Counter Strike : Global Offensive Source Code
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89 lines
2.4 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
#include "shaderlib/cshader.h"
class cloak_blended_pass_ps20_Static_Index
{
private:
int m_nBUMPMAP;
#ifdef _DEBUG
bool m_bBUMPMAP;
#endif
public:
void SetBUMPMAP( int i )
{
Assert( i >= 0 && i <= 1 );
m_nBUMPMAP = i;
#ifdef _DEBUG
m_bBUMPMAP = true;
#endif
}
void SetBUMPMAP( bool i )
{
Assert( ( i ? 1 : 0 ) >= 0 && ( i ? 1 : 0 ) <= 1 );
m_nBUMPMAP = i ? 1 : 0;
#ifdef _DEBUG
m_bBUMPMAP = true;
#endif
}
public:
// CONSTRUCTOR
cloak_blended_pass_ps20_Static_Index( IShaderShadow *pShaderShadow, IMaterialVar **params )
{
#ifdef _DEBUG
m_bBUMPMAP = false;
#endif // _DEBUG
m_nBUMPMAP = 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_bBUMPMAP;
Assert( bAllStaticVarsDefined );
#endif // _DEBUG
return ( 1 * m_nBUMPMAP ) + 0;
}
};
#define shaderStaticTest_cloak_blended_pass_ps20 psh_forgot_to_set_static_BUMPMAP + 0
class cloak_blended_pass_ps20_Dynamic_Index
{
public:
// CONSTRUCTOR
cloak_blended_pass_ps20_Dynamic_Index( IShaderDynamicAPI *pShaderAPI )
{
}
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
#endif // _DEBUG
return 0;
}
};
#define shaderDynamicTest_cloak_blended_pass_ps20 0
static const ShaderComboInformation_t s_StaticComboArray_cloak_blended_pass_ps20[1] =
{
{ "BUMPMAP", 0, 1 },
};
static const ShaderComboSemantics_t cloak_blended_pass_ps20_combos =
{
"cloak_blended_pass_ps20", NULL, 0, s_StaticComboArray_cloak_blended_pass_ps20, 1
};
class ConstructMe_cloak_blended_pass_ps20
{
public:
ConstructMe_cloak_blended_pass_ps20()
{
GetShaderDLL()->AddShaderComboInformation( &cloak_blended_pass_ps20_combos );
}
};
static ConstructMe_cloak_blended_pass_ps20 s_ConstructMe_cloak_blended_pass_ps20;