Counter Strike : Global Offensive Source Code
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390 lines
8.6 KiB

// ALL SKIP STATEMENTS THAT AFFECT THIS SHADER!!!
// $LIGHTING_PREVIEW && $FLASHLIGHT
// ( $DOWATERFOG == 0 ) && ( $DOPIXELFOG && $HARDWAREFOGBLEND )
// defined $LIGHTING_PREVIEW && defined $FASTPATH && $LIGHTING_PREVIEW && $FASTPATH
#include "shaderlib/cshader.h"
class lightmapped_4wayblend_vs30_Static_Index
{
private:
int m_nENVMAP_MASK;
#ifdef _DEBUG
bool m_bENVMAP_MASK;
#endif
public:
void SetENVMAP_MASK( int i )
{
Assert( i >= 0 && i <= 1 );
m_nENVMAP_MASK = i;
#ifdef _DEBUG
m_bENVMAP_MASK = true;
#endif
}
void SetENVMAP_MASK( bool i )
{
Assert( ( i ? 1 : 0 ) >= 0 && ( i ? 1 : 0 ) <= 1 );
m_nENVMAP_MASK = i ? 1 : 0;
#ifdef _DEBUG
m_bENVMAP_MASK = true;
#endif
}
private:
int m_nTANGENTSPACE;
#ifdef _DEBUG
bool m_bTANGENTSPACE;
#endif
public:
void SetTANGENTSPACE( int i )
{
Assert( i >= 0 && i <= 1 );
m_nTANGENTSPACE = i;
#ifdef _DEBUG
m_bTANGENTSPACE = true;
#endif
}
void SetTANGENTSPACE( bool i )
{
Assert( ( i ? 1 : 0 ) >= 0 && ( i ? 1 : 0 ) <= 1 );
m_nTANGENTSPACE = i ? 1 : 0;
#ifdef _DEBUG
m_bTANGENTSPACE = true;
#endif
}
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
}
private:
int m_nDETAILTEXTURE;
#ifdef _DEBUG
bool m_bDETAILTEXTURE;
#endif
public:
void SetDETAILTEXTURE( int i )
{
Assert( i >= 0 && i <= 1 );
m_nDETAILTEXTURE = i;
#ifdef _DEBUG
m_bDETAILTEXTURE = true;
#endif
}
void SetDETAILTEXTURE( bool i )
{
Assert( ( i ? 1 : 0 ) >= 0 && ( i ? 1 : 0 ) <= 1 );
m_nDETAILTEXTURE = i ? 1 : 0;
#ifdef _DEBUG
m_bDETAILTEXTURE = true;
#endif
}
private:
int m_nVERTEXCOLOR;
#ifdef _DEBUG
bool m_bVERTEXCOLOR;
#endif
public:
void SetVERTEXCOLOR( int i )
{
Assert( i >= 0 && i <= 1 );
m_nVERTEXCOLOR = i;
#ifdef _DEBUG
m_bVERTEXCOLOR = true;
#endif
}
void SetVERTEXCOLOR( bool i )
{
Assert( ( i ? 1 : 0 ) >= 0 && ( i ? 1 : 0 ) <= 1 );
m_nVERTEXCOLOR = i ? 1 : 0;
#ifdef _DEBUG
m_bVERTEXCOLOR = true;
#endif
}
private:
int m_nSEAMLESS;
#ifdef _DEBUG
bool m_bSEAMLESS;
#endif
public:
void SetSEAMLESS( int i )
{
Assert( i >= 0 && i <= 1 );
m_nSEAMLESS = i;
#ifdef _DEBUG
m_bSEAMLESS = true;
#endif
}
void SetSEAMLESS( bool i )
{
Assert( ( i ? 1 : 0 ) >= 0 && ( i ? 1 : 0 ) <= 1 );
m_nSEAMLESS = i ? 1 : 0;
#ifdef _DEBUG
m_bSEAMLESS = true;
#endif
}
private:
int m_nSELFILLUM;
#ifdef _DEBUG
bool m_bSELFILLUM;
#endif
public:
void SetSELFILLUM( int i )
{
Assert( i >= 0 && i <= 1 );
m_nSELFILLUM = i;
#ifdef _DEBUG
m_bSELFILLUM = true;
#endif
}
void SetSELFILLUM( bool i )
{
Assert( ( i ? 1 : 0 ) >= 0 && ( i ? 1 : 0 ) <= 1 );
m_nSELFILLUM = i ? 1 : 0;
#ifdef _DEBUG
m_bSELFILLUM = true;
#endif
}
private:
int m_nLIGHTING_PREVIEW;
#ifdef _DEBUG
bool m_bLIGHTING_PREVIEW;
#endif
public:
void SetLIGHTING_PREVIEW( int i )
{
Assert( i >= 0 && i <= 3 );
m_nLIGHTING_PREVIEW = i;
#ifdef _DEBUG
m_bLIGHTING_PREVIEW = true;
#endif
}
void SetLIGHTING_PREVIEW( bool i )
{
Assert( ( i ? 1 : 0 ) >= 0 && ( i ? 1 : 0 ) <= 3 );
m_nLIGHTING_PREVIEW = i ? 1 : 0;
#ifdef _DEBUG
m_bLIGHTING_PREVIEW = 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
lightmapped_4wayblend_vs30_Static_Index( IShaderShadow *pShaderShadow, IMaterialVar **params )
{
#ifdef _DEBUG
m_bENVMAP_MASK = false;
#endif // _DEBUG
m_nENVMAP_MASK = 0;
#ifdef _DEBUG
m_bTANGENTSPACE = false;
#endif // _DEBUG
m_nTANGENTSPACE = 0;
#ifdef _DEBUG
m_bBUMPMAP = false;
#endif // _DEBUG
m_nBUMPMAP = 0;
#ifdef _DEBUG
m_bDETAILTEXTURE = false;
#endif // _DEBUG
m_nDETAILTEXTURE = 0;
#ifdef _DEBUG
m_bVERTEXCOLOR = false;
#endif // _DEBUG
m_nVERTEXCOLOR = 0;
#ifdef _DEBUG
m_bSEAMLESS = false;
#endif // _DEBUG
m_nSEAMLESS = 0;
#ifdef _DEBUG
m_bSELFILLUM = false;
#endif // _DEBUG
m_nSELFILLUM = 0;
#ifdef _DEBUG
m_bLIGHTING_PREVIEW = false;
#endif // _DEBUG
m_nLIGHTING_PREVIEW = 0;
#ifdef _DEBUG
m_bDOPIXELFOG = true;
#endif // _DEBUG
m_nDOPIXELFOG = ( g_pHardwareConfig->SupportsPixelShaders_2_b() && !IS_FLAG_SET( MATERIAL_VAR_VERTEXFOG ) ) ? 1 : 0 ;
#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_bENVMAP_MASK && m_bTANGENTSPACE && m_bBUMPMAP && m_bDETAILTEXTURE && m_bVERTEXCOLOR && m_bSEAMLESS && m_bSELFILLUM && m_bLIGHTING_PREVIEW && m_bDOPIXELFOG && m_bHARDWAREFOGBLEND;
Assert( bAllStaticVarsDefined );
#endif // _DEBUG
return ( 4 * m_nENVMAP_MASK ) + ( 8 * m_nTANGENTSPACE ) + ( 16 * m_nBUMPMAP ) + ( 32 * m_nDETAILTEXTURE ) + ( 64 * m_nVERTEXCOLOR ) + ( 128 * m_nSEAMLESS ) + ( 256 * m_nSELFILLUM ) + ( 512 * m_nLIGHTING_PREVIEW ) + ( 2048 * m_nDOPIXELFOG ) + ( 4096 * m_nHARDWAREFOGBLEND ) + 0;
}
};
#define shaderStaticTest_lightmapped_4wayblend_vs30 vsh_forgot_to_set_static_ENVMAP_MASK + vsh_forgot_to_set_static_TANGENTSPACE + vsh_forgot_to_set_static_BUMPMAP + vsh_forgot_to_set_static_DETAILTEXTURE + vsh_forgot_to_set_static_VERTEXCOLOR + vsh_forgot_to_set_static_SEAMLESS + vsh_forgot_to_set_static_SELFILLUM + vsh_forgot_to_set_static_LIGHTING_PREVIEW + 0
class lightmapped_4wayblend_vs30_Dynamic_Index
{
private:
int m_nFASTPATH;
#ifdef _DEBUG
bool m_bFASTPATH;
#endif
public:
void SetFASTPATH( int i )
{
Assert( i >= 0 && i <= 1 );
m_nFASTPATH = i;
#ifdef _DEBUG
m_bFASTPATH = true;
#endif
}
void SetFASTPATH( bool i )
{
Assert( ( i ? 1 : 0 ) >= 0 && ( i ? 1 : 0 ) <= 1 );
m_nFASTPATH = i ? 1 : 0;
#ifdef _DEBUG
m_bFASTPATH = 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
}
public:
// CONSTRUCTOR
lightmapped_4wayblend_vs30_Dynamic_Index( IShaderDynamicAPI *pShaderAPI )
{
#ifdef _DEBUG
m_bFASTPATH = false;
#endif // _DEBUG
m_nFASTPATH = 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_bFASTPATH && m_bDOWATERFOG;
Assert( bAllDynamicVarsDefined );
#endif // _DEBUG
return ( 1 * m_nFASTPATH ) + ( 2 * m_nDOWATERFOG ) + 0;
}
};
#define shaderDynamicTest_lightmapped_4wayblend_vs30 vsh_forgot_to_set_dynamic_FASTPATH + 0
static const ShaderComboInformation_t s_DynamicComboArray_lightmapped_4wayblend_vs30[2] =
{
{ "FASTPATH", 0, 1 },
{ "DOWATERFOG", 0, 1 },
};
static const ShaderComboInformation_t s_StaticComboArray_lightmapped_4wayblend_vs30[10] =
{
{ "ENVMAP_MASK", 0, 1 },
{ "TANGENTSPACE", 0, 1 },
{ "BUMPMAP", 0, 1 },
{ "DETAILTEXTURE", 0, 1 },
{ "VERTEXCOLOR", 0, 1 },
{ "SEAMLESS", 0, 1 },
{ "SELFILLUM", 0, 1 },
{ "LIGHTING_PREVIEW", 0, 3 },
{ "DOPIXELFOG", 0, 1 },
{ "HARDWAREFOGBLEND", 0, 0 },
};
static const ShaderComboSemantics_t lightmapped_4wayblend_vs30_combos =
{
"lightmapped_4wayblend_vs30", s_DynamicComboArray_lightmapped_4wayblend_vs30, 2, s_StaticComboArray_lightmapped_4wayblend_vs30, 10
};
class ConstructMe_lightmapped_4wayblend_vs30
{
public:
ConstructMe_lightmapped_4wayblend_vs30()
{
GetShaderDLL()->AddShaderComboInformation( &lightmapped_4wayblend_vs30_combos );
}
};
static ConstructMe_lightmapped_4wayblend_vs30 s_ConstructMe_lightmapped_4wayblend_vs30;