Counter Strike : Global Offensive Source Code
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85 lines
2.2 KiB

// ALL SKIP STATEMENTS THAT AFFECT THIS SHADER!!!
// defined $LIGHTING_PREVIEW && defined $FASTPATH && $LIGHTING_PREVIEW && $FASTPATH
#include "shaderlib/cshader.h"
class lightmappedreflective_vs20_Static_Index
{
private:
int m_nBASETEXTURE;
#ifdef _DEBUG
bool m_bBASETEXTURE;
#endif
public:
void SetBASETEXTURE( int i )
{
Assert( i >= 0 && i <= 1 );
m_nBASETEXTURE = i;
#ifdef _DEBUG
m_bBASETEXTURE = true;
#endif
}
void SetBASETEXTURE( bool i )
{
Assert( ( i ? 1 : 0 ) >= 0 && ( i ? 1 : 0 ) <= 1 );
m_nBASETEXTURE = i ? 1 : 0;
#ifdef _DEBUG
m_bBASETEXTURE = true;
#endif
}
public:
// CONSTRUCTOR
lightmappedreflective_vs20_Static_Index( IShaderShadow *pShaderShadow, IMaterialVar **params )
{
#ifdef _DEBUG
m_bBASETEXTURE = false;
#endif // _DEBUG
m_nBASETEXTURE = 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_bBASETEXTURE;
Assert( bAllStaticVarsDefined );
#endif // _DEBUG
return ( 1 * m_nBASETEXTURE ) + 0;
}
};
#define shaderStaticTest_lightmappedreflective_vs20 vsh_forgot_to_set_static_BASETEXTURE + 0
class lightmappedreflective_vs20_Dynamic_Index
{
public:
// CONSTRUCTOR
lightmappedreflective_vs20_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_lightmappedreflective_vs20 0
static const ShaderComboInformation_t s_StaticComboArray_lightmappedreflective_vs20[1] =
{
{ "BASETEXTURE", 0, 1 },
};
static const ShaderComboSemantics_t lightmappedreflective_vs20_combos =
{
"lightmappedreflective_vs20", NULL, 0, s_StaticComboArray_lightmappedreflective_vs20, 1
};
class ConstructMe_lightmappedreflective_vs20
{
public:
ConstructMe_lightmappedreflective_vs20()
{
GetShaderDLL()->AddShaderComboInformation( &lightmappedreflective_vs20_combos );
}
};
static ConstructMe_lightmappedreflective_vs20 s_ConstructMe_lightmappedreflective_vs20;