Counter Strike : Global Offensive Source Code
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418 lines
9.2 KiB

// ALL SKIP STATEMENTS THAT AFFECT THIS SHADER!!!
// ( $DOWATERFOG == 0 ) && ( $DOPIXELFOG && $HARDWAREFOGBLEND )
// ( $DOWATERFOG == 0 ) && ( $HARDWAREFOGBLEND == 0 ) && ( $DOPIXELFOG == 0 )
// ( $MORPHING || $SKINNING || $COMPRESSED_VERTS ) && $TESSELLATION
// defined $LIGHTING_PREVIEW && defined $FASTPATH && $LIGHTING_PREVIEW && $FASTPATH
#include "shaderlib/cshader.h"
class eye_refract_vs30_Static_Index
{
private:
int m_nHALFLAMBERT;
#ifdef _DEBUG
bool m_bHALFLAMBERT;
#endif
public:
void SetHALFLAMBERT( int i )
{
Assert( i >= 0 && i <= 1 );
m_nHALFLAMBERT = i;
#ifdef _DEBUG
m_bHALFLAMBERT = true;
#endif
}
void SetHALFLAMBERT( bool i )
{
Assert( ( i ? 1 : 0 ) >= 0 && ( i ? 1 : 0 ) <= 1 );
m_nHALFLAMBERT = i ? 1 : 0;
#ifdef _DEBUG
m_bHALFLAMBERT = true;
#endif
}
private:
int m_nFLASHLIGHT;
#ifdef _DEBUG
bool m_bFLASHLIGHT;
#endif
public:
void SetFLASHLIGHT( int i )
{
Assert( i >= 0 && i <= 1 );
m_nFLASHLIGHT = i;
#ifdef _DEBUG
m_bFLASHLIGHT = true;
#endif
}
void SetFLASHLIGHT( bool i )
{
Assert( ( i ? 1 : 0 ) >= 0 && ( i ? 1 : 0 ) <= 1 );
m_nFLASHLIGHT = i ? 1 : 0;
#ifdef _DEBUG
m_bFLASHLIGHT = true;
#endif
}
private:
int m_nLIGHTWARPTEXTURE;
#ifdef _DEBUG
bool m_bLIGHTWARPTEXTURE;
#endif
public:
void SetLIGHTWARPTEXTURE( int i )
{
Assert( i >= 0 && i <= 1 );
m_nLIGHTWARPTEXTURE = i;
#ifdef _DEBUG
m_bLIGHTWARPTEXTURE = true;
#endif
}
void SetLIGHTWARPTEXTURE( bool i )
{
Assert( ( i ? 1 : 0 ) >= 0 && ( i ? 1 : 0 ) <= 1 );
m_nLIGHTWARPTEXTURE = i ? 1 : 0;
#ifdef _DEBUG
m_bLIGHTWARPTEXTURE = true;
#endif
}
private:
int m_nWORLD_NORMAL;
#ifdef _DEBUG
bool m_bWORLD_NORMAL;
#endif
public:
void SetWORLD_NORMAL( int i )
{
Assert( i >= 0 && i <= 1 );
m_nWORLD_NORMAL = i;
#ifdef _DEBUG
m_bWORLD_NORMAL = true;
#endif
}
void SetWORLD_NORMAL( bool i )
{
Assert( ( i ? 1 : 0 ) >= 0 && ( i ? 1 : 0 ) <= 1 );
m_nWORLD_NORMAL = i ? 1 : 0;
#ifdef _DEBUG
m_bWORLD_NORMAL = true;
#endif
}
private:
int m_nDOPIXELFOG;
#ifdef _DEBUG
bool m_bDOPIXELFOG;
#endif
public:
void SetDOPIXELFOG( int i )
{
Assert( i >= 0 && i <= 1 );
m_nDOPIXELFOG = i;
#ifdef _DEBUG
m_bDOPIXELFOG = true;
#endif
}
void SetDOPIXELFOG( bool i )
{
Assert( ( i ? 1 : 0 ) >= 0 && ( i ? 1 : 0 ) <= 1 );
m_nDOPIXELFOG = i ? 1 : 0;
#ifdef _DEBUG
m_bDOPIXELFOG = true;
#endif
}
private:
int m_nHARDWAREFOGBLEND;
#ifdef _DEBUG
bool m_bHARDWAREFOGBLEND;
#endif
public:
void SetHARDWAREFOGBLEND( int i )
{
Assert( i >= 0 && i <= 0 );
m_nHARDWAREFOGBLEND = i;
#ifdef _DEBUG
m_bHARDWAREFOGBLEND = true;
#endif
}
void SetHARDWAREFOGBLEND( bool i )
{
Assert( ( i ? 1 : 0 ) >= 0 && ( i ? 1 : 0 ) <= 0 );
m_nHARDWAREFOGBLEND = i ? 1 : 0;
#ifdef _DEBUG
m_bHARDWAREFOGBLEND = true;
#endif
}
public:
// CONSTRUCTOR
eye_refract_vs30_Static_Index( IShaderShadow *pShaderShadow, IMaterialVar **params )
{
#ifdef _DEBUG
m_bHALFLAMBERT = false;
#endif // _DEBUG
m_nHALFLAMBERT = 0;
#ifdef _DEBUG
m_bFLASHLIGHT = false;
#endif // _DEBUG
m_nFLASHLIGHT = 0;
#ifdef _DEBUG
m_bLIGHTWARPTEXTURE = false;
#endif // _DEBUG
m_nLIGHTWARPTEXTURE = 0;
#ifdef _DEBUG
m_bWORLD_NORMAL = false;
#endif // _DEBUG
m_nWORLD_NORMAL = 0;
#ifdef _DEBUG
m_bDOPIXELFOG = true;
#endif // _DEBUG
m_nDOPIXELFOG = g_pHardwareConfig->SupportsPixelShaders_2_b() ;
#ifdef _DEBUG
m_bHARDWAREFOGBLEND = true;
#endif // _DEBUG
m_nHARDWAREFOGBLEND = 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_bHALFLAMBERT && m_bFLASHLIGHT && m_bLIGHTWARPTEXTURE && m_bWORLD_NORMAL && m_bDOPIXELFOG && m_bHARDWAREFOGBLEND;
Assert( bAllStaticVarsDefined );
#endif // _DEBUG
return ( 80 * m_nHALFLAMBERT ) + ( 160 * m_nFLASHLIGHT ) + ( 320 * m_nLIGHTWARPTEXTURE ) + ( 640 * m_nWORLD_NORMAL ) + ( 1280 * m_nDOPIXELFOG ) + ( 2560 * m_nHARDWAREFOGBLEND ) + 0;
}
};
#define shaderStaticTest_eye_refract_vs30 vsh_forgot_to_set_static_HALFLAMBERT + vsh_forgot_to_set_static_FLASHLIGHT + vsh_forgot_to_set_static_LIGHTWARPTEXTURE + vsh_forgot_to_set_static_WORLD_NORMAL + 0
class eye_refract_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
}
private:
int m_nDOWATERFOG;
#ifdef _DEBUG
bool m_bDOWATERFOG;
#endif
public:
void SetDOWATERFOG( int i )
{
Assert( i >= 0 && i <= 1 );
m_nDOWATERFOG = i;
#ifdef _DEBUG
m_bDOWATERFOG = true;
#endif
}
void SetDOWATERFOG( bool i )
{
Assert( ( i ? 1 : 0 ) >= 0 && ( i ? 1 : 0 ) <= 1 );
m_nDOWATERFOG = i ? 1 : 0;
#ifdef _DEBUG
m_bDOWATERFOG = true;
#endif
}
private:
int m_nDYNAMIC_LIGHT;
#ifdef _DEBUG
bool m_bDYNAMIC_LIGHT;
#endif
public:
void SetDYNAMIC_LIGHT( int i )
{
Assert( i >= 0 && i <= 1 );
m_nDYNAMIC_LIGHT = i;
#ifdef _DEBUG
m_bDYNAMIC_LIGHT = true;
#endif
}
void SetDYNAMIC_LIGHT( bool i )
{
Assert( ( i ? 1 : 0 ) >= 0 && ( i ? 1 : 0 ) <= 1 );
m_nDYNAMIC_LIGHT = i ? 1 : 0;
#ifdef _DEBUG
m_bDYNAMIC_LIGHT = true;
#endif
}
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_nTESSELLATION;
#ifdef _DEBUG
bool m_bTESSELLATION;
#endif
public:
void SetTESSELLATION( int i )
{
Assert( i >= 0 && i <= 0 );
m_nTESSELLATION = i;
#ifdef _DEBUG
m_bTESSELLATION = true;
#endif
}
void SetTESSELLATION( bool i )
{
Assert( ( i ? 1 : 0 ) >= 0 && ( i ? 1 : 0 ) <= 0 );
m_nTESSELLATION = i ? 1 : 0;
#ifdef _DEBUG
m_bTESSELLATION = true;
#endif
}
private:
int m_nMORPHING;
#ifdef _DEBUG
bool m_bMORPHING;
#endif
public:
void SetMORPHING( int i )
{
Assert( i >= 0 && i <= 0 );
m_nMORPHING = i;
#ifdef _DEBUG
m_bMORPHING = true;
#endif
}
void SetMORPHING( bool i )
{
Assert( ( i ? 1 : 0 ) >= 0 && ( i ? 1 : 0 ) <= 0 );
m_nMORPHING = i ? 1 : 0;
#ifdef _DEBUG
m_bMORPHING = true;
#endif
}
public:
// CONSTRUCTOR
eye_refract_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;
#ifdef _DEBUG
m_bDOWATERFOG = true;
#endif // _DEBUG
m_nDOWATERFOG = ( pShaderAPI->GetSceneFogMode() == MATERIAL_FOG_LINEAR_BELOW_FOG_Z ) ;
#ifdef _DEBUG
m_bDYNAMIC_LIGHT = false;
#endif // _DEBUG
m_nDYNAMIC_LIGHT = 0;
#ifdef _DEBUG
m_bNUM_LIGHTS = false;
#endif // _DEBUG
m_nNUM_LIGHTS = 0;
#ifdef _DEBUG
m_bTESSELLATION = false;
#endif // _DEBUG
m_nTESSELLATION = 0;
#ifdef _DEBUG
m_bMORPHING = true;
#endif // _DEBUG
m_nMORPHING = false ;
}
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 && m_bDOWATERFOG && m_bDYNAMIC_LIGHT && m_bNUM_LIGHTS && m_bTESSELLATION && m_bMORPHING;
Assert( bAllDynamicVarsDefined );
#endif // _DEBUG
return ( 1 * m_nCOMPRESSED_VERTS ) + ( 2 * m_nSKINNING ) + ( 4 * m_nDOWATERFOG ) + ( 8 * m_nDYNAMIC_LIGHT ) + ( 16 * m_nNUM_LIGHTS ) + ( 80 * m_nTESSELLATION ) + ( 80 * m_nMORPHING ) + 0;
}
};
#define shaderDynamicTest_eye_refract_vs30 vsh_forgot_to_set_dynamic_COMPRESSED_VERTS + vsh_forgot_to_set_dynamic_SKINNING + vsh_forgot_to_set_dynamic_DYNAMIC_LIGHT + vsh_forgot_to_set_dynamic_NUM_LIGHTS + vsh_forgot_to_set_dynamic_TESSELLATION + 0
static const ShaderComboInformation_t s_DynamicComboArray_eye_refract_vs30[7] =
{
{ "COMPRESSED_VERTS", 0, 1 },
{ "SKINNING", 0, 1 },
{ "DOWATERFOG", 0, 1 },
{ "DYNAMIC_LIGHT", 0, 1 },
{ "NUM_LIGHTS", 0, 4 },
{ "TESSELLATION", 0, 0 },
{ "MORPHING", 0, 0 },
};
static const ShaderComboInformation_t s_StaticComboArray_eye_refract_vs30[6] =
{
{ "HALFLAMBERT", 0, 1 },
{ "FLASHLIGHT", 0, 1 },
{ "LIGHTWARPTEXTURE", 0, 1 },
{ "WORLD_NORMAL", 0, 1 },
{ "DOPIXELFOG", 0, 1 },
{ "HARDWAREFOGBLEND", 0, 0 },
};
static const ShaderComboSemantics_t eye_refract_vs30_combos =
{
"eye_refract_vs30", s_DynamicComboArray_eye_refract_vs30, 7, s_StaticComboArray_eye_refract_vs30, 6
};
class ConstructMe_eye_refract_vs30
{
public:
ConstructMe_eye_refract_vs30()
{
GetShaderDLL()->AddShaderComboInformation( &eye_refract_vs30_combos );
}
};
static ConstructMe_eye_refract_vs30 s_ConstructMe_eye_refract_vs30;