Counter Strike : Global Offensive Source Code
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268 lines
6.9 KiB

// ALL SKIP STATEMENTS THAT AFFECT THIS SHADER!!!
// ( CASCADED_SHADOW_MAPPING ) != ( DYN_CSM_ENABLED )
// 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
// 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 weapondecal_ps20b_Static_Index
{
private:
int m_nPHONG;
#ifdef _DEBUG
bool m_bPHONG;
#endif
public:
void SetPHONG( int i )
{
Assert( i >= 0 && i <= 1 );
m_nPHONG = i;
#ifdef _DEBUG
m_bPHONG = true;
#endif
}
void SetPHONG( bool i )
{
Assert( ( i ? 1 : 0 ) >= 0 && ( i ? 1 : 0 ) <= 1 );
m_nPHONG = i ? 1 : 0;
#ifdef _DEBUG
m_bPHONG = true;
#endif
}
private:
int m_nPHONGEXPONENTTEXTURE;
#ifdef _DEBUG
bool m_bPHONGEXPONENTTEXTURE;
#endif
public:
void SetPHONGEXPONENTTEXTURE( int i )
{
Assert( i >= 0 && i <= 1 );
m_nPHONGEXPONENTTEXTURE = i;
#ifdef _DEBUG
m_bPHONGEXPONENTTEXTURE = true;
#endif
}
void SetPHONGEXPONENTTEXTURE( bool i )
{
Assert( ( i ? 1 : 0 ) >= 0 && ( i ? 1 : 0 ) <= 1 );
m_nPHONGEXPONENTTEXTURE = i ? 1 : 0;
#ifdef _DEBUG
m_bPHONGEXPONENTTEXTURE = true;
#endif
}
private:
int m_nCUBEMAP;
#ifdef _DEBUG
bool m_bCUBEMAP;
#endif
public:
void SetCUBEMAP( int i )
{
Assert( i >= 0 && i <= 1 );
m_nCUBEMAP = i;
#ifdef _DEBUG
m_bCUBEMAP = true;
#endif
}
void SetCUBEMAP( bool i )
{
Assert( ( i ? 1 : 0 ) >= 0 && ( i ? 1 : 0 ) <= 1 );
m_nCUBEMAP = i ? 1 : 0;
#ifdef _DEBUG
m_bCUBEMAP = true;
#endif
}
private:
int m_nDECALSTYLE;
#ifdef _DEBUG
bool m_bDECALSTYLE;
#endif
public:
void SetDECALSTYLE( int i )
{
Assert( i >= 0 && i <= 4 );
m_nDECALSTYLE = i;
#ifdef _DEBUG
m_bDECALSTYLE = true;
#endif
}
void SetDECALSTYLE( bool i )
{
Assert( ( i ? 1 : 0 ) >= 0 && ( i ? 1 : 0 ) <= 4 );
m_nDECALSTYLE = i ? 1 : 0;
#ifdef _DEBUG
m_bDECALSTYLE = true;
#endif
}
private:
int m_nTHIRDPERSON;
#ifdef _DEBUG
bool m_bTHIRDPERSON;
#endif
public:
void SetTHIRDPERSON( int i )
{
Assert( i >= 0 && i <= 1 );
m_nTHIRDPERSON = i;
#ifdef _DEBUG
m_bTHIRDPERSON = true;
#endif
}
void SetTHIRDPERSON( bool i )
{
Assert( ( i ? 1 : 0 ) >= 0 && ( i ? 1 : 0 ) <= 1 );
m_nTHIRDPERSON = i ? 1 : 0;
#ifdef _DEBUG
m_bTHIRDPERSON = true;
#endif
}
public:
// CONSTRUCTOR
weapondecal_ps20b_Static_Index( IShaderShadow *pShaderShadow, IMaterialVar **params )
{
#ifdef _DEBUG
m_bPHONG = false;
#endif // _DEBUG
m_nPHONG = 0;
#ifdef _DEBUG
m_bPHONGEXPONENTTEXTURE = false;
#endif // _DEBUG
m_nPHONGEXPONENTTEXTURE = 0;
#ifdef _DEBUG
m_bCUBEMAP = false;
#endif // _DEBUG
m_nCUBEMAP = 0;
#ifdef _DEBUG
m_bDECALSTYLE = false;
#endif // _DEBUG
m_nDECALSTYLE = 0;
#ifdef _DEBUG
m_bTHIRDPERSON = false;
#endif // _DEBUG
m_nTHIRDPERSON = 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_bPHONG && m_bPHONGEXPONENTTEXTURE && m_bCUBEMAP && m_bDECALSTYLE && m_bTHIRDPERSON;
Assert( bAllStaticVarsDefined );
#endif // _DEBUG
return ( 10 * m_nPHONG ) + ( 20 * m_nPHONGEXPONENTTEXTURE ) + ( 40 * m_nCUBEMAP ) + ( 80 * m_nDECALSTYLE ) + ( 400 * m_nTHIRDPERSON ) + 0;
}
};
#define shaderStaticTest_weapondecal_ps20b psh_forgot_to_set_static_PHONG + psh_forgot_to_set_static_PHONGEXPONENTTEXTURE + psh_forgot_to_set_static_CUBEMAP + psh_forgot_to_set_static_DECALSTYLE + psh_forgot_to_set_static_THIRDPERSON + 0
class weapondecal_ps20b_Dynamic_Index
{
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_nDYN_CSM_ENABLED;
#ifdef _DEBUG
bool m_bDYN_CSM_ENABLED;
#endif
public:
void SetDYN_CSM_ENABLED( int i )
{
Assert( i >= 0 && i <= 1 );
m_nDYN_CSM_ENABLED = i;
#ifdef _DEBUG
m_bDYN_CSM_ENABLED = true;
#endif
}
void SetDYN_CSM_ENABLED( bool i )
{
Assert( ( i ? 1 : 0 ) >= 0 && ( i ? 1 : 0 ) <= 1 );
m_nDYN_CSM_ENABLED = i ? 1 : 0;
#ifdef _DEBUG
m_bDYN_CSM_ENABLED = true;
#endif
}
public:
// CONSTRUCTOR
weapondecal_ps20b_Dynamic_Index( IShaderDynamicAPI *pShaderAPI )
{
#ifdef _DEBUG
m_bNUM_LIGHTS = false;
#endif // _DEBUG
m_nNUM_LIGHTS = 0;
#ifdef _DEBUG
m_bDYN_CSM_ENABLED = false;
#endif // _DEBUG
m_nDYN_CSM_ENABLED = 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_bNUM_LIGHTS && m_bDYN_CSM_ENABLED;
Assert( bAllDynamicVarsDefined );
#endif // _DEBUG
return ( 1 * m_nNUM_LIGHTS ) + ( 5 * m_nDYN_CSM_ENABLED ) + 0;
}
};
#define shaderDynamicTest_weapondecal_ps20b psh_forgot_to_set_dynamic_NUM_LIGHTS + psh_forgot_to_set_dynamic_DYN_CSM_ENABLED + 0
static const ShaderComboInformation_t s_DynamicComboArray_weapondecal_ps20b[2] =
{
{ "NUM_LIGHTS", 0, 4 },
{ "DYN_CSM_ENABLED", 0, 1 },
};
static const ShaderComboInformation_t s_StaticComboArray_weapondecal_ps20b[5] =
{
{ "PHONG", 0, 1 },
{ "PHONGEXPONENTTEXTURE", 0, 1 },
{ "CUBEMAP", 0, 1 },
{ "DECALSTYLE", 0, 4 },
{ "THIRDPERSON", 0, 1 },
};
static const ShaderComboSemantics_t weapondecal_ps20b_combos =
{
"weapondecal_ps20b", s_DynamicComboArray_weapondecal_ps20b, 2, s_StaticComboArray_weapondecal_ps20b, 5
};
class ConstructMe_weapondecal_ps20b
{
public:
ConstructMe_weapondecal_ps20b()
{
GetShaderDLL()->AddShaderComboInformation( &weapondecal_ps20b_combos );
}
};
static ConstructMe_weapondecal_ps20b s_ConstructMe_weapondecal_ps20b;