Counter Strike : Global Offensive Source Code
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475 lines
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// ALL SKIP STATEMENTS THAT AFFECT THIS SHADER!!!
// ( ( $DETAIL1 == 0 ) && ( $DETAIL2 != 0 ) )
// ( $TANGENTTOPACITY && $TANGENTSOPACITY )
// ( $FLOWMAP && ( $DETAIL1 || $DETAIL2 ) )
// ( ( $FLOWMAP == 0 ) && ( $VORTEX1 || $VORTEX2 ) )
// ( $DOWATERFOG == 0 ) && ( $DOPIXELFOG && $HARDWAREFOGBLEND )
// ( $DOWATERFOG == 0 ) && ( $HARDWAREFOGBLEND == 0 ) && ( $DOPIXELFOG == 0 )
// defined $LIGHTING_PREVIEW && defined $FASTPATH && $LIGHTING_PREVIEW && $FASTPATH
#include "shaderlib/cshader.h"
class solidenergy_vs20_Static_Index
{
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_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_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_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_nMODELFORMAT;
#ifdef _DEBUG
bool m_bMODELFORMAT;
#endif
public:
void SetMODELFORMAT( int i )
{
Assert( i >= 0 && i <= 1 );
m_nMODELFORMAT = i;
#ifdef _DEBUG
m_bMODELFORMAT = true;
#endif
}
void SetMODELFORMAT( bool i )
{
Assert( ( i ? 1 : 0 ) >= 0 && ( i ? 1 : 0 ) <= 1 );
m_nMODELFORMAT = i ? 1 : 0;
#ifdef _DEBUG
m_bMODELFORMAT = true;
#endif
}
private:
int m_nDOPIXELFOG;
#ifdef _DEBUG
bool m_bDOPIXELFOG;
#endif
public:
void SetDOPIXELFOG( int i )
{
Assert( i >= 0 && i <= 1 );
m_nDOPIXELFOG = i;
#ifdef _DEBUG
m_bDOPIXELFOG = true;
#endif
}
void SetDOPIXELFOG( bool i )
{
Assert( ( i ? 1 : 0 ) >= 0 && ( i ? 1 : 0 ) <= 1 );
m_nDOPIXELFOG = i ? 1 : 0;
#ifdef _DEBUG
m_bDOPIXELFOG = true;
#endif
}
private:
int m_nHARDWAREFOGBLEND;
#ifdef _DEBUG
bool m_bHARDWAREFOGBLEND;
#endif
public:
void SetHARDWAREFOGBLEND( int i )
{
Assert( i >= 0 && i <= 1 );
m_nHARDWAREFOGBLEND = i;
#ifdef _DEBUG
m_bHARDWAREFOGBLEND = true;
#endif
}
void SetHARDWAREFOGBLEND( bool i )
{
Assert( ( i ? 1 : 0 ) >= 0 && ( i ? 1 : 0 ) <= 1 );
m_nHARDWAREFOGBLEND = i ? 1 : 0;
#ifdef _DEBUG
m_bHARDWAREFOGBLEND = true;
#endif
}
public:
// CONSTRUCTOR
solidenergy_vs20_Static_Index( IShaderShadow *pShaderShadow, IMaterialVar **params )
{
#ifdef _DEBUG
m_bDETAIL1 = false;
#endif // _DEBUG
m_nDETAIL1 = 0;
#ifdef _DEBUG
m_bDETAIL2 = false;
#endif // _DEBUG
m_nDETAIL2 = 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_bVERTEXCOLOR = false;
#endif // _DEBUG
m_nVERTEXCOLOR = 0;
#ifdef _DEBUG
m_bFLOWMAP = false;
#endif // _DEBUG
m_nFLOWMAP = 0;
#ifdef _DEBUG
m_bMODELFORMAT = false;
#endif // _DEBUG
m_nMODELFORMAT = 0;
#ifdef _DEBUG
m_bDOPIXELFOG = true;
#endif // _DEBUG
m_nDOPIXELFOG = g_pHardwareConfig->SupportsPixelShaders_2_b() ;
#ifdef _DEBUG
m_bHARDWAREFOGBLEND = true;
#endif // _DEBUG
m_nHARDWAREFOGBLEND = !g_pHardwareConfig->SupportsPixelShaders_2_b() ;
}
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_bDETAIL1 && m_bDETAIL2 && m_bTANGENTTOPACITY && m_bTANGENTSOPACITY && m_bFRESNELOPACITY && m_bVERTEXCOLOR && m_bFLOWMAP && m_bMODELFORMAT && m_bDOPIXELFOG && m_bHARDWAREFOGBLEND;
Assert( bAllStaticVarsDefined );
#endif // _DEBUG
return ( 32 * m_nDETAIL1 ) + ( 64 * m_nDETAIL2 ) + ( 128 * m_nTANGENTTOPACITY ) + ( 256 * m_nTANGENTSOPACITY ) + ( 512 * m_nFRESNELOPACITY ) + ( 1024 * m_nVERTEXCOLOR ) + ( 2048 * m_nFLOWMAP ) + ( 4096 * m_nMODELFORMAT ) + ( 8192 * m_nDOPIXELFOG ) + ( 16384 * m_nHARDWAREFOGBLEND ) + 0;
}
};
#define shaderStaticTest_solidenergy_vs20 vsh_forgot_to_set_static_DETAIL1 + vsh_forgot_to_set_static_DETAIL2 + vsh_forgot_to_set_static_TANGENTTOPACITY + vsh_forgot_to_set_static_TANGENTSOPACITY + vsh_forgot_to_set_static_FRESNELOPACITY + vsh_forgot_to_set_static_VERTEXCOLOR + vsh_forgot_to_set_static_FLOWMAP + vsh_forgot_to_set_static_MODELFORMAT + 0
class solidenergy_vs20_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 )
{
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_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_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_nDOWATERFOG;
#ifdef _DEBUG
bool m_bDOWATERFOG;
#endif
public:
void SetDOWATERFOG( int i )
{
Assert( i >= 0 && i <= 1 );
m_nDOWATERFOG = i;
#ifdef _DEBUG
m_bDOWATERFOG = true;
#endif
}
void SetDOWATERFOG( bool i )
{
Assert( ( i ? 1 : 0 ) >= 0 && ( i ? 1 : 0 ) <= 1 );
m_nDOWATERFOG = i ? 1 : 0;
#ifdef _DEBUG
m_bDOWATERFOG = true;
#endif
}
public:
// CONSTRUCTOR
solidenergy_vs20_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;
#ifdef _DEBUG
m_bVORTEX1 = false;
#endif // _DEBUG
m_nVORTEX1 = 0;
#ifdef _DEBUG
m_bVORTEX2 = false;
#endif // _DEBUG
m_nVORTEX2 = 0;
#ifdef _DEBUG
m_bDOWATERFOG = true;
#endif // _DEBUG
m_nDOWATERFOG = ( 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_bCOMPRESSED_VERTS && m_bSKINNING && m_bVORTEX1 && m_bVORTEX2 && m_bDOWATERFOG;
Assert( bAllDynamicVarsDefined );
#endif // _DEBUG
return ( 1 * m_nCOMPRESSED_VERTS ) + ( 2 * m_nSKINNING ) + ( 4 * m_nVORTEX1 ) + ( 8 * m_nVORTEX2 ) + ( 16 * m_nDOWATERFOG ) + 0;
}
};
#define shaderDynamicTest_solidenergy_vs20 vsh_forgot_to_set_dynamic_COMPRESSED_VERTS + vsh_forgot_to_set_dynamic_SKINNING + vsh_forgot_to_set_dynamic_VORTEX1 + vsh_forgot_to_set_dynamic_VORTEX2 + 0
static const ShaderComboInformation_t s_DynamicComboArray_solidenergy_vs20[5] =
{
{ "COMPRESSED_VERTS", 0, 1 },
{ "SKINNING", 0, 1 },
{ "VORTEX1", 0, 1 },
{ "VORTEX2", 0, 1 },
{ "DOWATERFOG", 0, 1 },
};
static const ShaderComboInformation_t s_StaticComboArray_solidenergy_vs20[10] =
{
{ "DETAIL1", 0, 1 },
{ "DETAIL2", 0, 1 },
{ "TANGENTTOPACITY", 0, 1 },
{ "TANGENTSOPACITY", 0, 1 },
{ "FRESNELOPACITY", 0, 1 },
{ "VERTEXCOLOR", 0, 1 },
{ "FLOWMAP", 0, 1 },
{ "MODELFORMAT", 0, 1 },
{ "DOPIXELFOG", 0, 1 },
{ "HARDWAREFOGBLEND", 0, 1 },
};
static const ShaderComboSemantics_t solidenergy_vs20_combos =
{
"solidenergy_vs20", s_DynamicComboArray_solidenergy_vs20, 5, s_StaticComboArray_solidenergy_vs20, 10
};
class ConstructMe_solidenergy_vs20
{
public:
ConstructMe_solidenergy_vs20()
{
GetShaderDLL()->AddShaderComboInformation( &solidenergy_vs20_combos );
}
};
static ConstructMe_solidenergy_vs20 s_ConstructMe_solidenergy_vs20;