Counter Strike : Global Offensive Source Code
You can not select more than 25 topics Topics must start with a letter or number, can include dashes ('-') and can be up to 35 characters long.
 
 
 
 
 
 

130 lines
4.0 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
// 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 manifoldsurface_ps30_Static_Index
{
private:
int m_nLIGHT_LUT_TYPE;
#ifdef _DEBUG
bool m_bLIGHT_LUT_TYPE;
#endif
public:
void SetLIGHT_LUT_TYPE( int i )
{
Assert( i >= 0 && i <= 1 );
m_nLIGHT_LUT_TYPE = i;
#ifdef _DEBUG
m_bLIGHT_LUT_TYPE = true;
#endif
}
void SetLIGHT_LUT_TYPE( bool i )
{
m_nLIGHT_LUT_TYPE = i ? 1 : 0;
#ifdef _DEBUG
m_bLIGHT_LUT_TYPE = true;
#endif
}
private:
int m_nHIGH_PRECISION_DEPTH;
#ifdef _DEBUG
bool m_bHIGH_PRECISION_DEPTH;
#endif
public:
void SetHIGH_PRECISION_DEPTH( int i )
{
Assert( i >= 0 && i <= 1 );
m_nHIGH_PRECISION_DEPTH = i;
#ifdef _DEBUG
m_bHIGH_PRECISION_DEPTH = true;
#endif
}
void SetHIGH_PRECISION_DEPTH( bool i )
{
m_nHIGH_PRECISION_DEPTH = i ? 1 : 0;
#ifdef _DEBUG
m_bHIGH_PRECISION_DEPTH = true;
#endif
}
public:
// CONSTRUCTOR
manifoldsurface_ps30_Static_Index( IShaderShadow *pShaderShadow, IMaterialVar **params )
{
#ifdef _DEBUG
m_bLIGHT_LUT_TYPE = false;
#endif // _DEBUG
m_nLIGHT_LUT_TYPE = 0;
#ifdef _DEBUG
m_bHIGH_PRECISION_DEPTH = false;
#endif // _DEBUG
m_nHIGH_PRECISION_DEPTH = 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_bLIGHT_LUT_TYPE && m_bHIGH_PRECISION_DEPTH;
Assert( bAllStaticVarsDefined );
#endif // _DEBUG
return ( 5 * m_nLIGHT_LUT_TYPE ) + ( 10 * m_nHIGH_PRECISION_DEPTH ) + 0;
}
};
#define shaderStaticTest_manifoldsurface_ps30 psh_forgot_to_set_static_LIGHT_LUT_TYPE + psh_forgot_to_set_static_HIGH_PRECISION_DEPTH + 0
class manifoldsurface_ps30_Dynamic_Index
{
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 )
{
m_nNUM_LIGHTS = i ? 1 : 0;
#ifdef _DEBUG
m_bNUM_LIGHTS = true;
#endif
}
public:
// CONSTRUCTOR
manifoldsurface_ps30_Dynamic_Index( IShaderDynamicAPI *pShaderAPI )
{
#ifdef _DEBUG
m_bNUM_LIGHTS = false;
#endif // _DEBUG
m_nNUM_LIGHTS = 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_bNUM_LIGHTS;
Assert( bAllDynamicVarsDefined );
#endif // _DEBUG
return ( 1 * m_nNUM_LIGHTS ) + 0;
}
};
#define shaderDynamicTest_manifoldsurface_ps30 psh_forgot_to_set_dynamic_NUM_LIGHTS + 0