Counter Strike : Global Offensive Source Code
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150 lines
3.6 KiB

// ALL SKIP STATEMENTS THAT AFFECT THIS SHADER!!!
// 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
// 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 ssao_ps20b_Static_Index
{
private:
int m_nFINAL;
#ifdef _DEBUG
bool m_bFINAL;
#endif
public:
void SetFINAL( int i )
{
Assert( i >= 0 && i <= 1 );
m_nFINAL = i;
#ifdef _DEBUG
m_bFINAL = true;
#endif
}
void SetFINAL( bool i )
{
m_nFINAL = i ? 1 : 0;
#ifdef _DEBUG
m_bFINAL = true;
#endif
}
private:
int m_nFOW;
#ifdef _DEBUG
bool m_bFOW;
#endif
public:
void SetFOW( int i )
{
Assert( i >= 0 && i <= 1 );
m_nFOW = i;
#ifdef _DEBUG
m_bFOW = true;
#endif
}
void SetFOW( bool i )
{
m_nFOW = i ? 1 : 0;
#ifdef _DEBUG
m_bFOW = true;
#endif
}
public:
// CONSTRUCTOR
ssao_ps20b_Static_Index( IShaderShadow *pShaderShadow, IMaterialVar **params )
{
#ifdef _DEBUG
m_bFINAL = false;
#endif // _DEBUG
m_nFINAL = 0;
#ifdef _DEBUG
m_bFOW = false;
#endif // _DEBUG
m_nFOW = 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_bFINAL && m_bFOW;
Assert( bAllStaticVarsDefined );
#endif // _DEBUG
return ( 4 * m_nFINAL ) + ( 8 * m_nFOW ) + 0;
}
};
#define shaderStaticTest_ssao_ps20b psh_forgot_to_set_static_FINAL + psh_forgot_to_set_static_FOW + 0
class ssao_ps20b_Dynamic_Index
{
private:
int m_nDEFERRED;
#ifdef _DEBUG
bool m_bDEFERRED;
#endif
public:
void SetDEFERRED( int i )
{
Assert( i >= 0 && i <= 1 );
m_nDEFERRED = i;
#ifdef _DEBUG
m_bDEFERRED = true;
#endif
}
void SetDEFERRED( bool i )
{
m_nDEFERRED = i ? 1 : 0;
#ifdef _DEBUG
m_bDEFERRED = 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 )
{
m_nPIXELFOGTYPE = i ? 1 : 0;
#ifdef _DEBUG
m_bPIXELFOGTYPE = true;
#endif
}
public:
// CONSTRUCTOR
ssao_ps20b_Dynamic_Index( IShaderDynamicAPI *pShaderAPI )
{
#ifdef _DEBUG
m_bDEFERRED = false;
#endif // _DEBUG
m_nDEFERRED = 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_bDEFERRED && m_bPIXELFOGTYPE;
Assert( bAllDynamicVarsDefined );
#endif // _DEBUG
return ( 1 * m_nDEFERRED ) + ( 2 * m_nPIXELFOGTYPE ) + 0;
}
};
#define shaderDynamicTest_ssao_ps20b psh_forgot_to_set_dynamic_DEFERRED + 0