Counter Strike : Global Offensive Source Code
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462 lines
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// ALL SKIP STATEMENTS THAT AFFECT THIS SHADER!!!
// $MULTITEXTURE && $BASETEXTURE
// $SIMPLEOVERLAY && $BASETEXTURE
// $SIMPLEOVERLAY && !$FLOWMAP
// $FLOWMAP && $MULTITEXTURE
// ( $FLASHLIGHT == 0 ) && ( $FLASHLIGHTSHADOWS == 1 )
// ( $FLASHLIGHT || $LIGHTMAPWATERFOG ) && ( ( $BASETEXTURE && !$FLOWMAP ) || $MULTITEXTURE )
// 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
// 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 water_ps20_Static_Index
{
private:
int m_nBASETEXTURE;
#ifdef _DEBUG
bool m_bBASETEXTURE;
#endif
public:
void SetBASETEXTURE( int i )
{
Assert( i >= 0 && i <= 1 );
m_nBASETEXTURE = i;
#ifdef _DEBUG
m_bBASETEXTURE = true;
#endif
}
void SetBASETEXTURE( bool i )
{
Assert( ( i ? 1 : 0 ) >= 0 && ( i ? 1 : 0 ) <= 1 );
m_nBASETEXTURE = i ? 1 : 0;
#ifdef _DEBUG
m_bBASETEXTURE = true;
#endif
}
private:
int m_nMULTITEXTURE;
#ifdef _DEBUG
bool m_bMULTITEXTURE;
#endif
public:
void SetMULTITEXTURE( int i )
{
Assert( i >= 0 && i <= 1 );
m_nMULTITEXTURE = i;
#ifdef _DEBUG
m_bMULTITEXTURE = true;
#endif
}
void SetMULTITEXTURE( bool i )
{
Assert( ( i ? 1 : 0 ) >= 0 && ( i ? 1 : 0 ) <= 1 );
m_nMULTITEXTURE = i ? 1 : 0;
#ifdef _DEBUG
m_bMULTITEXTURE = true;
#endif
}
private:
int m_nREFLECT;
#ifdef _DEBUG
bool m_bREFLECT;
#endif
public:
void SetREFLECT( int i )
{
Assert( i >= 0 && i <= 1 );
m_nREFLECT = i;
#ifdef _DEBUG
m_bREFLECT = true;
#endif
}
void SetREFLECT( bool i )
{
Assert( ( i ? 1 : 0 ) >= 0 && ( i ? 1 : 0 ) <= 1 );
m_nREFLECT = i ? 1 : 0;
#ifdef _DEBUG
m_bREFLECT = true;
#endif
}
private:
int m_nREFRACT;
#ifdef _DEBUG
bool m_bREFRACT;
#endif
public:
void SetREFRACT( int i )
{
Assert( i >= 0 && i <= 1 );
m_nREFRACT = i;
#ifdef _DEBUG
m_bREFRACT = true;
#endif
}
void SetREFRACT( bool i )
{
Assert( ( i ? 1 : 0 ) >= 0 && ( i ? 1 : 0 ) <= 1 );
m_nREFRACT = i ? 1 : 0;
#ifdef _DEBUG
m_bREFRACT = true;
#endif
}
private:
int m_nABOVEWATER;
#ifdef _DEBUG
bool m_bABOVEWATER;
#endif
public:
void SetABOVEWATER( int i )
{
Assert( i >= 0 && i <= 1 );
m_nABOVEWATER = i;
#ifdef _DEBUG
m_bABOVEWATER = true;
#endif
}
void SetABOVEWATER( bool i )
{
Assert( ( i ? 1 : 0 ) >= 0 && ( i ? 1 : 0 ) <= 1 );
m_nABOVEWATER = i ? 1 : 0;
#ifdef _DEBUG
m_bABOVEWATER = true;
#endif
}
private:
int m_nFLOWMAP;
#ifdef _DEBUG
bool m_bFLOWMAP;
#endif
public:
void SetFLOWMAP( int i )
{
Assert( i >= 0 && i <= 0 );
m_nFLOWMAP = i;
#ifdef _DEBUG
m_bFLOWMAP = true;
#endif
}
void SetFLOWMAP( bool i )
{
Assert( ( i ? 1 : 0 ) >= 0 && ( i ? 1 : 0 ) <= 0 );
m_nFLOWMAP = i ? 1 : 0;
#ifdef _DEBUG
m_bFLOWMAP = true;
#endif
}
private:
int m_nFLOW_DEBUG;
#ifdef _DEBUG
bool m_bFLOW_DEBUG;
#endif
public:
void SetFLOW_DEBUG( int i )
{
Assert( i >= 0 && i <= 2 );
m_nFLOW_DEBUG = i;
#ifdef _DEBUG
m_bFLOW_DEBUG = true;
#endif
}
void SetFLOW_DEBUG( bool i )
{
Assert( ( i ? 1 : 0 ) >= 0 && ( i ? 1 : 0 ) <= 2 );
m_nFLOW_DEBUG = i ? 1 : 0;
#ifdef _DEBUG
m_bFLOW_DEBUG = true;
#endif
}
private:
int m_nFLASHLIGHT;
#ifdef _DEBUG
bool m_bFLASHLIGHT;
#endif
public:
void SetFLASHLIGHT( int i )
{
Assert( i >= 0 && i <= 0 );
m_nFLASHLIGHT = i;
#ifdef _DEBUG
m_bFLASHLIGHT = true;
#endif
}
void SetFLASHLIGHT( bool i )
{
Assert( ( i ? 1 : 0 ) >= 0 && ( i ? 1 : 0 ) <= 0 );
m_nFLASHLIGHT = i ? 1 : 0;
#ifdef _DEBUG
m_bFLASHLIGHT = true;
#endif
}
private:
int m_nLIGHTMAPWATERFOG;
#ifdef _DEBUG
bool m_bLIGHTMAPWATERFOG;
#endif
public:
void SetLIGHTMAPWATERFOG( int i )
{
Assert( i >= 0 && i <= 0 );
m_nLIGHTMAPWATERFOG = i;
#ifdef _DEBUG
m_bLIGHTMAPWATERFOG = true;
#endif
}
void SetLIGHTMAPWATERFOG( bool i )
{
Assert( ( i ? 1 : 0 ) >= 0 && ( i ? 1 : 0 ) <= 0 );
m_nLIGHTMAPWATERFOG = i ? 1 : 0;
#ifdef _DEBUG
m_bLIGHTMAPWATERFOG = true;
#endif
}
private:
int m_nFORCEFRESNEL;
#ifdef _DEBUG
bool m_bFORCEFRESNEL;
#endif
public:
void SetFORCEFRESNEL( int i )
{
Assert( i >= 0 && i <= 1 );
m_nFORCEFRESNEL = i;
#ifdef _DEBUG
m_bFORCEFRESNEL = true;
#endif
}
void SetFORCEFRESNEL( bool i )
{
Assert( ( i ? 1 : 0 ) >= 0 && ( i ? 1 : 0 ) <= 1 );
m_nFORCEFRESNEL = i ? 1 : 0;
#ifdef _DEBUG
m_bFORCEFRESNEL = true;
#endif
}
private:
int m_nSIMPLEOVERLAY;
#ifdef _DEBUG
bool m_bSIMPLEOVERLAY;
#endif
public:
void SetSIMPLEOVERLAY( int i )
{
Assert( i >= 0 && i <= 1 );
m_nSIMPLEOVERLAY = i;
#ifdef _DEBUG
m_bSIMPLEOVERLAY = true;
#endif
}
void SetSIMPLEOVERLAY( bool i )
{
Assert( ( i ? 1 : 0 ) >= 0 && ( i ? 1 : 0 ) <= 1 );
m_nSIMPLEOVERLAY = i ? 1 : 0;
#ifdef _DEBUG
m_bSIMPLEOVERLAY = true;
#endif
}
public:
// CONSTRUCTOR
water_ps20_Static_Index( IShaderShadow *pShaderShadow, IMaterialVar **params )
{
#ifdef _DEBUG
m_bBASETEXTURE = false;
#endif // _DEBUG
m_nBASETEXTURE = 0;
#ifdef _DEBUG
m_bMULTITEXTURE = false;
#endif // _DEBUG
m_nMULTITEXTURE = 0;
#ifdef _DEBUG
m_bREFLECT = false;
#endif // _DEBUG
m_nREFLECT = 0;
#ifdef _DEBUG
m_bREFRACT = false;
#endif // _DEBUG
m_nREFRACT = 0;
#ifdef _DEBUG
m_bABOVEWATER = false;
#endif // _DEBUG
m_nABOVEWATER = 0;
#ifdef _DEBUG
m_bFLOWMAP = true;
#endif // _DEBUG
m_nFLOWMAP = 0; ;
#ifdef _DEBUG
m_bFLOW_DEBUG = false;
#endif // _DEBUG
m_nFLOW_DEBUG = 0;
#ifdef _DEBUG
m_bFLASHLIGHT = true;
#endif // _DEBUG
m_nFLASHLIGHT = 0; ;
#ifdef _DEBUG
m_bLIGHTMAPWATERFOG = true;
#endif // _DEBUG
m_nLIGHTMAPWATERFOG = 0; ;
#ifdef _DEBUG
m_bFORCEFRESNEL = false;
#endif // _DEBUG
m_nFORCEFRESNEL = 0;
#ifdef _DEBUG
m_bSIMPLEOVERLAY = false;
#endif // _DEBUG
m_nSIMPLEOVERLAY = 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_bBASETEXTURE && m_bMULTITEXTURE && m_bREFLECT && m_bREFRACT && m_bABOVEWATER && m_bFLOWMAP && m_bFLOW_DEBUG && m_bFLASHLIGHT && m_bLIGHTMAPWATERFOG && m_bFORCEFRESNEL && m_bSIMPLEOVERLAY;
Assert( bAllStaticVarsDefined );
#endif // _DEBUG
return ( 4 * m_nBASETEXTURE ) + ( 8 * m_nMULTITEXTURE ) + ( 16 * m_nREFLECT ) + ( 32 * m_nREFRACT ) + ( 64 * m_nABOVEWATER ) + ( 128 * m_nFLOWMAP ) + ( 128 * m_nFLOW_DEBUG ) + ( 384 * m_nFLASHLIGHT ) + ( 384 * m_nLIGHTMAPWATERFOG ) + ( 384 * m_nFORCEFRESNEL ) + ( 768 * m_nSIMPLEOVERLAY ) + 0;
}
};
#define shaderStaticTest_water_ps20 psh_forgot_to_set_static_BASETEXTURE + psh_forgot_to_set_static_MULTITEXTURE + psh_forgot_to_set_static_REFLECT + psh_forgot_to_set_static_REFRACT + psh_forgot_to_set_static_ABOVEWATER + psh_forgot_to_set_static_FLOW_DEBUG + psh_forgot_to_set_static_FORCEFRESNEL + psh_forgot_to_set_static_SIMPLEOVERLAY + 0
class water_ps20_Dynamic_Index
{
private:
int m_nFLASHLIGHTSHADOWS;
#ifdef _DEBUG
bool m_bFLASHLIGHTSHADOWS;
#endif
public:
void SetFLASHLIGHTSHADOWS( int i )
{
Assert( i >= 0 && i <= 0 );
m_nFLASHLIGHTSHADOWS = i;
#ifdef _DEBUG
m_bFLASHLIGHTSHADOWS = true;
#endif
}
void SetFLASHLIGHTSHADOWS( bool i )
{
Assert( ( i ? 1 : 0 ) >= 0 && ( i ? 1 : 0 ) <= 0 );
m_nFLASHLIGHTSHADOWS = i ? 1 : 0;
#ifdef _DEBUG
m_bFLASHLIGHTSHADOWS = true;
#endif
}
private:
int m_nBUILDWORLDIMPOSTER;
#ifdef _DEBUG
bool m_bBUILDWORLDIMPOSTER;
#endif
public:
void SetBUILDWORLDIMPOSTER( int i )
{
Assert( i >= 0 && i <= 1 );
m_nBUILDWORLDIMPOSTER = i;
#ifdef _DEBUG
m_bBUILDWORLDIMPOSTER = true;
#endif
}
void SetBUILDWORLDIMPOSTER( bool i )
{
Assert( ( i ? 1 : 0 ) >= 0 && ( i ? 1 : 0 ) <= 1 );
m_nBUILDWORLDIMPOSTER = i ? 1 : 0;
#ifdef _DEBUG
m_bBUILDWORLDIMPOSTER = 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
water_ps20_Dynamic_Index( IShaderDynamicAPI *pShaderAPI )
{
#ifdef _DEBUG
m_bFLASHLIGHTSHADOWS = true;
#endif // _DEBUG
m_nFLASHLIGHTSHADOWS = 0; ;
#ifdef _DEBUG
m_bBUILDWORLDIMPOSTER = true;
#endif // _DEBUG
m_nBUILDWORLDIMPOSTER = r_buildingmapforworld.GetBool() ? 1 : 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_bFLASHLIGHTSHADOWS && m_bBUILDWORLDIMPOSTER && m_bPIXELFOGTYPE;
Assert( bAllDynamicVarsDefined );
#endif // _DEBUG
return ( 1 * m_nFLASHLIGHTSHADOWS ) + ( 1 * m_nBUILDWORLDIMPOSTER ) + ( 2 * m_nPIXELFOGTYPE ) + 0;
}
};
#define shaderDynamicTest_water_ps20 0
static const ShaderComboInformation_t s_DynamicComboArray_water_ps20[3] =
{
{ "FLASHLIGHTSHADOWS", 0, 0 },
{ "BUILDWORLDIMPOSTER", 0, 1 },
{ "PIXELFOGTYPE", 0, 1 },
};
static const ShaderComboInformation_t s_StaticComboArray_water_ps20[11] =
{
{ "BASETEXTURE", 0, 1 },
{ "MULTITEXTURE", 0, 1 },
{ "REFLECT", 0, 1 },
{ "REFRACT", 0, 1 },
{ "ABOVEWATER", 0, 1 },
{ "FLOWMAP", 0, 0 },
{ "FLOW_DEBUG", 0, 2 },
{ "FLASHLIGHT", 0, 0 },
{ "LIGHTMAPWATERFOG", 0, 0 },
{ "FORCEFRESNEL", 0, 1 },
{ "SIMPLEOVERLAY", 0, 1 },
};
static const ShaderComboSemantics_t water_ps20_combos =
{
"water_ps20", s_DynamicComboArray_water_ps20, 3, s_StaticComboArray_water_ps20, 11
};
class ConstructMe_water_ps20
{
public:
ConstructMe_water_ps20()
{
GetShaderDLL()->AddShaderComboInformation( &water_ps20_combos );
}
};
static ConstructMe_water_ps20 s_ConstructMe_water_ps20;