Counter Strike : Global Offensive Source Code
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536 lines
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// ALL SKIP STATEMENTS THAT AFFECT THIS SHADER!!!
// ( ( $DETAIL1 == 0 ) && ( $DETAIL2 != 0 ) )
// ( ( $DETAIL1 == 0 ) && ( $DETAIL1BLENDMODE != 0 ) )
// ( ( $DETAIL2 == 0 ) && ( $DETAIL2BLENDMODE != 0 ) )
// ( $TANGENTTOPACITY && $TANGENTSOPACITY )
// ( $FRESNELOPACITY ) && ( $TANGENTTOPACITY || $TANGENTSOPACITY )
// ( $FLOWMAP && ( $DETAIL1 || $DETAIL2 ) )
// ( $FLOW_CHEAP && !$FLOWMAP )
// ( ( $FLOWMAP == 0 ) && ( $VORTEX1 || $VORTEX2 || $POWERUP ) )
// ( ( $ACTIVE == 0 ) && ( $VORTEX1 || $VORTEX2 || $POWERUP ) )
// 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 solidenergy_ps30_Static_Index
{
private:
int m_nADDITIVE;
#ifdef _DEBUG
bool m_bADDITIVE;
#endif
public:
void SetADDITIVE( int i )
{
Assert( i >= 0 && i <= 1 );
m_nADDITIVE = i;
#ifdef _DEBUG
m_bADDITIVE = true;
#endif
}
void SetADDITIVE( bool i )
{
Assert( ( i ? 1 : 0 ) >= 0 && ( i ? 1 : 0 ) <= 1 );
m_nADDITIVE = i ? 1 : 0;
#ifdef _DEBUG
m_bADDITIVE = true;
#endif
}
private:
int m_nDETAIL1;
#ifdef _DEBUG
bool m_bDETAIL1;
#endif
public:
void SetDETAIL1( int i )
{
Assert( i >= 0 && i <= 1 );
m_nDETAIL1 = i;
#ifdef _DEBUG
m_bDETAIL1 = true;
#endif
}
void SetDETAIL1( bool i )
{
Assert( ( i ? 1 : 0 ) >= 0 && ( i ? 1 : 0 ) <= 1 );
m_nDETAIL1 = i ? 1 : 0;
#ifdef _DEBUG
m_bDETAIL1 = true;
#endif
}
private:
int m_nDETAIL1BLENDMODE;
#ifdef _DEBUG
bool m_bDETAIL1BLENDMODE;
#endif
public:
void SetDETAIL1BLENDMODE( int i )
{
Assert( i >= 0 && i <= 1 );
m_nDETAIL1BLENDMODE = i;
#ifdef _DEBUG
m_bDETAIL1BLENDMODE = true;
#endif
}
void SetDETAIL1BLENDMODE( bool i )
{
Assert( ( i ? 1 : 0 ) >= 0 && ( i ? 1 : 0 ) <= 1 );
m_nDETAIL1BLENDMODE = i ? 1 : 0;
#ifdef _DEBUG
m_bDETAIL1BLENDMODE = true;
#endif
}
private:
int m_nDETAIL2;
#ifdef _DEBUG
bool m_bDETAIL2;
#endif
public:
void SetDETAIL2( int i )
{
Assert( i >= 0 && i <= 1 );
m_nDETAIL2 = i;
#ifdef _DEBUG
m_bDETAIL2 = true;
#endif
}
void SetDETAIL2( bool i )
{
Assert( ( i ? 1 : 0 ) >= 0 && ( i ? 1 : 0 ) <= 1 );
m_nDETAIL2 = i ? 1 : 0;
#ifdef _DEBUG
m_bDETAIL2 = true;
#endif
}
private:
int m_nDETAIL2BLENDMODE;
#ifdef _DEBUG
bool m_bDETAIL2BLENDMODE;
#endif
public:
void SetDETAIL2BLENDMODE( int i )
{
Assert( i >= 0 && i <= 1 );
m_nDETAIL2BLENDMODE = i;
#ifdef _DEBUG
m_bDETAIL2BLENDMODE = true;
#endif
}
void SetDETAIL2BLENDMODE( bool i )
{
Assert( ( i ? 1 : 0 ) >= 0 && ( i ? 1 : 0 ) <= 1 );
m_nDETAIL2BLENDMODE = i ? 1 : 0;
#ifdef _DEBUG
m_bDETAIL2BLENDMODE = true;
#endif
}
private:
int m_nTANGENTTOPACITY;
#ifdef _DEBUG
bool m_bTANGENTTOPACITY;
#endif
public:
void SetTANGENTTOPACITY( int i )
{
Assert( i >= 0 && i <= 1 );
m_nTANGENTTOPACITY = i;
#ifdef _DEBUG
m_bTANGENTTOPACITY = true;
#endif
}
void SetTANGENTTOPACITY( bool i )
{
Assert( ( i ? 1 : 0 ) >= 0 && ( i ? 1 : 0 ) <= 1 );
m_nTANGENTTOPACITY = i ? 1 : 0;
#ifdef _DEBUG
m_bTANGENTTOPACITY = true;
#endif
}
private:
int m_nTANGENTSOPACITY;
#ifdef _DEBUG
bool m_bTANGENTSOPACITY;
#endif
public:
void SetTANGENTSOPACITY( int i )
{
Assert( i >= 0 && i <= 1 );
m_nTANGENTSOPACITY = i;
#ifdef _DEBUG
m_bTANGENTSOPACITY = true;
#endif
}
void SetTANGENTSOPACITY( bool i )
{
Assert( ( i ? 1 : 0 ) >= 0 && ( i ? 1 : 0 ) <= 1 );
m_nTANGENTSOPACITY = i ? 1 : 0;
#ifdef _DEBUG
m_bTANGENTSOPACITY = true;
#endif
}
private:
int m_nFRESNELOPACITY;
#ifdef _DEBUG
bool m_bFRESNELOPACITY;
#endif
public:
void SetFRESNELOPACITY( int i )
{
Assert( i >= 0 && i <= 1 );
m_nFRESNELOPACITY = i;
#ifdef _DEBUG
m_bFRESNELOPACITY = true;
#endif
}
void SetFRESNELOPACITY( bool i )
{
Assert( ( i ? 1 : 0 ) >= 0 && ( i ? 1 : 0 ) <= 1 );
m_nFRESNELOPACITY = i ? 1 : 0;
#ifdef _DEBUG
m_bFRESNELOPACITY = true;
#endif
}
private:
int m_nDEPTHBLEND;
#ifdef _DEBUG
bool m_bDEPTHBLEND;
#endif
public:
void SetDEPTHBLEND( int i )
{
Assert( i >= 0 && i <= 0 );
m_nDEPTHBLEND = i;
#ifdef _DEBUG
m_bDEPTHBLEND = true;
#endif
}
void SetDEPTHBLEND( bool i )
{
Assert( ( i ? 1 : 0 ) >= 0 && ( i ? 1 : 0 ) <= 0 );
m_nDEPTHBLEND = i ? 1 : 0;
#ifdef _DEBUG
m_bDEPTHBLEND = true;
#endif
}
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_nFLOWMAP;
#ifdef _DEBUG
bool m_bFLOWMAP;
#endif
public:
void SetFLOWMAP( int i )
{
Assert( i >= 0 && i <= 1 );
m_nFLOWMAP = i;
#ifdef _DEBUG
m_bFLOWMAP = true;
#endif
}
void SetFLOWMAP( bool i )
{
Assert( ( i ? 1 : 0 ) >= 0 && ( i ? 1 : 0 ) <= 1 );
m_nFLOWMAP = i ? 1 : 0;
#ifdef _DEBUG
m_bFLOWMAP = true;
#endif
}
private:
int m_nFLOW_CHEAP;
#ifdef _DEBUG
bool m_bFLOW_CHEAP;
#endif
public:
void SetFLOW_CHEAP( int i )
{
Assert( i >= 0 && i <= 1 );
m_nFLOW_CHEAP = i;
#ifdef _DEBUG
m_bFLOW_CHEAP = true;
#endif
}
void SetFLOW_CHEAP( bool i )
{
Assert( ( i ? 1 : 0 ) >= 0 && ( i ? 1 : 0 ) <= 1 );
m_nFLOW_CHEAP = i ? 1 : 0;
#ifdef _DEBUG
m_bFLOW_CHEAP = true;
#endif
}
public:
// CONSTRUCTOR
solidenergy_ps30_Static_Index( IShaderShadow *pShaderShadow, IMaterialVar **params )
{
#ifdef _DEBUG
m_bADDITIVE = false;
#endif // _DEBUG
m_nADDITIVE = 0;
#ifdef _DEBUG
m_bDETAIL1 = false;
#endif // _DEBUG
m_nDETAIL1 = 0;
#ifdef _DEBUG
m_bDETAIL1BLENDMODE = false;
#endif // _DEBUG
m_nDETAIL1BLENDMODE = 0;
#ifdef _DEBUG
m_bDETAIL2 = false;
#endif // _DEBUG
m_nDETAIL2 = 0;
#ifdef _DEBUG
m_bDETAIL2BLENDMODE = false;
#endif // _DEBUG
m_nDETAIL2BLENDMODE = 0;
#ifdef _DEBUG
m_bTANGENTTOPACITY = false;
#endif // _DEBUG
m_nTANGENTTOPACITY = 0;
#ifdef _DEBUG
m_bTANGENTSOPACITY = false;
#endif // _DEBUG
m_nTANGENTSOPACITY = 0;
#ifdef _DEBUG
m_bFRESNELOPACITY = false;
#endif // _DEBUG
m_nFRESNELOPACITY = 0;
#ifdef _DEBUG
m_bDEPTHBLEND = false;
#endif // _DEBUG
m_nDEPTHBLEND = 0;
#ifdef _DEBUG
m_bVERTEXCOLOR = false;
#endif // _DEBUG
m_nVERTEXCOLOR = 0;
#ifdef _DEBUG
m_bFLOWMAP = false;
#endif // _DEBUG
m_nFLOWMAP = 0;
#ifdef _DEBUG
m_bFLOW_CHEAP = false;
#endif // _DEBUG
m_nFLOW_CHEAP = 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_bADDITIVE && m_bDETAIL1 && m_bDETAIL1BLENDMODE && m_bDETAIL2 && m_bDETAIL2BLENDMODE && m_bTANGENTTOPACITY && m_bTANGENTSOPACITY && m_bFRESNELOPACITY && m_bDEPTHBLEND && m_bVERTEXCOLOR && m_bFLOWMAP && m_bFLOW_CHEAP;
Assert( bAllStaticVarsDefined );
#endif // _DEBUG
return ( 32 * m_nADDITIVE ) + ( 64 * m_nDETAIL1 ) + ( 128 * m_nDETAIL1BLENDMODE ) + ( 256 * m_nDETAIL2 ) + ( 512 * m_nDETAIL2BLENDMODE ) + ( 1024 * m_nTANGENTTOPACITY ) + ( 2048 * m_nTANGENTSOPACITY ) + ( 4096 * m_nFRESNELOPACITY ) + ( 8192 * m_nDEPTHBLEND ) + ( 8192 * m_nVERTEXCOLOR ) + ( 16384 * m_nFLOWMAP ) + ( 32768 * m_nFLOW_CHEAP ) + 0;
}
};
#define shaderStaticTest_solidenergy_ps30 psh_forgot_to_set_static_ADDITIVE + psh_forgot_to_set_static_DETAIL1 + psh_forgot_to_set_static_DETAIL1BLENDMODE + psh_forgot_to_set_static_DETAIL2 + psh_forgot_to_set_static_DETAIL2BLENDMODE + psh_forgot_to_set_static_TANGENTTOPACITY + psh_forgot_to_set_static_TANGENTSOPACITY + psh_forgot_to_set_static_FRESNELOPACITY + psh_forgot_to_set_static_DEPTHBLEND + psh_forgot_to_set_static_VERTEXCOLOR + psh_forgot_to_set_static_FLOWMAP + psh_forgot_to_set_static_FLOW_CHEAP + 0
class solidenergy_ps30_Dynamic_Index
{
private:
int m_nACTIVE;
#ifdef _DEBUG
bool m_bACTIVE;
#endif
public:
void SetACTIVE( int i )
{
Assert( i >= 0 && i <= 1 );
m_nACTIVE = i;
#ifdef _DEBUG
m_bACTIVE = true;
#endif
}
void SetACTIVE( bool i )
{
Assert( ( i ? 1 : 0 ) >= 0 && ( i ? 1 : 0 ) <= 1 );
m_nACTIVE = i ? 1 : 0;
#ifdef _DEBUG
m_bACTIVE = true;
#endif
}
private:
int m_nPOWERUP;
#ifdef _DEBUG
bool m_bPOWERUP;
#endif
public:
void SetPOWERUP( int i )
{
Assert( i >= 0 && i <= 1 );
m_nPOWERUP = i;
#ifdef _DEBUG
m_bPOWERUP = true;
#endif
}
void SetPOWERUP( bool i )
{
Assert( ( i ? 1 : 0 ) >= 0 && ( i ? 1 : 0 ) <= 1 );
m_nPOWERUP = i ? 1 : 0;
#ifdef _DEBUG
m_bPOWERUP = true;
#endif
}
private:
int m_nVORTEX1;
#ifdef _DEBUG
bool m_bVORTEX1;
#endif
public:
void SetVORTEX1( int i )
{
Assert( i >= 0 && i <= 1 );
m_nVORTEX1 = i;
#ifdef _DEBUG
m_bVORTEX1 = true;
#endif
}
void SetVORTEX1( bool i )
{
Assert( ( i ? 1 : 0 ) >= 0 && ( i ? 1 : 0 ) <= 1 );
m_nVORTEX1 = i ? 1 : 0;
#ifdef _DEBUG
m_bVORTEX1 = true;
#endif
}
private:
int m_nVORTEX2;
#ifdef _DEBUG
bool m_bVORTEX2;
#endif
public:
void SetVORTEX2( int i )
{
Assert( i >= 0 && i <= 1 );
m_nVORTEX2 = i;
#ifdef _DEBUG
m_bVORTEX2 = true;
#endif
}
void SetVORTEX2( bool i )
{
Assert( ( i ? 1 : 0 ) >= 0 && ( i ? 1 : 0 ) <= 1 );
m_nVORTEX2 = i ? 1 : 0;
#ifdef _DEBUG
m_bVORTEX2 = true;
#endif
}
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
solidenergy_ps30_Dynamic_Index( IShaderDynamicAPI *pShaderAPI )
{
#ifdef _DEBUG
m_bACTIVE = false;
#endif // _DEBUG
m_nACTIVE = 0;
#ifdef _DEBUG
m_bPOWERUP = false;
#endif // _DEBUG
m_nPOWERUP = 0;
#ifdef _DEBUG
m_bVORTEX1 = false;
#endif // _DEBUG
m_nVORTEX1 = 0;
#ifdef _DEBUG
m_bVORTEX2 = false;
#endif // _DEBUG
m_nVORTEX2 = 0;
#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_bACTIVE && m_bPOWERUP && m_bVORTEX1 && m_bVORTEX2 && m_bPIXELFOGTYPE;
Assert( bAllDynamicVarsDefined );
#endif // _DEBUG
return ( 1 * m_nACTIVE ) + ( 2 * m_nPOWERUP ) + ( 4 * m_nVORTEX1 ) + ( 8 * m_nVORTEX2 ) + ( 16 * m_nPIXELFOGTYPE ) + 0;
}
};
#define shaderDynamicTest_solidenergy_ps30 psh_forgot_to_set_dynamic_ACTIVE + psh_forgot_to_set_dynamic_POWERUP + psh_forgot_to_set_dynamic_VORTEX1 + psh_forgot_to_set_dynamic_VORTEX2 + 0
static const ShaderComboInformation_t s_DynamicComboArray_solidenergy_ps30[5] =
{
{ "ACTIVE", 0, 1 },
{ "POWERUP", 0, 1 },
{ "VORTEX1", 0, 1 },
{ "VORTEX2", 0, 1 },
{ "PIXELFOGTYPE", 0, 1 },
};
static const ShaderComboInformation_t s_StaticComboArray_solidenergy_ps30[12] =
{
{ "ADDITIVE", 0, 1 },
{ "DETAIL1", 0, 1 },
{ "DETAIL1BLENDMODE", 0, 1 },
{ "DETAIL2", 0, 1 },
{ "DETAIL2BLENDMODE", 0, 1 },
{ "TANGENTTOPACITY", 0, 1 },
{ "TANGENTSOPACITY", 0, 1 },
{ "FRESNELOPACITY", 0, 1 },
{ "DEPTHBLEND", 0, 0 },
{ "VERTEXCOLOR", 0, 1 },
{ "FLOWMAP", 0, 1 },
{ "FLOW_CHEAP", 0, 1 },
};
static const ShaderComboSemantics_t solidenergy_ps30_combos =
{
"solidenergy_ps30", s_DynamicComboArray_solidenergy_ps30, 5, s_StaticComboArray_solidenergy_ps30, 12
};
class ConstructMe_solidenergy_ps30
{
public:
ConstructMe_solidenergy_ps30()
{
GetShaderDLL()->AddShaderComboInformation( &solidenergy_ps30_combos );
}
};
static ConstructMe_solidenergy_ps30 s_ConstructMe_solidenergy_ps30;