Counter Strike : Global Offensive Source Code
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118 lines
2.8 KiB

// ALL SKIP STATEMENTS THAT AFFECT THIS SHADER!!!
// defined $LIGHTING_PREVIEW && defined $FASTPATH && $LIGHTING_PREVIEW && $FASTPATH
#include "shaderlib/cshader.h"
class blob_arm_vs20_Static_Index
{
private:
int m_nWIDEN_TIPS;
#ifdef _DEBUG
bool m_bWIDEN_TIPS;
#endif
public:
void SetWIDEN_TIPS( int i )
{
Assert( i >= 0 && i <= 1 );
m_nWIDEN_TIPS = i;
#ifdef _DEBUG
m_bWIDEN_TIPS = true;
#endif
}
void SetWIDEN_TIPS( bool i )
{
Assert( ( i ? 1 : 0 ) >= 0 && ( i ? 1 : 0 ) <= 1 );
m_nWIDEN_TIPS = i ? 1 : 0;
#ifdef _DEBUG
m_bWIDEN_TIPS = true;
#endif
}
public:
// CONSTRUCTOR
blob_arm_vs20_Static_Index( IShaderShadow *pShaderShadow, IMaterialVar **params )
{
#ifdef _DEBUG
m_bWIDEN_TIPS = false;
#endif // _DEBUG
m_nWIDEN_TIPS = 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_bWIDEN_TIPS;
Assert( bAllStaticVarsDefined );
#endif // _DEBUG
return ( 2 * m_nWIDEN_TIPS ) + 0;
}
};
#define shaderStaticTest_blob_arm_vs20 vsh_forgot_to_set_static_WIDEN_TIPS + 0
class blob_arm_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
}
public:
// CONSTRUCTOR
blob_arm_vs20_Dynamic_Index( IShaderDynamicAPI *pShaderAPI )
{
#ifdef _DEBUG
m_bCOMPRESSED_VERTS = false;
#endif // _DEBUG
m_nCOMPRESSED_VERTS = 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_bCOMPRESSED_VERTS;
Assert( bAllDynamicVarsDefined );
#endif // _DEBUG
return ( 1 * m_nCOMPRESSED_VERTS ) + 0;
}
};
#define shaderDynamicTest_blob_arm_vs20 vsh_forgot_to_set_dynamic_COMPRESSED_VERTS + 0
static const ShaderComboInformation_t s_DynamicComboArray_blob_arm_vs20[1] =
{
{ "COMPRESSED_VERTS", 0, 1 },
};
static const ShaderComboInformation_t s_StaticComboArray_blob_arm_vs20[1] =
{
{ "WIDEN_TIPS", 0, 1 },
};
static const ShaderComboSemantics_t blob_arm_vs20_combos =
{
"blob_arm_vs20", s_DynamicComboArray_blob_arm_vs20, 1, s_StaticComboArray_blob_arm_vs20, 1
};
class ConstructMe_blob_arm_vs20
{
public:
ConstructMe_blob_arm_vs20()
{
GetShaderDLL()->AddShaderComboInformation( &blob_arm_vs20_combos );
}
};
static ConstructMe_blob_arm_vs20 s_ConstructMe_blob_arm_vs20;