Counter Strike : Global Offensive Source Code
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235 lines
5.6 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
// 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 sprite_ps20_Static_Index
{
private:
int m_nVERTEXCOLOR;
#ifdef _DEBUG
bool m_bVERTEXCOLOR;
#endif
public:
void SetVERTEXCOLOR( int i )
{
Assert( i >= 0 && i <= 1 );
m_nVERTEXCOLOR = i;
#ifdef _DEBUG
m_bVERTEXCOLOR = true;
#endif
}
void SetVERTEXCOLOR( bool i )
{
Assert( ( i ? 1 : 0 ) >= 0 && ( i ? 1 : 0 ) <= 1 );
m_nVERTEXCOLOR = i ? 1 : 0;
#ifdef _DEBUG
m_bVERTEXCOLOR = true;
#endif
}
private:
int m_nCONSTANTCOLOR;
#ifdef _DEBUG
bool m_bCONSTANTCOLOR;
#endif
public:
void SetCONSTANTCOLOR( int i )
{
Assert( i >= 0 && i <= 1 );
m_nCONSTANTCOLOR = i;
#ifdef _DEBUG
m_bCONSTANTCOLOR = true;
#endif
}
void SetCONSTANTCOLOR( bool i )
{
Assert( ( i ? 1 : 0 ) >= 0 && ( i ? 1 : 0 ) <= 1 );
m_nCONSTANTCOLOR = i ? 1 : 0;
#ifdef _DEBUG
m_bCONSTANTCOLOR = true;
#endif
}
private:
int m_nHDRTYPE;
#ifdef _DEBUG
bool m_bHDRTYPE;
#endif
public:
void SetHDRTYPE( int i )
{
Assert( i >= 0 && i <= 2 );
m_nHDRTYPE = i;
#ifdef _DEBUG
m_bHDRTYPE = true;
#endif
}
void SetHDRTYPE( bool i )
{
Assert( ( i ? 1 : 0 ) >= 0 && ( i ? 1 : 0 ) <= 2 );
m_nHDRTYPE = i ? 1 : 0;
#ifdef _DEBUG
m_bHDRTYPE = true;
#endif
}
private:
int m_nSRGB;
#ifdef _DEBUG
bool m_bSRGB;
#endif
public:
void SetSRGB( int i )
{
Assert( i >= 0 && i <= 1 );
m_nSRGB = i;
#ifdef _DEBUG
m_bSRGB = true;
#endif
}
void SetSRGB( bool i )
{
Assert( ( i ? 1 : 0 ) >= 0 && ( i ? 1 : 0 ) <= 1 );
m_nSRGB = i ? 1 : 0;
#ifdef _DEBUG
m_bSRGB = true;
#endif
}
public:
// CONSTRUCTOR
sprite_ps20_Static_Index( IShaderShadow *pShaderShadow, IMaterialVar **params )
{
#ifdef _DEBUG
m_bVERTEXCOLOR = false;
#endif // _DEBUG
m_nVERTEXCOLOR = 0;
#ifdef _DEBUG
m_bCONSTANTCOLOR = false;
#endif // _DEBUG
m_nCONSTANTCOLOR = 0;
#ifdef _DEBUG
m_bHDRTYPE = false;
#endif // _DEBUG
m_nHDRTYPE = 0;
#ifdef _DEBUG
m_bSRGB = false;
#endif // _DEBUG
m_nSRGB = 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_bVERTEXCOLOR && m_bCONSTANTCOLOR && m_bHDRTYPE && m_bSRGB;
Assert( bAllStaticVarsDefined );
#endif // _DEBUG
return ( 4 * m_nVERTEXCOLOR ) + ( 8 * m_nCONSTANTCOLOR ) + ( 16 * m_nHDRTYPE ) + ( 48 * m_nSRGB ) + 0;
}
};
#define shaderStaticTest_sprite_ps20 psh_forgot_to_set_static_VERTEXCOLOR + psh_forgot_to_set_static_CONSTANTCOLOR + psh_forgot_to_set_static_HDRTYPE + psh_forgot_to_set_static_SRGB + 0
class sprite_ps20_Dynamic_Index
{
private:
int m_nHDRENABLED;
#ifdef _DEBUG
bool m_bHDRENABLED;
#endif
public:
void SetHDRENABLED( int i )
{
Assert( i >= 0 && i <= 1 );
m_nHDRENABLED = i;
#ifdef _DEBUG
m_bHDRENABLED = true;
#endif
}
void SetHDRENABLED( bool i )
{
Assert( ( i ? 1 : 0 ) >= 0 && ( i ? 1 : 0 ) <= 1 );
m_nHDRENABLED = i ? 1 : 0;
#ifdef _DEBUG
m_bHDRENABLED = 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
sprite_ps20_Dynamic_Index( IShaderDynamicAPI *pShaderAPI )
{
#ifdef _DEBUG
m_bHDRENABLED = false;
#endif // _DEBUG
m_nHDRENABLED = 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_bHDRENABLED && m_bPIXELFOGTYPE;
Assert( bAllDynamicVarsDefined );
#endif // _DEBUG
return ( 1 * m_nHDRENABLED ) + ( 2 * m_nPIXELFOGTYPE ) + 0;
}
};
#define shaderDynamicTest_sprite_ps20 psh_forgot_to_set_dynamic_HDRENABLED + 0
static const ShaderComboInformation_t s_DynamicComboArray_sprite_ps20[2] =
{
{ "HDRENABLED", 0, 1 },
{ "PIXELFOGTYPE", 0, 1 },
};
static const ShaderComboInformation_t s_StaticComboArray_sprite_ps20[4] =
{
{ "VERTEXCOLOR", 0, 1 },
{ "CONSTANTCOLOR", 0, 1 },
{ "HDRTYPE", 0, 2 },
{ "SRGB", 0, 1 },
};
static const ShaderComboSemantics_t sprite_ps20_combos =
{
"sprite_ps20", s_DynamicComboArray_sprite_ps20, 2, s_StaticComboArray_sprite_ps20, 4
};
class ConstructMe_sprite_ps20
{
public:
ConstructMe_sprite_ps20()
{
GetShaderDLL()->AddShaderComboInformation( &sprite_ps20_combos );
}
};
static ConstructMe_sprite_ps20 s_ConstructMe_sprite_ps20;