Counter Strike : Global Offensive Source Code
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// ALL SKIP STATEMENTS THAT AFFECT THIS SHADER!!!
// $DETAILTEXTURE && ( $BUMPMAP && !$DETAIL_ALPHA_MASK_BASE_TEXTURE )
// $VERTEXCOLOR && $BUMPMAP
// $FLASHLIGHT && $SELFILLUM
// $FLASHLIGHT && $DETAIL_ALPHA_MASK_BASE_TEXTURE
// $FLASHLIGHT && $BUMPMAP
// ( $FLASHLIGHT == 0 ) && ( $FLASHLIGHTSHADOWS == 1 ) [ps30]
// ( $FLASHLIGHT == 0 ) && ( $UBERLIGHT == 1 )
// 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 worldtwotextureblend_ps30_Static_Index
{
private:
int m_nDETAILTEXTURE;
#ifdef _DEBUG
bool m_bDETAILTEXTURE;
#endif
public:
void SetDETAILTEXTURE( int i )
{
Assert( i >= 0 && i <= 1 );
m_nDETAILTEXTURE = i;
#ifdef _DEBUG
m_bDETAILTEXTURE = true;
#endif
}
void SetDETAILTEXTURE( bool i )
{
Assert( ( i ? 1 : 0 ) >= 0 && ( i ? 1 : 0 ) <= 1 );
m_nDETAILTEXTURE = i ? 1 : 0;
#ifdef _DEBUG
m_bDETAILTEXTURE = true;
#endif
}
private:
int m_nBUMPMAP;
#ifdef _DEBUG
bool m_bBUMPMAP;
#endif
public:
void SetBUMPMAP( int i )
{
Assert( i >= 0 && i <= 1 );
m_nBUMPMAP = i;
#ifdef _DEBUG
m_bBUMPMAP = true;
#endif
}
void SetBUMPMAP( bool i )
{
Assert( ( i ? 1 : 0 ) >= 0 && ( i ? 1 : 0 ) <= 1 );
m_nBUMPMAP = i ? 1 : 0;
#ifdef _DEBUG
m_bBUMPMAP = 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_nSELFILLUM;
#ifdef _DEBUG
bool m_bSELFILLUM;
#endif
public:
void SetSELFILLUM( int i )
{
Assert( i >= 0 && i <= 1 );
m_nSELFILLUM = i;
#ifdef _DEBUG
m_bSELFILLUM = true;
#endif
}
void SetSELFILLUM( bool i )
{
Assert( ( i ? 1 : 0 ) >= 0 && ( i ? 1 : 0 ) <= 1 );
m_nSELFILLUM = i ? 1 : 0;
#ifdef _DEBUG
m_bSELFILLUM = true;
#endif
}
private:
int m_nDETAIL_ALPHA_MASK_BASE_TEXTURE;
#ifdef _DEBUG
bool m_bDETAIL_ALPHA_MASK_BASE_TEXTURE;
#endif
public:
void SetDETAIL_ALPHA_MASK_BASE_TEXTURE( int i )
{
Assert( i >= 0 && i <= 1 );
m_nDETAIL_ALPHA_MASK_BASE_TEXTURE = i;
#ifdef _DEBUG
m_bDETAIL_ALPHA_MASK_BASE_TEXTURE = true;
#endif
}
void SetDETAIL_ALPHA_MASK_BASE_TEXTURE( bool i )
{
Assert( ( i ? 1 : 0 ) >= 0 && ( i ? 1 : 0 ) <= 1 );
m_nDETAIL_ALPHA_MASK_BASE_TEXTURE = i ? 1 : 0;
#ifdef _DEBUG
m_bDETAIL_ALPHA_MASK_BASE_TEXTURE = true;
#endif
}
private:
int m_nFLASHLIGHT;
#ifdef _DEBUG
bool m_bFLASHLIGHT;
#endif
public:
void SetFLASHLIGHT( int i )
{
Assert( i >= 0 && i <= 1 );
m_nFLASHLIGHT = i;
#ifdef _DEBUG
m_bFLASHLIGHT = true;
#endif
}
void SetFLASHLIGHT( bool i )
{
Assert( ( i ? 1 : 0 ) >= 0 && ( i ? 1 : 0 ) <= 1 );
m_nFLASHLIGHT = i ? 1 : 0;
#ifdef _DEBUG
m_bFLASHLIGHT = true;
#endif
}
private:
int m_nSEAMLESS;
#ifdef _DEBUG
bool m_bSEAMLESS;
#endif
public:
void SetSEAMLESS( int i )
{
Assert( i >= 0 && i <= 1 );
m_nSEAMLESS = i;
#ifdef _DEBUG
m_bSEAMLESS = true;
#endif
}
void SetSEAMLESS( bool i )
{
Assert( ( i ? 1 : 0 ) >= 0 && ( i ? 1 : 0 ) <= 1 );
m_nSEAMLESS = i ? 1 : 0;
#ifdef _DEBUG
m_bSEAMLESS = true;
#endif
}
private:
int m_nFLASHLIGHTDEPTHFILTERMODE;
#ifdef _DEBUG
bool m_bFLASHLIGHTDEPTHFILTERMODE;
#endif
public:
void SetFLASHLIGHTDEPTHFILTERMODE( int i )
{
Assert( i >= 0 && i <= 2 );
m_nFLASHLIGHTDEPTHFILTERMODE = i;
#ifdef _DEBUG
m_bFLASHLIGHTDEPTHFILTERMODE = true;
#endif
}
void SetFLASHLIGHTDEPTHFILTERMODE( bool i )
{
Assert( ( i ? 1 : 0 ) >= 0 && ( i ? 1 : 0 ) <= 2 );
m_nFLASHLIGHTDEPTHFILTERMODE = i ? 1 : 0;
#ifdef _DEBUG
m_bFLASHLIGHTDEPTHFILTERMODE = true;
#endif
}
private:
int m_nSHADER_SRGB_READ;
#ifdef _DEBUG
bool m_bSHADER_SRGB_READ;
#endif
public:
void SetSHADER_SRGB_READ( int i )
{
Assert( i >= 0 && i <= 0 );
m_nSHADER_SRGB_READ = i;
#ifdef _DEBUG
m_bSHADER_SRGB_READ = true;
#endif
}
void SetSHADER_SRGB_READ( bool i )
{
Assert( ( i ? 1 : 0 ) >= 0 && ( i ? 1 : 0 ) <= 0 );
m_nSHADER_SRGB_READ = i ? 1 : 0;
#ifdef _DEBUG
m_bSHADER_SRGB_READ = true;
#endif
}
public:
// CONSTRUCTOR
worldtwotextureblend_ps30_Static_Index( IShaderShadow *pShaderShadow, IMaterialVar **params )
{
#ifdef _DEBUG
m_bDETAILTEXTURE = false;
#endif // _DEBUG
m_nDETAILTEXTURE = 0;
#ifdef _DEBUG
m_bBUMPMAP = false;
#endif // _DEBUG
m_nBUMPMAP = 0;
#ifdef _DEBUG
m_bVERTEXCOLOR = false;
#endif // _DEBUG
m_nVERTEXCOLOR = 0;
#ifdef _DEBUG
m_bSELFILLUM = false;
#endif // _DEBUG
m_nSELFILLUM = 0;
#ifdef _DEBUG
m_bDETAIL_ALPHA_MASK_BASE_TEXTURE = false;
#endif // _DEBUG
m_nDETAIL_ALPHA_MASK_BASE_TEXTURE = 0;
#ifdef _DEBUG
m_bFLASHLIGHT = false;
#endif // _DEBUG
m_nFLASHLIGHT = 0;
#ifdef _DEBUG
m_bSEAMLESS = false;
#endif // _DEBUG
m_nSEAMLESS = 0;
#ifdef _DEBUG
m_bFLASHLIGHTDEPTHFILTERMODE = false;
#endif // _DEBUG
m_nFLASHLIGHTDEPTHFILTERMODE = 0;
#ifdef _DEBUG
m_bSHADER_SRGB_READ = false;
#endif // _DEBUG
m_nSHADER_SRGB_READ = 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_bDETAILTEXTURE && m_bBUMPMAP && m_bVERTEXCOLOR && m_bSELFILLUM && m_bDETAIL_ALPHA_MASK_BASE_TEXTURE && m_bFLASHLIGHT && m_bSEAMLESS && m_bFLASHLIGHTDEPTHFILTERMODE && m_bSHADER_SRGB_READ;
Assert( bAllStaticVarsDefined );
#endif // _DEBUG
return ( 32 * m_nDETAILTEXTURE ) + ( 64 * m_nBUMPMAP ) + ( 128 * m_nVERTEXCOLOR ) + ( 256 * m_nSELFILLUM ) + ( 512 * m_nDETAIL_ALPHA_MASK_BASE_TEXTURE ) + ( 1024 * m_nFLASHLIGHT ) + ( 2048 * m_nSEAMLESS ) + ( 4096 * m_nFLASHLIGHTDEPTHFILTERMODE ) + ( 12288 * m_nSHADER_SRGB_READ ) + 0;
}
};
#define shaderStaticTest_worldtwotextureblend_ps30 psh_forgot_to_set_static_DETAILTEXTURE + psh_forgot_to_set_static_BUMPMAP + psh_forgot_to_set_static_VERTEXCOLOR + psh_forgot_to_set_static_SELFILLUM + psh_forgot_to_set_static_DETAIL_ALPHA_MASK_BASE_TEXTURE + psh_forgot_to_set_static_FLASHLIGHT + psh_forgot_to_set_static_SEAMLESS + psh_forgot_to_set_static_FLASHLIGHTDEPTHFILTERMODE + psh_forgot_to_set_static_SHADER_SRGB_READ + 0
class worldtwotextureblend_ps30_Dynamic_Index
{
private:
int m_nWRITEWATERFOGTODESTALPHA;
#ifdef _DEBUG
bool m_bWRITEWATERFOGTODESTALPHA;
#endif
public:
void SetWRITEWATERFOGTODESTALPHA( int i )
{
Assert( i >= 0 && i <= 1 );
m_nWRITEWATERFOGTODESTALPHA = i;
#ifdef _DEBUG
m_bWRITEWATERFOGTODESTALPHA = true;
#endif
}
void SetWRITEWATERFOGTODESTALPHA( bool i )
{
Assert( ( i ? 1 : 0 ) >= 0 && ( i ? 1 : 0 ) <= 1 );
m_nWRITEWATERFOGTODESTALPHA = i ? 1 : 0;
#ifdef _DEBUG
m_bWRITEWATERFOGTODESTALPHA = 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
}
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
}
private:
int m_nFLASHLIGHTSHADOWS;
#ifdef _DEBUG
bool m_bFLASHLIGHTSHADOWS;
#endif
public:
void SetFLASHLIGHTSHADOWS( int i )
{
Assert( i >= 0 && i <= 1 );
m_nFLASHLIGHTSHADOWS = i;
#ifdef _DEBUG
m_bFLASHLIGHTSHADOWS = true;
#endif
}
void SetFLASHLIGHTSHADOWS( bool i )
{
Assert( ( i ? 1 : 0 ) >= 0 && ( i ? 1 : 0 ) <= 1 );
m_nFLASHLIGHTSHADOWS = i ? 1 : 0;
#ifdef _DEBUG
m_bFLASHLIGHTSHADOWS = true;
#endif
}
private:
int m_nUBERLIGHT;
#ifdef _DEBUG
bool m_bUBERLIGHT;
#endif
public:
void SetUBERLIGHT( int i )
{
Assert( i >= 0 && i <= 1 );
m_nUBERLIGHT = i;
#ifdef _DEBUG
m_bUBERLIGHT = true;
#endif
}
void SetUBERLIGHT( bool i )
{
Assert( ( i ? 1 : 0 ) >= 0 && ( i ? 1 : 0 ) <= 1 );
m_nUBERLIGHT = i ? 1 : 0;
#ifdef _DEBUG
m_bUBERLIGHT = true;
#endif
}
public:
// CONSTRUCTOR
worldtwotextureblend_ps30_Dynamic_Index( IShaderDynamicAPI *pShaderAPI )
{
#ifdef _DEBUG
m_bWRITEWATERFOGTODESTALPHA = false;
#endif // _DEBUG
m_nWRITEWATERFOGTODESTALPHA = 0;
#ifdef _DEBUG
m_bPIXELFOGTYPE = true;
#endif // _DEBUG
m_nPIXELFOGTYPE = ( pShaderAPI->GetSceneFogMode() == MATERIAL_FOG_LINEAR_BELOW_FOG_Z ) ;
#ifdef _DEBUG
m_bWRITE_DEPTH_TO_DESTALPHA = false;
#endif // _DEBUG
m_nWRITE_DEPTH_TO_DESTALPHA = 0;
#ifdef _DEBUG
m_bFLASHLIGHTSHADOWS = false;
#endif // _DEBUG
m_nFLASHLIGHTSHADOWS = 0;
#ifdef _DEBUG
m_bUBERLIGHT = false;
#endif // _DEBUG
m_nUBERLIGHT = 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_bWRITEWATERFOGTODESTALPHA && m_bPIXELFOGTYPE && m_bWRITE_DEPTH_TO_DESTALPHA && m_bFLASHLIGHTSHADOWS && m_bUBERLIGHT;
Assert( bAllDynamicVarsDefined );
#endif // _DEBUG
return ( 1 * m_nWRITEWATERFOGTODESTALPHA ) + ( 2 * m_nPIXELFOGTYPE ) + ( 4 * m_nWRITE_DEPTH_TO_DESTALPHA ) + ( 8 * m_nFLASHLIGHTSHADOWS ) + ( 16 * m_nUBERLIGHT ) + 0;
}
};
#define shaderDynamicTest_worldtwotextureblend_ps30 psh_forgot_to_set_dynamic_WRITEWATERFOGTODESTALPHA + psh_forgot_to_set_dynamic_WRITE_DEPTH_TO_DESTALPHA + psh_forgot_to_set_dynamic_FLASHLIGHTSHADOWS + psh_forgot_to_set_dynamic_UBERLIGHT + 0
static const ShaderComboInformation_t s_DynamicComboArray_worldtwotextureblend_ps30[5] =
{
{ "WRITEWATERFOGTODESTALPHA", 0, 1 },
{ "PIXELFOGTYPE", 0, 1 },
{ "WRITE_DEPTH_TO_DESTALPHA", 0, 1 },
{ "FLASHLIGHTSHADOWS", 0, 1 },
{ "UBERLIGHT", 0, 1 },
};
static const ShaderComboInformation_t s_StaticComboArray_worldtwotextureblend_ps30[9] =
{
{ "DETAILTEXTURE", 0, 1 },
{ "BUMPMAP", 0, 1 },
{ "VERTEXCOLOR", 0, 1 },
{ "SELFILLUM", 0, 1 },
{ "DETAIL_ALPHA_MASK_BASE_TEXTURE", 0, 1 },
{ "FLASHLIGHT", 0, 1 },
{ "SEAMLESS", 0, 1 },
{ "FLASHLIGHTDEPTHFILTERMODE", 0, 2 },
{ "SHADER_SRGB_READ", 0, 0 },
};
static const ShaderComboSemantics_t worldtwotextureblend_ps30_combos =
{
"worldtwotextureblend_ps30", s_DynamicComboArray_worldtwotextureblend_ps30, 5, s_StaticComboArray_worldtwotextureblend_ps30, 9
};
class ConstructMe_worldtwotextureblend_ps30
{
public:
ConstructMe_worldtwotextureblend_ps30()
{
GetShaderDLL()->AddShaderComboInformation( &worldtwotextureblend_ps30_combos );
}
};
static ConstructMe_worldtwotextureblend_ps30 s_ConstructMe_worldtwotextureblend_ps30;