Counter Strike : Global Offensive Source Code
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154 lines
4.4 KiB

// ALL SKIP STATEMENTS THAT AFFECT THIS SHADER!!!
// 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 lightshafts_ps30_Static_Index
{
private:
int m_nFLASHLIGHTDEPTHFILTERMODE;
#ifdef _DEBUG
bool m_bFLASHLIGHTDEPTHFILTERMODE;
#endif
public:
void SetFLASHLIGHTDEPTHFILTERMODE( int i )
{
Assert( i >= 0 && i <= 2 );
m_nFLASHLIGHTDEPTHFILTERMODE = i;
#ifdef _DEBUG
m_bFLASHLIGHTDEPTHFILTERMODE = true;
#endif
}
void SetFLASHLIGHTDEPTHFILTERMODE( bool i )
{
Assert( ( i ? 1 : 0 ) >= 0 && ( i ? 1 : 0 ) <= 2 );
m_nFLASHLIGHTDEPTHFILTERMODE = i ? 1 : 0;
#ifdef _DEBUG
m_bFLASHLIGHTDEPTHFILTERMODE = true;
#endif
}
public:
// CONSTRUCTOR
lightshafts_ps30_Static_Index( IShaderShadow *pShaderShadow, IMaterialVar **params )
{
#ifdef _DEBUG
m_bFLASHLIGHTDEPTHFILTERMODE = false;
#endif // _DEBUG
m_nFLASHLIGHTDEPTHFILTERMODE = 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_bFLASHLIGHTDEPTHFILTERMODE;
Assert( bAllStaticVarsDefined );
#endif // _DEBUG
return ( 4 * m_nFLASHLIGHTDEPTHFILTERMODE ) + 0;
}
};
#define shaderStaticTest_lightshafts_ps30 psh_forgot_to_set_static_FLASHLIGHTDEPTHFILTERMODE + 0
class lightshafts_ps30_Dynamic_Index
{
private:
int m_nFLASHLIGHTSHADOWS;
#ifdef _DEBUG
bool m_bFLASHLIGHTSHADOWS;
#endif
public:
void SetFLASHLIGHTSHADOWS( int i )
{
Assert( i >= 0 && i <= 1 );
m_nFLASHLIGHTSHADOWS = i;
#ifdef _DEBUG
m_bFLASHLIGHTSHADOWS = true;
#endif
}
void SetFLASHLIGHTSHADOWS( bool i )
{
Assert( ( i ? 1 : 0 ) >= 0 && ( i ? 1 : 0 ) <= 1 );
m_nFLASHLIGHTSHADOWS = i ? 1 : 0;
#ifdef _DEBUG
m_bFLASHLIGHTSHADOWS = true;
#endif
}
private:
int m_nUBERLIGHT;
#ifdef _DEBUG
bool m_bUBERLIGHT;
#endif
public:
void SetUBERLIGHT( int i )
{
Assert( i >= 0 && i <= 1 );
m_nUBERLIGHT = i;
#ifdef _DEBUG
m_bUBERLIGHT = true;
#endif
}
void SetUBERLIGHT( bool i )
{
Assert( ( i ? 1 : 0 ) >= 0 && ( i ? 1 : 0 ) <= 1 );
m_nUBERLIGHT = i ? 1 : 0;
#ifdef _DEBUG
m_bUBERLIGHT = true;
#endif
}
public:
// CONSTRUCTOR
lightshafts_ps30_Dynamic_Index( IShaderDynamicAPI *pShaderAPI )
{
#ifdef _DEBUG
m_bFLASHLIGHTSHADOWS = false;
#endif // _DEBUG
m_nFLASHLIGHTSHADOWS = 0;
#ifdef _DEBUG
m_bUBERLIGHT = false;
#endif // _DEBUG
m_nUBERLIGHT = 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_bFLASHLIGHTSHADOWS && m_bUBERLIGHT;
Assert( bAllDynamicVarsDefined );
#endif // _DEBUG
return ( 1 * m_nFLASHLIGHTSHADOWS ) + ( 2 * m_nUBERLIGHT ) + 0;
}
};
#define shaderDynamicTest_lightshafts_ps30 psh_forgot_to_set_dynamic_FLASHLIGHTSHADOWS + psh_forgot_to_set_dynamic_UBERLIGHT + 0
static const ShaderComboInformation_t s_DynamicComboArray_lightshafts_ps30[2] =
{
{ "FLASHLIGHTSHADOWS", 0, 1 },
{ "UBERLIGHT", 0, 1 },
};
static const ShaderComboInformation_t s_StaticComboArray_lightshafts_ps30[1] =
{
{ "FLASHLIGHTDEPTHFILTERMODE", 0, 2 },
};
static const ShaderComboSemantics_t lightshafts_ps30_combos =
{
"lightshafts_ps30", s_DynamicComboArray_lightshafts_ps30, 2, s_StaticComboArray_lightshafts_ps30, 1
};
class ConstructMe_lightshafts_ps30
{
public:
ConstructMe_lightshafts_ps30()
{
GetShaderDLL()->AddShaderComboInformation( &lightshafts_ps30_combos );
}
};
static ConstructMe_lightshafts_ps30 s_ConstructMe_lightshafts_ps30;