Counter Strike : Global Offensive Source Code
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293 lines
5.9 KiB

// ALL SKIP STATEMENTS THAT AFFECT THIS SHADER!!!
// ( $DOWATERFOG == 0 ) && ( $DOPIXELFOG && $HARDWAREFOGBLEND )
// ( $DOWATERFOG == 0 ) && ( $HARDWAREFOGBLEND == 0 ) && ( $DOPIXELFOG == 0 )
// defined $LIGHTING_PREVIEW && defined $FASTPATH && $LIGHTING_PREVIEW && $FASTPATH
#include "shaderlib/cshader.h"
class global_lit_simple_vs20_Static_Index
{
private:
int m_nMODEL;
#ifdef _DEBUG
bool m_bMODEL;
#endif
public:
void SetMODEL( int i )
{
Assert( i >= 0 && i <= 1 );
m_nMODEL = i;
#ifdef _DEBUG
m_bMODEL = true;
#endif
}
void SetMODEL( bool i )
{
m_nMODEL = i ? 1 : 0;
#ifdef _DEBUG
m_bMODEL = 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 )
{
m_nFLASHLIGHT = i ? 1 : 0;
#ifdef _DEBUG
m_bFLASHLIGHT = true;
#endif
}
private:
int m_nSPECULAR;
#ifdef _DEBUG
bool m_bSPECULAR;
#endif
public:
void SetSPECULAR( int i )
{
Assert( i >= 0 && i <= 1 );
m_nSPECULAR = i;
#ifdef _DEBUG
m_bSPECULAR = true;
#endif
}
void SetSPECULAR( bool i )
{
m_nSPECULAR = i ? 1 : 0;
#ifdef _DEBUG
m_bSPECULAR = 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 )
{
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 <= 1 );
m_nHARDWAREFOGBLEND = i;
#ifdef _DEBUG
m_bHARDWAREFOGBLEND = true;
#endif
}
void SetHARDWAREFOGBLEND( bool i )
{
m_nHARDWAREFOGBLEND = i ? 1 : 0;
#ifdef _DEBUG
m_bHARDWAREFOGBLEND = true;
#endif
}
public:
// CONSTRUCTOR
global_lit_simple_vs20_Static_Index( IShaderShadow *pShaderShadow, IMaterialVar **params )
{
#ifdef _DEBUG
m_bMODEL = false;
#endif // _DEBUG
m_nMODEL = 0;
#ifdef _DEBUG
m_bFLASHLIGHT = false;
#endif // _DEBUG
m_nFLASHLIGHT = 0;
#ifdef _DEBUG
m_bSPECULAR = false;
#endif // _DEBUG
m_nSPECULAR = 0;
#ifdef _DEBUG
m_bDOPIXELFOG = true;
#endif // _DEBUG
m_nDOPIXELFOG = g_pHardwareConfig->SupportsPixelShaders_2_b() ;
#ifdef _DEBUG
m_bHARDWAREFOGBLEND = true;
#endif // _DEBUG
m_nHARDWAREFOGBLEND = !g_pHardwareConfig->SupportsPixelShaders_2_b() ;
}
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_bMODEL && m_bFLASHLIGHT && m_bSPECULAR && m_bDOPIXELFOG && m_bHARDWAREFOGBLEND;
Assert( bAllStaticVarsDefined );
#endif // _DEBUG
return ( 32 * m_nMODEL ) + ( 64 * m_nFLASHLIGHT ) + ( 128 * m_nSPECULAR ) + ( 256 * m_nDOPIXELFOG ) + ( 512 * m_nHARDWAREFOGBLEND ) + 0;
}
};
#define shaderStaticTest_global_lit_simple_vs20 vsh_forgot_to_set_static_MODEL + vsh_forgot_to_set_static_FLASHLIGHT + vsh_forgot_to_set_static_SPECULAR + 0
class global_lit_simple_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 )
{
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 )
{
m_nSKINNING = i ? 1 : 0;
#ifdef _DEBUG
m_bSKINNING = true;
#endif
}
private:
int m_nFOW;
#ifdef _DEBUG
bool m_bFOW;
#endif
public:
void SetFOW( int i )
{
Assert( i >= 0 && i <= 1 );
m_nFOW = i;
#ifdef _DEBUG
m_bFOW = true;
#endif
}
void SetFOW( bool i )
{
m_nFOW = i ? 1 : 0;
#ifdef _DEBUG
m_bFOW = true;
#endif
}
private:
int m_nDEFERRED;
#ifdef _DEBUG
bool m_bDEFERRED;
#endif
public:
void SetDEFERRED( int i )
{
Assert( i >= 0 && i <= 1 );
m_nDEFERRED = i;
#ifdef _DEBUG
m_bDEFERRED = true;
#endif
}
void SetDEFERRED( bool i )
{
m_nDEFERRED = i ? 1 : 0;
#ifdef _DEBUG
m_bDEFERRED = 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 )
{
m_nDOWATERFOG = i ? 1 : 0;
#ifdef _DEBUG
m_bDOWATERFOG = true;
#endif
}
public:
// CONSTRUCTOR
global_lit_simple_vs20_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_bFOW = false;
#endif // _DEBUG
m_nFOW = 0;
#ifdef _DEBUG
m_bDEFERRED = false;
#endif // _DEBUG
m_nDEFERRED = 0;
#ifdef _DEBUG
m_bDOWATERFOG = true;
#endif // _DEBUG
m_nDOWATERFOG = ( pShaderAPI->GetSceneFogMode() == MATERIAL_FOG_LINEAR_BELOW_FOG_Z ) ;
}
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_bFOW && m_bDEFERRED && m_bDOWATERFOG;
Assert( bAllDynamicVarsDefined );
#endif // _DEBUG
return ( 1 * m_nCOMPRESSED_VERTS ) + ( 2 * m_nSKINNING ) + ( 4 * m_nFOW ) + ( 8 * m_nDEFERRED ) + ( 16 * m_nDOWATERFOG ) + 0;
}
};
#define shaderDynamicTest_global_lit_simple_vs20 vsh_forgot_to_set_dynamic_COMPRESSED_VERTS + vsh_forgot_to_set_dynamic_SKINNING + vsh_forgot_to_set_dynamic_FOW + vsh_forgot_to_set_dynamic_DEFERRED + 0