Counter Strike : Global Offensive Source Code
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172 lines
3.9 KiB

// ALL SKIP STATEMENTS THAT AFFECT THIS SHADER!!!
// defined $LIGHTING_PREVIEW && defined $FASTPATH && $LIGHTING_PREVIEW && $FASTPATH
#include "shaderlib/cshader.h"
class blob_vs30_Static_Index
{
private:
int m_nCONTACT_SHADOW;
#ifdef _DEBUG
bool m_bCONTACT_SHADOW;
#endif
public:
void SetCONTACT_SHADOW( int i )
{
Assert( i >= 0 && i <= 1 );
m_nCONTACT_SHADOW = i;
#ifdef _DEBUG
m_bCONTACT_SHADOW = true;
#endif
}
void SetCONTACT_SHADOW( bool i )
{
Assert( ( i ? 1 : 0 ) >= 0 && ( i ? 1 : 0 ) <= 1 );
m_nCONTACT_SHADOW = i ? 1 : 0;
#ifdef _DEBUG
m_bCONTACT_SHADOW = true;
#endif
}
private:
int m_nVOLUME_TEXTURE;
#ifdef _DEBUG
bool m_bVOLUME_TEXTURE;
#endif
public:
void SetVOLUME_TEXTURE( int i )
{
Assert( i >= 0 && i <= 1 );
m_nVOLUME_TEXTURE = i;
#ifdef _DEBUG
m_bVOLUME_TEXTURE = true;
#endif
}
void SetVOLUME_TEXTURE( bool i )
{
Assert( ( i ? 1 : 0 ) >= 0 && ( i ? 1 : 0 ) <= 1 );
m_nVOLUME_TEXTURE = i ? 1 : 0;
#ifdef _DEBUG
m_bVOLUME_TEXTURE = true;
#endif
}
public:
// CONSTRUCTOR
blob_vs30_Static_Index( IShaderShadow *pShaderShadow, IMaterialVar **params )
{
#ifdef _DEBUG
m_bCONTACT_SHADOW = false;
#endif // _DEBUG
m_nCONTACT_SHADOW = 0;
#ifdef _DEBUG
m_bVOLUME_TEXTURE = false;
#endif // _DEBUG
m_nVOLUME_TEXTURE = 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_bCONTACT_SHADOW && m_bVOLUME_TEXTURE;
Assert( bAllStaticVarsDefined );
#endif // _DEBUG
return ( 4 * m_nCONTACT_SHADOW ) + ( 8 * m_nVOLUME_TEXTURE ) + 0;
}
};
#define shaderStaticTest_blob_vs30 vsh_forgot_to_set_static_CONTACT_SHADOW + vsh_forgot_to_set_static_VOLUME_TEXTURE + 0
class blob_vs30_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_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
}
public:
// CONSTRUCTOR
blob_vs30_Dynamic_Index( IShaderDynamicAPI *pShaderAPI )
{
#ifdef _DEBUG
m_bCOMPRESSED_VERTS = false;
#endif // _DEBUG
m_nCOMPRESSED_VERTS = 0;
#ifdef _DEBUG
m_bSKINNING = false;
#endif // _DEBUG
m_nSKINNING = 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 && m_bSKINNING;
Assert( bAllDynamicVarsDefined );
#endif // _DEBUG
return ( 1 * m_nCOMPRESSED_VERTS ) + ( 2 * m_nSKINNING ) + 0;
}
};
#define shaderDynamicTest_blob_vs30 vsh_forgot_to_set_dynamic_COMPRESSED_VERTS + vsh_forgot_to_set_dynamic_SKINNING + 0
static const ShaderComboInformation_t s_DynamicComboArray_blob_vs30[2] =
{
{ "COMPRESSED_VERTS", 0, 1 },
{ "SKINNING", 0, 1 },
};
static const ShaderComboInformation_t s_StaticComboArray_blob_vs30[2] =
{
{ "CONTACT_SHADOW", 0, 1 },
{ "VOLUME_TEXTURE", 0, 1 },
};
static const ShaderComboSemantics_t blob_vs30_combos =
{
"blob_vs30", s_DynamicComboArray_blob_vs30, 2, s_StaticComboArray_blob_vs30, 2
};
class ConstructMe_blob_vs30
{
public:
ConstructMe_blob_vs30()
{
GetShaderDLL()->AddShaderComboInformation( &blob_vs30_combos );
}
};
static ConstructMe_blob_vs30 s_ConstructMe_blob_vs30;