Counter Strike : Global Offensive Source Code
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228 lines
5.2 KiB

// ALL SKIP STATEMENTS THAT AFFECT THIS SHADER!!!
// ( $DOWATERFOG == 0 ) && ( $DOPIXELFOG && $HARDWAREFOGBLEND )
// ( $DOWATERFOG == 0 ) && ( $HARDWAREFOGBLEND == 0 ) && ( $DOPIXELFOG == 0 )
// defined $LIGHTING_PREVIEW && defined $FASTPATH && $LIGHTING_PREVIEW && $FASTPATH
#include "shaderlib/cshader.h"
class teeth_flashlight_vs20_Static_Index
{
private:
int m_nDOPIXELFOG;
#ifdef _DEBUG
bool m_bDOPIXELFOG;
#endif
public:
void SetDOPIXELFOG( int i )
{
Assert( i >= 0 && i <= 1 );
m_nDOPIXELFOG = i;
#ifdef _DEBUG
m_bDOPIXELFOG = true;
#endif
}
void SetDOPIXELFOG( bool i )
{
Assert( ( i ? 1 : 0 ) >= 0 && ( i ? 1 : 0 ) <= 1 );
m_nDOPIXELFOG = i ? 1 : 0;
#ifdef _DEBUG
m_bDOPIXELFOG = true;
#endif
}
private:
int m_nHARDWAREFOGBLEND;
#ifdef _DEBUG
bool m_bHARDWAREFOGBLEND;
#endif
public:
void SetHARDWAREFOGBLEND( int i )
{
Assert( i >= 0 && i <= 0 );
m_nHARDWAREFOGBLEND = i;
#ifdef _DEBUG
m_bHARDWAREFOGBLEND = true;
#endif
}
void SetHARDWAREFOGBLEND( bool i )
{
Assert( ( i ? 1 : 0 ) >= 0 && ( i ? 1 : 0 ) <= 0 );
m_nHARDWAREFOGBLEND = i ? 1 : 0;
#ifdef _DEBUG
m_bHARDWAREFOGBLEND = true;
#endif
}
public:
// CONSTRUCTOR
teeth_flashlight_vs20_Static_Index( IShaderShadow *pShaderShadow, IMaterialVar **params )
{
#ifdef _DEBUG
m_bDOPIXELFOG = true;
#endif // _DEBUG
m_nDOPIXELFOG = g_pHardwareConfig->SupportsPixelShaders_2_b() ;
#ifdef _DEBUG
m_bHARDWAREFOGBLEND = true;
#endif // _DEBUG
m_nHARDWAREFOGBLEND = 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_bDOPIXELFOG && m_bHARDWAREFOGBLEND;
Assert( bAllStaticVarsDefined );
#endif // _DEBUG
return ( 8 * m_nDOPIXELFOG ) + ( 16 * m_nHARDWAREFOGBLEND ) + 0;
}
};
#define shaderStaticTest_teeth_flashlight_vs20 0
class teeth_flashlight_vs20_Dynamic_Index
{
private:
int m_nCOMPRESSED_VERTS;
#ifdef _DEBUG
bool m_bCOMPRESSED_VERTS;
#endif
public:
void SetCOMPRESSED_VERTS( int i )
{
Assert( i >= 0 && i <= 1 );
m_nCOMPRESSED_VERTS = i;
#ifdef _DEBUG
m_bCOMPRESSED_VERTS = true;
#endif
}
void SetCOMPRESSED_VERTS( bool i )
{
Assert( ( i ? 1 : 0 ) >= 0 && ( i ? 1 : 0 ) <= 1 );
m_nCOMPRESSED_VERTS = i ? 1 : 0;
#ifdef _DEBUG
m_bCOMPRESSED_VERTS = true;
#endif
}
private:
int m_nDOWATERFOG;
#ifdef _DEBUG
bool m_bDOWATERFOG;
#endif
public:
void SetDOWATERFOG( int i )
{
Assert( i >= 0 && i <= 1 );
m_nDOWATERFOG = i;
#ifdef _DEBUG
m_bDOWATERFOG = true;
#endif
}
void SetDOWATERFOG( bool i )
{
Assert( ( i ? 1 : 0 ) >= 0 && ( i ? 1 : 0 ) <= 1 );
m_nDOWATERFOG = i ? 1 : 0;
#ifdef _DEBUG
m_bDOWATERFOG = true;
#endif
}
private:
int m_nSKINNING;
#ifdef _DEBUG
bool m_bSKINNING;
#endif
public:
void SetSKINNING( int i )
{
Assert( i >= 0 && i <= 1 );
m_nSKINNING = i;
#ifdef _DEBUG
m_bSKINNING = true;
#endif
}
void SetSKINNING( bool i )
{
Assert( ( i ? 1 : 0 ) >= 0 && ( i ? 1 : 0 ) <= 1 );
m_nSKINNING = i ? 1 : 0;
#ifdef _DEBUG
m_bSKINNING = true;
#endif
}
private:
int m_nMORPHING;
#ifdef _DEBUG
bool m_bMORPHING;
#endif
public:
void SetMORPHING( int i )
{
Assert( i >= 0 && i <= 0 );
m_nMORPHING = i;
#ifdef _DEBUG
m_bMORPHING = true;
#endif
}
void SetMORPHING( bool i )
{
Assert( ( i ? 1 : 0 ) >= 0 && ( i ? 1 : 0 ) <= 0 );
m_nMORPHING = i ? 1 : 0;
#ifdef _DEBUG
m_bMORPHING = true;
#endif
}
public:
// CONSTRUCTOR
teeth_flashlight_vs20_Dynamic_Index( IShaderDynamicAPI *pShaderAPI )
{
#ifdef _DEBUG
m_bCOMPRESSED_VERTS = false;
#endif // _DEBUG
m_nCOMPRESSED_VERTS = 0;
#ifdef _DEBUG
m_bDOWATERFOG = true;
#endif // _DEBUG
m_nDOWATERFOG = ( pShaderAPI->GetSceneFogMode() == MATERIAL_FOG_LINEAR_BELOW_FOG_Z ) ;
#ifdef _DEBUG
m_bSKINNING = false;
#endif // _DEBUG
m_nSKINNING = 0;
#ifdef _DEBUG
m_bMORPHING = true;
#endif // _DEBUG
m_nMORPHING = false ;
}
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_bCOMPRESSED_VERTS && m_bDOWATERFOG && m_bSKINNING && m_bMORPHING;
Assert( bAllDynamicVarsDefined );
#endif // _DEBUG
return ( 1 * m_nCOMPRESSED_VERTS ) + ( 2 * m_nDOWATERFOG ) + ( 4 * m_nSKINNING ) + ( 8 * m_nMORPHING ) + 0;
}
};
#define shaderDynamicTest_teeth_flashlight_vs20 vsh_forgot_to_set_dynamic_COMPRESSED_VERTS + vsh_forgot_to_set_dynamic_SKINNING + 0
static const ShaderComboInformation_t s_DynamicComboArray_teeth_flashlight_vs20[4] =
{
{ "COMPRESSED_VERTS", 0, 1 },
{ "DOWATERFOG", 0, 1 },
{ "SKINNING", 0, 1 },
{ "MORPHING", 0, 0 },
};
static const ShaderComboInformation_t s_StaticComboArray_teeth_flashlight_vs20[2] =
{
{ "DOPIXELFOG", 0, 1 },
{ "HARDWAREFOGBLEND", 0, 0 },
};
static const ShaderComboSemantics_t teeth_flashlight_vs20_combos =
{
"teeth_flashlight_vs20", s_DynamicComboArray_teeth_flashlight_vs20, 4, s_StaticComboArray_teeth_flashlight_vs20, 2
};
class ConstructMe_teeth_flashlight_vs20
{
public:
ConstructMe_teeth_flashlight_vs20()
{
GetShaderDLL()->AddShaderComboInformation( &teeth_flashlight_vs20_combos );
}
};
static ConstructMe_teeth_flashlight_vs20 s_ConstructMe_teeth_flashlight_vs20;