Counter Strike : Global Offensive Source Code
You can not select more than 25 topics Topics must start with a letter or number, can include dashes ('-') and can be up to 35 characters long.
 
 
 
 
 
 

227 lines
5.1 KiB

// ALL SKIP STATEMENTS THAT AFFECT THIS SHADER!!!
// ( $MORPHING || $SKINNING || $COMPRESSED_VERTS ) && $TESSELLATION
// defined $LIGHTING_PREVIEW && defined $FASTPATH && $LIGHTING_PREVIEW && $FASTPATH
#include "shaderlib/cshader.h"
class depthwrite_vs20_Static_Index
{
private:
int m_nONLY_PROJECT_POSITION;
#ifdef _DEBUG
bool m_bONLY_PROJECT_POSITION;
#endif
public:
void SetONLY_PROJECT_POSITION( int i )
{
Assert( i >= 0 && i <= 1 );
m_nONLY_PROJECT_POSITION = i;
#ifdef _DEBUG
m_bONLY_PROJECT_POSITION = true;
#endif
}
void SetONLY_PROJECT_POSITION( bool i )
{
Assert( ( i ? 1 : 0 ) >= 0 && ( i ? 1 : 0 ) <= 1 );
m_nONLY_PROJECT_POSITION = i ? 1 : 0;
#ifdef _DEBUG
m_bONLY_PROJECT_POSITION = true;
#endif
}
private:
int m_nTREESWAY;
#ifdef _DEBUG
bool m_bTREESWAY;
#endif
public:
void SetTREESWAY( int i )
{
Assert( i >= 0 && i <= 2 );
m_nTREESWAY = i;
#ifdef _DEBUG
m_bTREESWAY = true;
#endif
}
void SetTREESWAY( bool i )
{
Assert( ( i ? 1 : 0 ) >= 0 && ( i ? 1 : 0 ) <= 2 );
m_nTREESWAY = i ? 1 : 0;
#ifdef _DEBUG
m_bTREESWAY = true;
#endif
}
public:
// CONSTRUCTOR
depthwrite_vs20_Static_Index( IShaderShadow *pShaderShadow, IMaterialVar **params )
{
#ifdef _DEBUG
m_bONLY_PROJECT_POSITION = false;
#endif // _DEBUG
m_nONLY_PROJECT_POSITION = 0;
#ifdef _DEBUG
m_bTREESWAY = false;
#endif // _DEBUG
m_nTREESWAY = 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_bONLY_PROJECT_POSITION && m_bTREESWAY;
Assert( bAllStaticVarsDefined );
#endif // _DEBUG
return ( 4 * m_nONLY_PROJECT_POSITION ) + ( 8 * m_nTREESWAY ) + 0;
}
};
#define shaderStaticTest_depthwrite_vs20 vsh_forgot_to_set_static_ONLY_PROJECT_POSITION + vsh_forgot_to_set_static_TREESWAY + 0
class depthwrite_vs20_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 )
{
Assert( ( i ? 1 : 0 ) >= 0 && ( i ? 1 : 0 ) <= 1 );
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 )
{
Assert( ( i ? 1 : 0 ) >= 0 && ( i ? 1 : 0 ) <= 1 );
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 <= 0 );
m_nMORPHING = i;
#ifdef _DEBUG
m_bMORPHING = true;
#endif
}
void SetMORPHING( bool i )
{
Assert( ( i ? 1 : 0 ) >= 0 && ( i ? 1 : 0 ) <= 0 );
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 <= 0 );
m_nTESSELLATION = i;
#ifdef _DEBUG
m_bTESSELLATION = true;
#endif
}
void SetTESSELLATION( bool i )
{
Assert( ( i ? 1 : 0 ) >= 0 && ( i ? 1 : 0 ) <= 0 );
m_nTESSELLATION = i ? 1 : 0;
#ifdef _DEBUG
m_bTESSELLATION = true;
#endif
}
public:
// CONSTRUCTOR
depthwrite_vs20_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 = false ;
#ifdef _DEBUG
m_bTESSELLATION = false;
#endif // _DEBUG
m_nTESSELLATION = 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_bCOMPRESSED_VERTS && m_bSKINNING && m_bMORPHING && m_bTESSELLATION;
Assert( bAllDynamicVarsDefined );
#endif // _DEBUG
return ( 1 * m_nCOMPRESSED_VERTS ) + ( 2 * m_nSKINNING ) + ( 4 * m_nMORPHING ) + ( 4 * m_nTESSELLATION ) + 0;
}
};
#define shaderDynamicTest_depthwrite_vs20 vsh_forgot_to_set_dynamic_COMPRESSED_VERTS + vsh_forgot_to_set_dynamic_SKINNING + vsh_forgot_to_set_dynamic_TESSELLATION + 0
static const ShaderComboInformation_t s_DynamicComboArray_depthwrite_vs20[4] =
{
{ "COMPRESSED_VERTS", 0, 1 },
{ "SKINNING", 0, 1 },
{ "MORPHING", 0, 0 },
{ "TESSELLATION", 0, 0 },
};
static const ShaderComboInformation_t s_StaticComboArray_depthwrite_vs20[2] =
{
{ "ONLY_PROJECT_POSITION", 0, 1 },
{ "TREESWAY", 0, 2 },
};
static const ShaderComboSemantics_t depthwrite_vs20_combos =
{
"depthwrite_vs20", s_DynamicComboArray_depthwrite_vs20, 4, s_StaticComboArray_depthwrite_vs20, 2
};
class ConstructMe_depthwrite_vs20
{
public:
ConstructMe_depthwrite_vs20()
{
GetShaderDLL()->AddShaderComboInformation( &depthwrite_vs20_combos );
}
};
static ConstructMe_depthwrite_vs20 s_ConstructMe_depthwrite_vs20;