Counter Strike : Global Offensive Source Code
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386 lines
9.7 KiB

// ALL SKIP STATEMENTS THAT AFFECT THIS SHADER!!!
// ( ( $COMPOSITEMODE == 1 ) && ( $CASCADED_SHADOW_MAPPING != 0 ) )
// ( ( $COMPOSITEMODE == 1 ) && ( $NUM_LIGHTS != 0 ) )
// ( $CASCADED_SHADOW_MAPPING == 0 ) && ( $DYN_CSM_ENABLED == 1 )
// ( $CASCADED_SHADOW_MAPPING == 0 ) && ( $CSM_MODE != 0 )
// ( $USE_PATTERN2 == 1 ) && ( $USE_PATTERN1 == 0 )
// ( $USE_PATTERN_OFFSET == 1 ) && ( $USE_PATTERN1 == 0 && $USE_PATTERN2 == 0 )
// ( $SWAP_PATTERN_MASKS == 1 ) && ( $USE_PATTERN1 == 0 && $USE_PATTERN2 == 0 )
// ( $USE_LOGO2 == 1 ) && ( $USE_LOGO1 == 0 )
// ( $COMPOSITEMODE == 2 ) && ( $USE_PATTERN1 == 1 )
// ( $COMPOSITEMODE == 2 ) && ( $USE_PATTERN2 == 1 )
// ( $COMPOSITEMODE == 2 ) && ( $USE_PATTERN_OFFSET == 1 )
// ( $COMPOSITEMODE == 2 ) && ( $USE_LOGO1 == 1 )
// ( $COMPOSITEMODE == 2 ) && ( $USE_LOGO2 == 1 )
// ( $AO_MODE == 1 ) && ( $COMPOSITEMODE == 1 )
// ( $AO_MODE == 1 ) && ( $NUM_LIGHTS != 0 )
// ( $AO_MODE == 1 ) && ( $DYN_CSM_ENABLED == 1 )
// 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 customclothing_ps20b_Static_Index
{
private:
int m_nCOMPOSITEMODE;
#ifdef _DEBUG
bool m_bCOMPOSITEMODE;
#endif
public:
void SetCOMPOSITEMODE( int i )
{
Assert( i >= 0 && i <= 2 );
m_nCOMPOSITEMODE = i;
#ifdef _DEBUG
m_bCOMPOSITEMODE = true;
#endif
}
void SetCOMPOSITEMODE( bool i )
{
Assert( ( i ? 1 : 0 ) >= 0 && ( i ? 1 : 0 ) <= 2 );
m_nCOMPOSITEMODE = i ? 1 : 0;
#ifdef _DEBUG
m_bCOMPOSITEMODE = true;
#endif
}
private:
int m_nCSM_MODE;
#ifdef _DEBUG
bool m_bCSM_MODE;
#endif
public:
void SetCSM_MODE( int i )
{
Assert( i >= 0 && i <= 0 );
m_nCSM_MODE = i;
#ifdef _DEBUG
m_bCSM_MODE = true;
#endif
}
void SetCSM_MODE( bool i )
{
Assert( ( i ? 1 : 0 ) >= 0 && ( i ? 1 : 0 ) <= 0 );
m_nCSM_MODE = i ? 1 : 0;
#ifdef _DEBUG
m_bCSM_MODE = true;
#endif
}
private:
int m_nUSE_PATTERN1;
#ifdef _DEBUG
bool m_bUSE_PATTERN1;
#endif
public:
void SetUSE_PATTERN1( int i )
{
Assert( i >= 0 && i <= 1 );
m_nUSE_PATTERN1 = i;
#ifdef _DEBUG
m_bUSE_PATTERN1 = true;
#endif
}
void SetUSE_PATTERN1( bool i )
{
Assert( ( i ? 1 : 0 ) >= 0 && ( i ? 1 : 0 ) <= 1 );
m_nUSE_PATTERN1 = i ? 1 : 0;
#ifdef _DEBUG
m_bUSE_PATTERN1 = true;
#endif
}
private:
int m_nUSE_PATTERN2;
#ifdef _DEBUG
bool m_bUSE_PATTERN2;
#endif
public:
void SetUSE_PATTERN2( int i )
{
Assert( i >= 0 && i <= 1 );
m_nUSE_PATTERN2 = i;
#ifdef _DEBUG
m_bUSE_PATTERN2 = true;
#endif
}
void SetUSE_PATTERN2( bool i )
{
Assert( ( i ? 1 : 0 ) >= 0 && ( i ? 1 : 0 ) <= 1 );
m_nUSE_PATTERN2 = i ? 1 : 0;
#ifdef _DEBUG
m_bUSE_PATTERN2 = true;
#endif
}
private:
int m_nUSE_PATTERN_OFFSET;
#ifdef _DEBUG
bool m_bUSE_PATTERN_OFFSET;
#endif
public:
void SetUSE_PATTERN_OFFSET( int i )
{
Assert( i >= 0 && i <= 1 );
m_nUSE_PATTERN_OFFSET = i;
#ifdef _DEBUG
m_bUSE_PATTERN_OFFSET = true;
#endif
}
void SetUSE_PATTERN_OFFSET( bool i )
{
Assert( ( i ? 1 : 0 ) >= 0 && ( i ? 1 : 0 ) <= 1 );
m_nUSE_PATTERN_OFFSET = i ? 1 : 0;
#ifdef _DEBUG
m_bUSE_PATTERN_OFFSET = true;
#endif
}
private:
int m_nUSE_LOGO1;
#ifdef _DEBUG
bool m_bUSE_LOGO1;
#endif
public:
void SetUSE_LOGO1( int i )
{
Assert( i >= 0 && i <= 1 );
m_nUSE_LOGO1 = i;
#ifdef _DEBUG
m_bUSE_LOGO1 = true;
#endif
}
void SetUSE_LOGO1( bool i )
{
Assert( ( i ? 1 : 0 ) >= 0 && ( i ? 1 : 0 ) <= 1 );
m_nUSE_LOGO1 = i ? 1 : 0;
#ifdef _DEBUG
m_bUSE_LOGO1 = true;
#endif
}
private:
int m_nUSE_LOGO2;
#ifdef _DEBUG
bool m_bUSE_LOGO2;
#endif
public:
void SetUSE_LOGO2( int i )
{
Assert( i >= 0 && i <= 1 );
m_nUSE_LOGO2 = i;
#ifdef _DEBUG
m_bUSE_LOGO2 = true;
#endif
}
void SetUSE_LOGO2( bool i )
{
Assert( ( i ? 1 : 0 ) >= 0 && ( i ? 1 : 0 ) <= 1 );
m_nUSE_LOGO2 = i ? 1 : 0;
#ifdef _DEBUG
m_bUSE_LOGO2 = true;
#endif
}
private:
int m_nSWAP_PATTERN_MASKS;
#ifdef _DEBUG
bool m_bSWAP_PATTERN_MASKS;
#endif
public:
void SetSWAP_PATTERN_MASKS( int i )
{
Assert( i >= 0 && i <= 1 );
m_nSWAP_PATTERN_MASKS = i;
#ifdef _DEBUG
m_bSWAP_PATTERN_MASKS = true;
#endif
}
void SetSWAP_PATTERN_MASKS( bool i )
{
Assert( ( i ? 1 : 0 ) >= 0 && ( i ? 1 : 0 ) <= 1 );
m_nSWAP_PATTERN_MASKS = i ? 1 : 0;
#ifdef _DEBUG
m_bSWAP_PATTERN_MASKS = true;
#endif
}
public:
// CONSTRUCTOR
customclothing_ps20b_Static_Index( IShaderShadow *pShaderShadow, IMaterialVar **params )
{
#ifdef _DEBUG
m_bCOMPOSITEMODE = false;
#endif // _DEBUG
m_nCOMPOSITEMODE = 0;
#ifdef _DEBUG
m_bCSM_MODE = true;
#endif // _DEBUG
m_nCSM_MODE = 0 ;
#ifdef _DEBUG
m_bUSE_PATTERN1 = false;
#endif // _DEBUG
m_nUSE_PATTERN1 = 0;
#ifdef _DEBUG
m_bUSE_PATTERN2 = false;
#endif // _DEBUG
m_nUSE_PATTERN2 = 0;
#ifdef _DEBUG
m_bUSE_PATTERN_OFFSET = false;
#endif // _DEBUG
m_nUSE_PATTERN_OFFSET = 0;
#ifdef _DEBUG
m_bUSE_LOGO1 = false;
#endif // _DEBUG
m_nUSE_LOGO1 = 0;
#ifdef _DEBUG
m_bUSE_LOGO2 = false;
#endif // _DEBUG
m_nUSE_LOGO2 = 0;
#ifdef _DEBUG
m_bSWAP_PATTERN_MASKS = false;
#endif // _DEBUG
m_nSWAP_PATTERN_MASKS = 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_bCOMPOSITEMODE && m_bCSM_MODE && m_bUSE_PATTERN1 && m_bUSE_PATTERN2 && m_bUSE_PATTERN_OFFSET && m_bUSE_LOGO1 && m_bUSE_LOGO2 && m_bSWAP_PATTERN_MASKS;
Assert( bAllStaticVarsDefined );
#endif // _DEBUG
return ( 20 * m_nCOMPOSITEMODE ) + ( 60 * m_nCSM_MODE ) + ( 60 * m_nUSE_PATTERN1 ) + ( 120 * m_nUSE_PATTERN2 ) + ( 240 * m_nUSE_PATTERN_OFFSET ) + ( 480 * m_nUSE_LOGO1 ) + ( 960 * m_nUSE_LOGO2 ) + ( 1920 * m_nSWAP_PATTERN_MASKS ) + 0;
}
};
#define shaderStaticTest_customclothing_ps20b psh_forgot_to_set_static_COMPOSITEMODE + psh_forgot_to_set_static_USE_PATTERN1 + psh_forgot_to_set_static_USE_PATTERN2 + psh_forgot_to_set_static_USE_PATTERN_OFFSET + psh_forgot_to_set_static_USE_LOGO1 + psh_forgot_to_set_static_USE_LOGO2 + psh_forgot_to_set_static_SWAP_PATTERN_MASKS + 0
class customclothing_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
}
private:
int m_nAO_MODE;
#ifdef _DEBUG
bool m_bAO_MODE;
#endif
public:
void SetAO_MODE( int i )
{
Assert( i >= 0 && i <= 1 );
m_nAO_MODE = i;
#ifdef _DEBUG
m_bAO_MODE = true;
#endif
}
void SetAO_MODE( bool i )
{
Assert( ( i ? 1 : 0 ) >= 0 && ( i ? 1 : 0 ) <= 1 );
m_nAO_MODE = i ? 1 : 0;
#ifdef _DEBUG
m_bAO_MODE = true;
#endif
}
public:
// CONSTRUCTOR
customclothing_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;
#ifdef _DEBUG
m_bAO_MODE = false;
#endif // _DEBUG
m_nAO_MODE = 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 && m_bAO_MODE;
Assert( bAllDynamicVarsDefined );
#endif // _DEBUG
return ( 1 * m_nNUM_LIGHTS ) + ( 5 * m_nDYN_CSM_ENABLED ) + ( 10 * m_nAO_MODE ) + 0;
}
};
#define shaderDynamicTest_customclothing_ps20b psh_forgot_to_set_dynamic_NUM_LIGHTS + psh_forgot_to_set_dynamic_DYN_CSM_ENABLED + psh_forgot_to_set_dynamic_AO_MODE + 0
static const ShaderComboInformation_t s_DynamicComboArray_customclothing_ps20b[3] =
{
{ "NUM_LIGHTS", 0, 4 },
{ "DYN_CSM_ENABLED", 0, 1 },
{ "AO_MODE", 0, 1 },
};
static const ShaderComboInformation_t s_StaticComboArray_customclothing_ps20b[8] =
{
{ "COMPOSITEMODE", 0, 2 },
{ "CSM_MODE", 0, 0 },
{ "USE_PATTERN1", 0, 1 },
{ "USE_PATTERN2", 0, 1 },
{ "USE_PATTERN_OFFSET", 0, 1 },
{ "USE_LOGO1", 0, 1 },
{ "USE_LOGO2", 0, 1 },
{ "SWAP_PATTERN_MASKS", 0, 1 },
};
static const ShaderComboSemantics_t customclothing_ps20b_combos =
{
"customclothing_ps20b", s_DynamicComboArray_customclothing_ps20b, 3, s_StaticComboArray_customclothing_ps20b, 8
};
class ConstructMe_customclothing_ps20b
{
public:
ConstructMe_customclothing_ps20b()
{
GetShaderDLL()->AddShaderComboInformation( &customclothing_ps20b_combos );
}
};
static ConstructMe_customclothing_ps20b s_ConstructMe_customclothing_ps20b;