Counter Strike : Global Offensive Source Code
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254 lines
5.8 KiB

// ALL SKIP STATEMENTS THAT AFFECT THIS SHADER!!!
// ( $FLATTEN_STATIC_CONTROL_FLOW == 0 ) && ( $NUM_LIGHTS > 0 ) [PC]
// defined $LIGHTING_PREVIEW && defined $FASTPATH && $LIGHTING_PREVIEW && $FASTPATH
#include "shaderlib/cshader.h"
class proto_ice_vs20_Static_Index
{
private:
int m_nVERTEXCOLOR;
#ifdef _DEBUG
bool m_bVERTEXCOLOR;
#endif
public:
void SetVERTEXCOLOR( int i )
{
Assert( i >= 0 && i <= 1 );
m_nVERTEXCOLOR = i;
#ifdef _DEBUG
m_bVERTEXCOLOR = true;
#endif
}
void SetVERTEXCOLOR( bool i )
{
Assert( ( i ? 1 : 0 ) >= 0 && ( i ? 1 : 0 ) <= 1 );
m_nVERTEXCOLOR = i ? 1 : 0;
#ifdef _DEBUG
m_bVERTEXCOLOR = true;
#endif
}
private:
int m_nFLATTEN_STATIC_CONTROL_FLOW;
#ifdef _DEBUG
bool m_bFLATTEN_STATIC_CONTROL_FLOW;
#endif
public:
void SetFLATTEN_STATIC_CONTROL_FLOW( int i )
{
Assert( i >= 0 && i <= 1 );
m_nFLATTEN_STATIC_CONTROL_FLOW = i;
#ifdef _DEBUG
m_bFLATTEN_STATIC_CONTROL_FLOW = true;
#endif
}
void SetFLATTEN_STATIC_CONTROL_FLOW( bool i )
{
Assert( ( i ? 1 : 0 ) >= 0 && ( i ? 1 : 0 ) <= 1 );
m_nFLATTEN_STATIC_CONTROL_FLOW = i ? 1 : 0;
#ifdef _DEBUG
m_bFLATTEN_STATIC_CONTROL_FLOW = true;
#endif
}
public:
// CONSTRUCTOR
proto_ice_vs20_Static_Index( IShaderShadow *pShaderShadow, IMaterialVar **params )
{
#ifdef _DEBUG
m_bVERTEXCOLOR = false;
#endif // _DEBUG
m_nVERTEXCOLOR = 0;
#ifdef _DEBUG
m_bFLATTEN_STATIC_CONTROL_FLOW = false;
#endif // _DEBUG
m_nFLATTEN_STATIC_CONTROL_FLOW = 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_bVERTEXCOLOR && m_bFLATTEN_STATIC_CONTROL_FLOW;
Assert( bAllStaticVarsDefined );
#endif // _DEBUG
return ( 80 * m_nVERTEXCOLOR ) + ( 160 * m_nFLATTEN_STATIC_CONTROL_FLOW ) + 0;
}
};
#define shaderStaticTest_proto_ice_vs20 vsh_forgot_to_set_static_VERTEXCOLOR + vsh_forgot_to_set_static_FLATTEN_STATIC_CONTROL_FLOW + 0
class proto_ice_vs20_Dynamic_Index
{
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 )
{
Assert( ( i ? 1 : 0 ) >= 0 && ( i ? 1 : 0 ) <= 1 );
m_nSKINNING = i ? 1 : 0;
#ifdef _DEBUG
m_bSKINNING = true;
#endif
}
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 )
{
Assert( ( i ? 1 : 0 ) >= 0 && ( i ? 1 : 0 ) <= 1 );
m_nCOMPRESSED_VERTS = i ? 1 : 0;
#ifdef _DEBUG
m_bCOMPRESSED_VERTS = true;
#endif
}
private:
int m_nDYNAMIC_LIGHT;
#ifdef _DEBUG
bool m_bDYNAMIC_LIGHT;
#endif
public:
void SetDYNAMIC_LIGHT( int i )
{
Assert( i >= 0 && i <= 1 );
m_nDYNAMIC_LIGHT = i;
#ifdef _DEBUG
m_bDYNAMIC_LIGHT = true;
#endif
}
void SetDYNAMIC_LIGHT( bool i )
{
Assert( ( i ? 1 : 0 ) >= 0 && ( i ? 1 : 0 ) <= 1 );
m_nDYNAMIC_LIGHT = i ? 1 : 0;
#ifdef _DEBUG
m_bDYNAMIC_LIGHT = true;
#endif
}
private:
int m_nSTATIC_LIGHT;
#ifdef _DEBUG
bool m_bSTATIC_LIGHT;
#endif
public:
void SetSTATIC_LIGHT( int i )
{
Assert( i >= 0 && i <= 1 );
m_nSTATIC_LIGHT = i;
#ifdef _DEBUG
m_bSTATIC_LIGHT = true;
#endif
}
void SetSTATIC_LIGHT( bool i )
{
Assert( ( i ? 1 : 0 ) >= 0 && ( i ? 1 : 0 ) <= 1 );
m_nSTATIC_LIGHT = i ? 1 : 0;
#ifdef _DEBUG
m_bSTATIC_LIGHT = true;
#endif
}
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 )
{
Assert( ( i ? 1 : 0 ) >= 0 && ( i ? 1 : 0 ) <= 4 );
m_nNUM_LIGHTS = i ? 1 : 0;
#ifdef _DEBUG
m_bNUM_LIGHTS = true;
#endif
}
public:
// CONSTRUCTOR
proto_ice_vs20_Dynamic_Index( IShaderDynamicAPI *pShaderAPI )
{
#ifdef _DEBUG
m_bSKINNING = false;
#endif // _DEBUG
m_nSKINNING = 0;
#ifdef _DEBUG
m_bCOMPRESSED_VERTS = false;
#endif // _DEBUG
m_nCOMPRESSED_VERTS = 0;
#ifdef _DEBUG
m_bDYNAMIC_LIGHT = false;
#endif // _DEBUG
m_nDYNAMIC_LIGHT = 0;
#ifdef _DEBUG
m_bSTATIC_LIGHT = false;
#endif // _DEBUG
m_nSTATIC_LIGHT = 0;
#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_bSKINNING && m_bCOMPRESSED_VERTS && m_bDYNAMIC_LIGHT && m_bSTATIC_LIGHT && m_bNUM_LIGHTS;
Assert( bAllDynamicVarsDefined );
#endif // _DEBUG
return ( 1 * m_nSKINNING ) + ( 2 * m_nCOMPRESSED_VERTS ) + ( 4 * m_nDYNAMIC_LIGHT ) + ( 8 * m_nSTATIC_LIGHT ) + ( 16 * m_nNUM_LIGHTS ) + 0;
}
};
#define shaderDynamicTest_proto_ice_vs20 vsh_forgot_to_set_dynamic_SKINNING + vsh_forgot_to_set_dynamic_COMPRESSED_VERTS + vsh_forgot_to_set_dynamic_DYNAMIC_LIGHT + vsh_forgot_to_set_dynamic_STATIC_LIGHT + vsh_forgot_to_set_dynamic_NUM_LIGHTS + 0
static const ShaderComboInformation_t s_DynamicComboArray_proto_ice_vs20[5] =
{
{ "SKINNING", 0, 1 },
{ "COMPRESSED_VERTS", 0, 1 },
{ "DYNAMIC_LIGHT", 0, 1 },
{ "STATIC_LIGHT", 0, 1 },
{ "NUM_LIGHTS", 0, 4 },
};
static const ShaderComboInformation_t s_StaticComboArray_proto_ice_vs20[2] =
{
{ "VERTEXCOLOR", 0, 1 },
{ "FLATTEN_STATIC_CONTROL_FLOW", 0, 1 },
};
static const ShaderComboSemantics_t proto_ice_vs20_combos =
{
"proto_ice_vs20", s_DynamicComboArray_proto_ice_vs20, 5, s_StaticComboArray_proto_ice_vs20, 2
};
class ConstructMe_proto_ice_vs20
{
public:
ConstructMe_proto_ice_vs20()
{
GetShaderDLL()->AddShaderComboInformation( &proto_ice_vs20_combos );
}
};
static ConstructMe_proto_ice_vs20 s_ConstructMe_proto_ice_vs20;