Counter Strike : Global Offensive Source Code
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385 lines
10 KiB

// ALL SKIP STATEMENTS THAT AFFECT THIS SHADER!!!
// ( $BACK_SURFACE == 1 ) && ( $LIGHT_WARP > 0 )
// ( $BACK_SURFACE == 1 ) && ( $FRESNEL_WARP > 0 )
// ( $BACK_SURFACE == 1 ) && ( $INTERIOR_LAYER > 0 )
// ( $BACK_SURFACE == 1 ) && ( $OPACITY_TEXTURE > 0 )
// ( $BACK_SURFACE == 1 ) && ( $CONTACT_SHADOW > 0 )
// 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
// 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 paintblob_ps20b_Static_Index
{
private:
int m_nBACK_SURFACE;
#ifdef _DEBUG
bool m_bBACK_SURFACE;
#endif
public:
void SetBACK_SURFACE( int i )
{
Assert( i >= 0 && i <= 1 );
m_nBACK_SURFACE = i;
#ifdef _DEBUG
m_bBACK_SURFACE = true;
#endif
}
void SetBACK_SURFACE( bool i )
{
Assert( ( i ? 1 : 0 ) >= 0 && ( i ? 1 : 0 ) <= 1 );
m_nBACK_SURFACE = i ? 1 : 0;
#ifdef _DEBUG
m_bBACK_SURFACE = true;
#endif
}
private:
int m_nLIGHT_WARP;
#ifdef _DEBUG
bool m_bLIGHT_WARP;
#endif
public:
void SetLIGHT_WARP( int i )
{
Assert( i >= 0 && i <= 1 );
m_nLIGHT_WARP = i;
#ifdef _DEBUG
m_bLIGHT_WARP = true;
#endif
}
void SetLIGHT_WARP( bool i )
{
Assert( ( i ? 1 : 0 ) >= 0 && ( i ? 1 : 0 ) <= 1 );
m_nLIGHT_WARP = i ? 1 : 0;
#ifdef _DEBUG
m_bLIGHT_WARP = true;
#endif
}
private:
int m_nFRESNEL_WARP;
#ifdef _DEBUG
bool m_bFRESNEL_WARP;
#endif
public:
void SetFRESNEL_WARP( int i )
{
Assert( i >= 0 && i <= 1 );
m_nFRESNEL_WARP = i;
#ifdef _DEBUG
m_bFRESNEL_WARP = true;
#endif
}
void SetFRESNEL_WARP( bool i )
{
Assert( ( i ? 1 : 0 ) >= 0 && ( i ? 1 : 0 ) <= 1 );
m_nFRESNEL_WARP = i ? 1 : 0;
#ifdef _DEBUG
m_bFRESNEL_WARP = true;
#endif
}
private:
int m_nHIGH_PRECISION_DEPTH;
#ifdef _DEBUG
bool m_bHIGH_PRECISION_DEPTH;
#endif
public:
void SetHIGH_PRECISION_DEPTH( int i )
{
Assert( i >= 0 && i <= 1 );
m_nHIGH_PRECISION_DEPTH = i;
#ifdef _DEBUG
m_bHIGH_PRECISION_DEPTH = true;
#endif
}
void SetHIGH_PRECISION_DEPTH( bool i )
{
Assert( ( i ? 1 : 0 ) >= 0 && ( i ? 1 : 0 ) <= 1 );
m_nHIGH_PRECISION_DEPTH = i ? 1 : 0;
#ifdef _DEBUG
m_bHIGH_PRECISION_DEPTH = true;
#endif
}
private:
int m_nINTERIOR_LAYER;
#ifdef _DEBUG
bool m_bINTERIOR_LAYER;
#endif
public:
void SetINTERIOR_LAYER( int i )
{
Assert( i >= 0 && i <= 1 );
m_nINTERIOR_LAYER = i;
#ifdef _DEBUG
m_bINTERIOR_LAYER = true;
#endif
}
void SetINTERIOR_LAYER( bool i )
{
Assert( ( i ? 1 : 0 ) >= 0 && ( i ? 1 : 0 ) <= 1 );
m_nINTERIOR_LAYER = i ? 1 : 0;
#ifdef _DEBUG
m_bINTERIOR_LAYER = true;
#endif
}
private:
int m_nOPACITY_TEXTURE;
#ifdef _DEBUG
bool m_bOPACITY_TEXTURE;
#endif
public:
void SetOPACITY_TEXTURE( int i )
{
Assert( i >= 0 && i <= 1 );
m_nOPACITY_TEXTURE = i;
#ifdef _DEBUG
m_bOPACITY_TEXTURE = true;
#endif
}
void SetOPACITY_TEXTURE( bool i )
{
Assert( ( i ? 1 : 0 ) >= 0 && ( i ? 1 : 0 ) <= 1 );
m_nOPACITY_TEXTURE = i ? 1 : 0;
#ifdef _DEBUG
m_bOPACITY_TEXTURE = true;
#endif
}
private:
int m_nFLASHLIGHTDEPTHFILTERMODE;
#ifdef _DEBUG
bool m_bFLASHLIGHTDEPTHFILTERMODE;
#endif
public:
void SetFLASHLIGHTDEPTHFILTERMODE( int i )
{
Assert( i >= 0 && i <= 0 );
m_nFLASHLIGHTDEPTHFILTERMODE = i;
#ifdef _DEBUG
m_bFLASHLIGHTDEPTHFILTERMODE = true;
#endif
}
void SetFLASHLIGHTDEPTHFILTERMODE( bool i )
{
Assert( ( i ? 1 : 0 ) >= 0 && ( i ? 1 : 0 ) <= 0 );
m_nFLASHLIGHTDEPTHFILTERMODE = i ? 1 : 0;
#ifdef _DEBUG
m_bFLASHLIGHTDEPTHFILTERMODE = true;
#endif
}
private:
int m_nCONTACT_SHADOW;
#ifdef _DEBUG
bool m_bCONTACT_SHADOW;
#endif
public:
void SetCONTACT_SHADOW( int i )
{
Assert( i >= 0 && i <= 1 );
m_nCONTACT_SHADOW = i;
#ifdef _DEBUG
m_bCONTACT_SHADOW = true;
#endif
}
void SetCONTACT_SHADOW( bool i )
{
Assert( ( i ? 1 : 0 ) >= 0 && ( i ? 1 : 0 ) <= 1 );
m_nCONTACT_SHADOW = i ? 1 : 0;
#ifdef _DEBUG
m_bCONTACT_SHADOW = true;
#endif
}
public:
// CONSTRUCTOR
paintblob_ps20b_Static_Index( IShaderShadow *pShaderShadow, IMaterialVar **params )
{
#ifdef _DEBUG
m_bBACK_SURFACE = false;
#endif // _DEBUG
m_nBACK_SURFACE = 0;
#ifdef _DEBUG
m_bLIGHT_WARP = false;
#endif // _DEBUG
m_nLIGHT_WARP = 0;
#ifdef _DEBUG
m_bFRESNEL_WARP = false;
#endif // _DEBUG
m_nFRESNEL_WARP = 0;
#ifdef _DEBUG
m_bHIGH_PRECISION_DEPTH = false;
#endif // _DEBUG
m_nHIGH_PRECISION_DEPTH = 0;
#ifdef _DEBUG
m_bINTERIOR_LAYER = false;
#endif // _DEBUG
m_nINTERIOR_LAYER = 0;
#ifdef _DEBUG
m_bOPACITY_TEXTURE = false;
#endif // _DEBUG
m_nOPACITY_TEXTURE = 0;
#ifdef _DEBUG
m_bFLASHLIGHTDEPTHFILTERMODE = false;
#endif // _DEBUG
m_nFLASHLIGHTDEPTHFILTERMODE = 0;
#ifdef _DEBUG
m_bCONTACT_SHADOW = false;
#endif // _DEBUG
m_nCONTACT_SHADOW = 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_bBACK_SURFACE && m_bLIGHT_WARP && m_bFRESNEL_WARP && m_bHIGH_PRECISION_DEPTH && m_bINTERIOR_LAYER && m_bOPACITY_TEXTURE && m_bFLASHLIGHTDEPTHFILTERMODE && m_bCONTACT_SHADOW;
Assert( bAllStaticVarsDefined );
#endif // _DEBUG
return ( 20 * m_nBACK_SURFACE ) + ( 40 * m_nLIGHT_WARP ) + ( 80 * m_nFRESNEL_WARP ) + ( 160 * m_nHIGH_PRECISION_DEPTH ) + ( 320 * m_nINTERIOR_LAYER ) + ( 640 * m_nOPACITY_TEXTURE ) + ( 1280 * m_nFLASHLIGHTDEPTHFILTERMODE ) + ( 1280 * m_nCONTACT_SHADOW ) + 0;
}
};
#define shaderStaticTest_paintblob_ps20b psh_forgot_to_set_static_BACK_SURFACE + psh_forgot_to_set_static_LIGHT_WARP + psh_forgot_to_set_static_FRESNEL_WARP + psh_forgot_to_set_static_HIGH_PRECISION_DEPTH + psh_forgot_to_set_static_INTERIOR_LAYER + psh_forgot_to_set_static_OPACITY_TEXTURE + psh_forgot_to_set_static_FLASHLIGHTDEPTHFILTERMODE + psh_forgot_to_set_static_CONTACT_SHADOW + 0
class paintblob_ps20b_Dynamic_Index
{
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_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_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
}
public:
// CONSTRUCTOR
paintblob_ps20b_Dynamic_Index( IShaderDynamicAPI *pShaderAPI )
{
#ifdef _DEBUG
m_bNUM_LIGHTS = false;
#endif // _DEBUG
m_nNUM_LIGHTS = 0;
#ifdef _DEBUG
m_bFLASHLIGHT = false;
#endif // _DEBUG
m_nFLASHLIGHT = 0;
#ifdef _DEBUG
m_bFLASHLIGHTSHADOWS = false;
#endif // _DEBUG
m_nFLASHLIGHTSHADOWS = 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_bNUM_LIGHTS && m_bFLASHLIGHT && m_bFLASHLIGHTSHADOWS;
Assert( bAllDynamicVarsDefined );
#endif // _DEBUG
return ( 1 * m_nNUM_LIGHTS ) + ( 5 * m_nFLASHLIGHT ) + ( 10 * m_nFLASHLIGHTSHADOWS ) + 0;
}
};
#define shaderDynamicTest_paintblob_ps20b psh_forgot_to_set_dynamic_NUM_LIGHTS + psh_forgot_to_set_dynamic_FLASHLIGHT + psh_forgot_to_set_dynamic_FLASHLIGHTSHADOWS + 0
static const ShaderComboInformation_t s_DynamicComboArray_paintblob_ps20b[3] =
{
{ "NUM_LIGHTS", 0, 4 },
{ "FLASHLIGHT", 0, 1 },
{ "FLASHLIGHTSHADOWS", 0, 1 },
};
static const ShaderComboInformation_t s_StaticComboArray_paintblob_ps20b[8] =
{
{ "BACK_SURFACE", 0, 1 },
{ "LIGHT_WARP", 0, 1 },
{ "FRESNEL_WARP", 0, 1 },
{ "HIGH_PRECISION_DEPTH", 0, 1 },
{ "INTERIOR_LAYER", 0, 1 },
{ "OPACITY_TEXTURE", 0, 1 },
{ "FLASHLIGHTDEPTHFILTERMODE", 0, 0 },
{ "CONTACT_SHADOW", 0, 1 },
};
static const ShaderComboSemantics_t paintblob_ps20b_combos =
{
"paintblob_ps20b", s_DynamicComboArray_paintblob_ps20b, 3, s_StaticComboArray_paintblob_ps20b, 8
};
class ConstructMe_paintblob_ps20b
{
public:
ConstructMe_paintblob_ps20b()
{
GetShaderDLL()->AddShaderComboInformation( &paintblob_ps20b_combos );
}
};
static ConstructMe_paintblob_ps20b s_ConstructMe_paintblob_ps20b;