Counter Strike : Global Offensive Source Code
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318 lines
6.4 KiB

// ALL SKIP STATEMENTS THAT AFFECT THIS SHADER!!!
// $TESSELATION && DAMAGED
// ( $DOWATERFOG == 0 ) && ( $DOPIXELFOG && $HARDWAREFOGBLEND )
// defined $LIGHTING_PREVIEW && defined $FASTPATH && $LIGHTING_PREVIEW && $FASTPATH
#include "shaderlib/cshader.h"
class vertexlit_sob_vs30_Static_Index
{
private:
int m_nHALFLAMBERT;
#ifdef _DEBUG
bool m_bHALFLAMBERT;
#endif
public:
void SetHALFLAMBERT( int i )
{
Assert( i >= 0 && i <= 1 );
m_nHALFLAMBERT = i;
#ifdef _DEBUG
m_bHALFLAMBERT = true;
#endif
}
void SetHALFLAMBERT( bool i )
{
m_nHALFLAMBERT = i ? 1 : 0;
#ifdef _DEBUG
m_bHALFLAMBERT = true;
#endif
}
private:
int m_nUSE_WITH_2B;
#ifdef _DEBUG
bool m_bUSE_WITH_2B;
#endif
public:
void SetUSE_WITH_2B( int i )
{
Assert( i >= 1 && i <= 1 );
m_nUSE_WITH_2B = i;
#ifdef _DEBUG
m_bUSE_WITH_2B = true;
#endif
}
void SetUSE_WITH_2B( bool i )
{
m_nUSE_WITH_2B = i ? 1 : 0;
#ifdef _DEBUG
m_bUSE_WITH_2B = true;
#endif
}
private:
int m_nDECAL;
#ifdef _DEBUG
bool m_bDECAL;
#endif
public:
void SetDECAL( int i )
{
Assert( i >= 0 && i <= 1 );
m_nDECAL = i;
#ifdef _DEBUG
m_bDECAL = true;
#endif
}
void SetDECAL( bool i )
{
m_nDECAL = i ? 1 : 0;
#ifdef _DEBUG
m_bDECAL = true;
#endif
}
private:
int m_nDAMAGED;
#ifdef _DEBUG
bool m_bDAMAGED;
#endif
public:
void SetDAMAGED( int i )
{
Assert( i >= 0 && i <= 1 );
m_nDAMAGED = i;
#ifdef _DEBUG
m_bDAMAGED = true;
#endif
}
void SetDAMAGED( bool i )
{
m_nDAMAGED = i ? 1 : 0;
#ifdef _DEBUG
m_bDAMAGED = 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 )
{
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 <= 0 );
m_nHARDWAREFOGBLEND = i;
#ifdef _DEBUG
m_bHARDWAREFOGBLEND = true;
#endif
}
void SetHARDWAREFOGBLEND( bool i )
{
m_nHARDWAREFOGBLEND = i ? 1 : 0;
#ifdef _DEBUG
m_bHARDWAREFOGBLEND = true;
#endif
}
public:
// CONSTRUCTOR
vertexlit_sob_vs30_Static_Index( IShaderShadow *pShaderShadow, IMaterialVar **params )
{
#ifdef _DEBUG
m_bHALFLAMBERT = false;
#endif // _DEBUG
m_nHALFLAMBERT = 0;
#ifdef _DEBUG
m_bUSE_WITH_2B = false;
#endif // _DEBUG
m_nUSE_WITH_2B = 0;
#ifdef _DEBUG
m_bDECAL = false;
#endif // _DEBUG
m_nDECAL = 0;
#ifdef _DEBUG
m_bDAMAGED = false;
#endif // _DEBUG
m_nDAMAGED = 0;
#ifdef _DEBUG
m_bDOPIXELFOG = true;
#endif // _DEBUG
m_nDOPIXELFOG = ( g_pHardwareConfig->SupportsPixelShaders_2_b() && !IS_FLAG_SET( MATERIAL_VAR_VERTEXFOG ) ) ? 1 : 0 ;
#ifdef _DEBUG
m_bHARDWAREFOGBLEND = true;
#endif // _DEBUG
m_nHARDWAREFOGBLEND = 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_bHALFLAMBERT && m_bUSE_WITH_2B && m_bDECAL && m_bDAMAGED && m_bDOPIXELFOG && m_bHARDWAREFOGBLEND;
Assert( bAllStaticVarsDefined );
#endif // _DEBUG
return ( 48 * m_nHALFLAMBERT ) + ( 96 * m_nUSE_WITH_2B ) + ( 96 * m_nDECAL ) + ( 192 * m_nDAMAGED ) + ( 384 * m_nDOPIXELFOG ) + ( 768 * m_nHARDWAREFOGBLEND ) + 0;
}
};
#define shaderStaticTest_vertexlit_sob_vs30 vsh_forgot_to_set_static_HALFLAMBERT + vsh_forgot_to_set_static_USE_WITH_2B + vsh_forgot_to_set_static_DECAL + vsh_forgot_to_set_static_DAMAGED + 0
class vertexlit_sob_vs30_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 )
{
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 )
{
m_nSKINNING = i ? 1 : 0;
#ifdef _DEBUG
m_bSKINNING = true;
#endif
}
private:
int m_nMORPHING;
#ifdef _DEBUG
bool m_bMORPHING;
#endif
public:
void SetMORPHING( int i )
{
Assert( i >= 0 && i <= 1 );
m_nMORPHING = i;
#ifdef _DEBUG
m_bMORPHING = true;
#endif
}
void SetMORPHING( bool i )
{
m_nMORPHING = i ? 1 : 0;
#ifdef _DEBUG
m_bMORPHING = true;
#endif
}
private:
int m_nTESSELLATION;
#ifdef _DEBUG
bool m_bTESSELLATION;
#endif
public:
void SetTESSELLATION( int i )
{
Assert( i >= 0 && i <= 2 );
m_nTESSELLATION = i;
#ifdef _DEBUG
m_bTESSELLATION = true;
#endif
}
void SetTESSELLATION( bool i )
{
m_nTESSELLATION = i ? 1 : 0;
#ifdef _DEBUG
m_bTESSELLATION = 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 )
{
m_nDOWATERFOG = i ? 1 : 0;
#ifdef _DEBUG
m_bDOWATERFOG = true;
#endif
}
public:
// CONSTRUCTOR
vertexlit_sob_vs30_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_bMORPHING = true;
#endif // _DEBUG
m_nMORPHING = pShaderAPI->IsHWMorphingEnabled() ;
#ifdef _DEBUG
m_bTESSELLATION = false;
#endif // _DEBUG
m_nTESSELLATION = 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_bMORPHING && m_bTESSELLATION && m_bDOWATERFOG;
Assert( bAllDynamicVarsDefined );
#endif // _DEBUG
return ( 1 * m_nCOMPRESSED_VERTS ) + ( 2 * m_nSKINNING ) + ( 4 * m_nMORPHING ) + ( 8 * m_nTESSELLATION ) + ( 24 * m_nDOWATERFOG ) + 0;
}
};
#define shaderDynamicTest_vertexlit_sob_vs30 vsh_forgot_to_set_dynamic_COMPRESSED_VERTS + vsh_forgot_to_set_dynamic_SKINNING + vsh_forgot_to_set_dynamic_TESSELLATION + 0