m_nSHADOWDEPTH = 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_bSHADER_SRGB_READ && m_bSHADOWDEPTH;
Assert( bAllStaticVarsDefined );
#endif // _DEBUG
return ( 2 * m_nSHADER_SRGB_READ ) + ( 4 * m_nSHADOWDEPTH ) + 0;
}
};
#define shaderStaticTest_splinerope_ps20b psh_forgot_to_set_static_SHADER_SRGB_READ + psh_forgot_to_set_static_SHADOWDEPTH + 0
class splinerope_ps20b_Dynamic_Index
{
private:
int m_nWRITE_DEPTH_TO_DESTALPHA;
#ifdef _DEBUG
bool m_bWRITE_DEPTH_TO_DESTALPHA;
#endif
public:
void SetWRITE_DEPTH_TO_DESTALPHA( int i )
{
Assert( i >= 0 && i <= 0 );
m_nWRITE_DEPTH_TO_DESTALPHA = i;
#ifdef _DEBUG
m_bWRITE_DEPTH_TO_DESTALPHA = true;
#endif
}
void SetWRITE_DEPTH_TO_DESTALPHA( bool i )
{
Assert( ( i ? 1 : 0 ) >= 0 && ( i ? 1 : 0 ) <= 0 );
m_nWRITE_DEPTH_TO_DESTALPHA = i ? 1 : 0;
#ifdef _DEBUG
m_bWRITE_DEPTH_TO_DESTALPHA = 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
splinerope_ps20b_Dynamic_Index( IShaderDynamicAPI *pShaderAPI )
{
#ifdef _DEBUG
m_bWRITE_DEPTH_TO_DESTALPHA = false;
#endif // _DEBUG
m_nWRITE_DEPTH_TO_DESTALPHA = 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_bWRITE_DEPTH_TO_DESTALPHA && m_bPIXELFOGTYPE;
Assert( bAllDynamicVarsDefined );
#endif // _DEBUG
return ( 1 * m_nWRITE_DEPTH_TO_DESTALPHA ) + ( 1 * m_nPIXELFOGTYPE ) + 0;
}
};
#define shaderDynamicTest_splinerope_ps20b psh_forgot_to_set_dynamic_WRITE_DEPTH_TO_DESTALPHA + 0
static const ShaderComboInformation_t s_DynamicComboArray_splinerope_ps20b[2] =
{
{ "WRITE_DEPTH_TO_DESTALPHA", 0, 0 },
{ "PIXELFOGTYPE", 0, 1 },
};
static const ShaderComboInformation_t s_StaticComboArray_splinerope_ps20b[2] =
{
{ "SHADER_SRGB_READ", 0, 1 },
{ "SHADOWDEPTH", 0, 1 },
};
static const ShaderComboSemantics_t splinerope_ps20b_combos =
{
"splinerope_ps20b", s_DynamicComboArray_splinerope_ps20b, 2, s_StaticComboArray_splinerope_ps20b, 2
};
class ConstructMe_splinerope_ps20b
{
public:
ConstructMe_splinerope_ps20b()
{
GetShaderDLL()->AddShaderComboInformation( &splinerope_ps20b_combos );
}
};
static ConstructMe_splinerope_ps20b s_ConstructMe_splinerope_ps20b;