Counter Strike : Global Offensive Source Code
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177 lines
4.2 KiB

// ALL SKIP STATEMENTS THAT AFFECT THIS SHADER!!!
// ( $STAGE != 2 ) && ( $TINTED == 1 )
// 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 portal_refract_ps20_Static_Index
{
private:
int m_nSTAGE;
#ifdef _DEBUG
bool m_bSTAGE;
#endif
public:
void SetSTAGE( int i )
{
Assert( i >= 0 && i <= 2 );
m_nSTAGE = i;
#ifdef _DEBUG
m_bSTAGE = true;
#endif
}
void SetSTAGE( bool i )
{
Assert( ( i ? 1 : 0 ) >= 0 && ( i ? 1 : 0 ) <= 2 );
m_nSTAGE = i ? 1 : 0;
#ifdef _DEBUG
m_bSTAGE = true;
#endif
}
private:
int m_nTINTED;
#ifdef _DEBUG
bool m_bTINTED;
#endif
public:
void SetTINTED( int i )
{
Assert( i >= 0 && i <= 1 );
m_nTINTED = i;
#ifdef _DEBUG
m_bTINTED = true;
#endif
}
void SetTINTED( bool i )
{
Assert( ( i ? 1 : 0 ) >= 0 && ( i ? 1 : 0 ) <= 1 );
m_nTINTED = i ? 1 : 0;
#ifdef _DEBUG
m_bTINTED = true;
#endif
}
private:
int m_nDOPIXELFOG;
#ifdef _DEBUG
bool m_bDOPIXELFOG;
#endif
public:
void SetDOPIXELFOG( int i )
{
Assert( i >= 0 && i <= 0 );
m_nDOPIXELFOG = i;
#ifdef _DEBUG
m_bDOPIXELFOG = true;
#endif
}
void SetDOPIXELFOG( bool i )
{
Assert( ( i ? 1 : 0 ) >= 0 && ( i ? 1 : 0 ) <= 0 );
m_nDOPIXELFOG = i ? 1 : 0;
#ifdef _DEBUG
m_bDOPIXELFOG = true;
#endif
}
public:
// CONSTRUCTOR
portal_refract_ps20_Static_Index( IShaderShadow *pShaderShadow, IMaterialVar **params )
{
#ifdef _DEBUG
m_bSTAGE = false;
#endif // _DEBUG
m_nSTAGE = 0;
#ifdef _DEBUG
m_bTINTED = false;
#endif // _DEBUG
m_nTINTED = 0;
#ifdef _DEBUG
m_bDOPIXELFOG = true;
#endif // _DEBUG
m_nDOPIXELFOG = 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_bSTAGE && m_bTINTED && m_bDOPIXELFOG;
Assert( bAllStaticVarsDefined );
#endif // _DEBUG
return ( 2 * m_nSTAGE ) + ( 6 * m_nTINTED ) + ( 12 * m_nDOPIXELFOG ) + 0;
}
};
#define shaderStaticTest_portal_refract_ps20 psh_forgot_to_set_static_STAGE + psh_forgot_to_set_static_TINTED + 0
class portal_refract_ps20_Dynamic_Index
{
private:
int m_nPIXELFOGTYPE;
#ifdef _DEBUG
bool m_bPIXELFOGTYPE;
#endif
public:
void SetPIXELFOGTYPE( int i )
{
Assert( i >= 0 && i <= 1 );
m_nPIXELFOGTYPE = i;
#ifdef _DEBUG
m_bPIXELFOGTYPE = true;
#endif
}
void SetPIXELFOGTYPE( bool i )
{
Assert( ( i ? 1 : 0 ) >= 0 && ( i ? 1 : 0 ) <= 1 );
m_nPIXELFOGTYPE = i ? 1 : 0;
#ifdef _DEBUG
m_bPIXELFOGTYPE = true;
#endif
}
public:
// CONSTRUCTOR
portal_refract_ps20_Dynamic_Index( IShaderDynamicAPI *pShaderAPI )
{
#ifdef _DEBUG
m_bPIXELFOGTYPE = true;
#endif // _DEBUG
m_nPIXELFOGTYPE = ( 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_bPIXELFOGTYPE;
Assert( bAllDynamicVarsDefined );
#endif // _DEBUG
return ( 1 * m_nPIXELFOGTYPE ) + 0;
}
};
#define shaderDynamicTest_portal_refract_ps20 0
static const ShaderComboInformation_t s_DynamicComboArray_portal_refract_ps20[1] =
{
{ "PIXELFOGTYPE", 0, 1 },
};
static const ShaderComboInformation_t s_StaticComboArray_portal_refract_ps20[3] =
{
{ "STAGE", 0, 2 },
{ "TINTED", 0, 1 },
{ "DOPIXELFOG", 0, 0 },
};
static const ShaderComboSemantics_t portal_refract_ps20_combos =
{
"portal_refract_ps20", s_DynamicComboArray_portal_refract_ps20, 1, s_StaticComboArray_portal_refract_ps20, 3
};
class ConstructMe_portal_refract_ps20
{
public:
ConstructMe_portal_refract_ps20()
{
GetShaderDLL()->AddShaderComboInformation( &portal_refract_ps20_combos );
}
};
static ConstructMe_portal_refract_ps20 s_ConstructMe_portal_refract_ps20;