Counter Strike : Global Offensive Source Code
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170 lines
4.3 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
#include "shaderlib/cshader.h"
class teeth_bump_ps30_Static_Index
{
public:
// CONSTRUCTOR
teeth_bump_ps30_Static_Index( IShaderShadow *pShaderShadow, IMaterialVar **params )
{
}
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
#endif // _DEBUG
return 0;
}
};
#define shaderStaticTest_teeth_bump_ps30 0
class teeth_bump_ps30_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
}
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
}
private:
int m_nAMBIENT_LIGHT;
#ifdef _DEBUG
bool m_bAMBIENT_LIGHT;
#endif
public:
void SetAMBIENT_LIGHT( int i )
{
Assert( i >= 0 && i <= 1 );
m_nAMBIENT_LIGHT = i;
#ifdef _DEBUG
m_bAMBIENT_LIGHT = true;
#endif
}
void SetAMBIENT_LIGHT( bool i )
{
Assert( ( i ? 1 : 0 ) >= 0 && ( i ? 1 : 0 ) <= 1 );
m_nAMBIENT_LIGHT = i ? 1 : 0;
#ifdef _DEBUG
m_bAMBIENT_LIGHT = true;
#endif
}
private:
int m_nWRITE_DEPTH_TO_DESTALPHA;
#ifdef _DEBUG
bool m_bWRITE_DEPTH_TO_DESTALPHA;
#endif
public:
void SetWRITE_DEPTH_TO_DESTALPHA( int i )
{
Assert( i >= 0 && i <= 1 );
m_nWRITE_DEPTH_TO_DESTALPHA = i;
#ifdef _DEBUG
m_bWRITE_DEPTH_TO_DESTALPHA = true;
#endif
}
void SetWRITE_DEPTH_TO_DESTALPHA( bool i )
{
Assert( ( i ? 1 : 0 ) >= 0 && ( i ? 1 : 0 ) <= 1 );
m_nWRITE_DEPTH_TO_DESTALPHA = i ? 1 : 0;
#ifdef _DEBUG
m_bWRITE_DEPTH_TO_DESTALPHA = true;
#endif
}
public:
// CONSTRUCTOR
teeth_bump_ps30_Dynamic_Index( IShaderDynamicAPI *pShaderAPI )
{
#ifdef _DEBUG
m_bPIXELFOGTYPE = true;
#endif // _DEBUG
m_nPIXELFOGTYPE = ( pShaderAPI->GetSceneFogMode() == MATERIAL_FOG_LINEAR_BELOW_FOG_Z ) ;
#ifdef _DEBUG
m_bNUM_LIGHTS = false;
#endif // _DEBUG
m_nNUM_LIGHTS = 0;
#ifdef _DEBUG
m_bAMBIENT_LIGHT = false;
#endif // _DEBUG
m_nAMBIENT_LIGHT = 0;
#ifdef _DEBUG
m_bWRITE_DEPTH_TO_DESTALPHA = false;
#endif // _DEBUG
m_nWRITE_DEPTH_TO_DESTALPHA = 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_bPIXELFOGTYPE && m_bNUM_LIGHTS && m_bAMBIENT_LIGHT && m_bWRITE_DEPTH_TO_DESTALPHA;
Assert( bAllDynamicVarsDefined );
#endif // _DEBUG
return ( 1 * m_nPIXELFOGTYPE ) + ( 2 * m_nNUM_LIGHTS ) + ( 10 * m_nAMBIENT_LIGHT ) + ( 20 * m_nWRITE_DEPTH_TO_DESTALPHA ) + 0;
}
};
#define shaderDynamicTest_teeth_bump_ps30 psh_forgot_to_set_dynamic_NUM_LIGHTS + psh_forgot_to_set_dynamic_AMBIENT_LIGHT + psh_forgot_to_set_dynamic_WRITE_DEPTH_TO_DESTALPHA + 0
static const ShaderComboInformation_t s_DynamicComboArray_teeth_bump_ps30[4] =
{
{ "PIXELFOGTYPE", 0, 1 },
{ "NUM_LIGHTS", 0, 4 },
{ "AMBIENT_LIGHT", 0, 1 },
{ "WRITE_DEPTH_TO_DESTALPHA", 0, 1 },
};
static const ShaderComboSemantics_t teeth_bump_ps30_combos =
{
"teeth_bump_ps30", s_DynamicComboArray_teeth_bump_ps30, 4, NULL, 0
};
class ConstructMe_teeth_bump_ps30
{
public:
ConstructMe_teeth_bump_ps30()
{
GetShaderDLL()->AddShaderComboInformation( &teeth_bump_ps30_combos );
}
};
static ConstructMe_teeth_bump_ps30 s_ConstructMe_teeth_bump_ps30;