Counter Strike : Global Offensive Source Code
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116 lines
2.6 KiB

// ALL SKIP STATEMENTS THAT AFFECT THIS SHADER!!!
// defined $LIGHTING_PREVIEW && defined $FASTPATH && $LIGHTING_PREVIEW && $FASTPATH
#include "shaderlib/cshader.h"
class manifoldsurface_vs30_Static_Index
{
private:
int m_nVERTEX_ALPHA_BIAS;
#ifdef _DEBUG
bool m_bVERTEX_ALPHA_BIAS;
#endif
public:
void SetVERTEX_ALPHA_BIAS( int i )
{
Assert( i >= 0 && i <= 1 );
m_nVERTEX_ALPHA_BIAS = i;
#ifdef _DEBUG
m_bVERTEX_ALPHA_BIAS = true;
#endif
}
void SetVERTEX_ALPHA_BIAS( bool i )
{
m_nVERTEX_ALPHA_BIAS = i ? 1 : 0;
#ifdef _DEBUG
m_bVERTEX_ALPHA_BIAS = true;
#endif
}
public:
// CONSTRUCTOR
manifoldsurface_vs30_Static_Index( IShaderShadow *pShaderShadow, IMaterialVar **params )
{
#ifdef _DEBUG
m_bVERTEX_ALPHA_BIAS = false;
#endif // _DEBUG
m_nVERTEX_ALPHA_BIAS = 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_bVERTEX_ALPHA_BIAS;
Assert( bAllStaticVarsDefined );
#endif // _DEBUG
return ( 4 * m_nVERTEX_ALPHA_BIAS ) + 0;
}
};
#define shaderStaticTest_manifoldsurface_vs30 vsh_forgot_to_set_static_VERTEX_ALPHA_BIAS + 0
class manifoldsurface_vs30_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
}
public:
// CONSTRUCTOR
manifoldsurface_vs30_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;
}
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;
Assert( bAllDynamicVarsDefined );
#endif // _DEBUG
return ( 1 * m_nCOMPRESSED_VERTS ) + ( 2 * m_nSKINNING ) + 0;
}
};
#define shaderDynamicTest_manifoldsurface_vs30 vsh_forgot_to_set_dynamic_COMPRESSED_VERTS + vsh_forgot_to_set_dynamic_SKINNING + 0