Counter Strike : Global Offensive Source Code
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180 lines
5.0 KiB

// ALL SKIP STATEMENTS THAT AFFECT THIS SHADER!!!
// 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 blob_arm_ps20b_Static_Index
{
private:
int m_nSELF_ILLUM_FRESNEL;
#ifdef _DEBUG
bool m_bSELF_ILLUM_FRESNEL;
#endif
public:
void SetSELF_ILLUM_FRESNEL( int i )
{
Assert( i >= 0 && i <= 1 );
m_nSELF_ILLUM_FRESNEL = i;
#ifdef _DEBUG
m_bSELF_ILLUM_FRESNEL = true;
#endif
}
void SetSELF_ILLUM_FRESNEL( bool i )
{
Assert( ( i ? 1 : 0 ) >= 0 && ( i ? 1 : 0 ) <= 1 );
m_nSELF_ILLUM_FRESNEL = i ? 1 : 0;
#ifdef _DEBUG
m_bSELF_ILLUM_FRESNEL = true;
#endif
}
private:
int m_nPRE_PASS;
#ifdef _DEBUG
bool m_bPRE_PASS;
#endif
public:
void SetPRE_PASS( int i )
{
Assert( i >= 0 && i <= 1 );
m_nPRE_PASS = i;
#ifdef _DEBUG
m_bPRE_PASS = true;
#endif
}
void SetPRE_PASS( bool i )
{
Assert( ( i ? 1 : 0 ) >= 0 && ( i ? 1 : 0 ) <= 1 );
m_nPRE_PASS = i ? 1 : 0;
#ifdef _DEBUG
m_bPRE_PASS = true;
#endif
}
private:
int m_nNORMALMAP;
#ifdef _DEBUG
bool m_bNORMALMAP;
#endif
public:
void SetNORMALMAP( int i )
{
Assert( i >= 0 && i <= 1 );
m_nNORMALMAP = i;
#ifdef _DEBUG
m_bNORMALMAP = true;
#endif
}
void SetNORMALMAP( bool i )
{
Assert( ( i ? 1 : 0 ) >= 0 && ( i ? 1 : 0 ) <= 1 );
m_nNORMALMAP = i ? 1 : 0;
#ifdef _DEBUG
m_bNORMALMAP = true;
#endif
}
private:
int m_nMOVING_PULSES;
#ifdef _DEBUG
bool m_bMOVING_PULSES;
#endif
public:
void SetMOVING_PULSES( int i )
{
Assert( i >= 0 && i <= 1 );
m_nMOVING_PULSES = i;
#ifdef _DEBUG
m_bMOVING_PULSES = true;
#endif
}
void SetMOVING_PULSES( bool i )
{
Assert( ( i ? 1 : 0 ) >= 0 && ( i ? 1 : 0 ) <= 1 );
m_nMOVING_PULSES = i ? 1 : 0;
#ifdef _DEBUG
m_bMOVING_PULSES = true;
#endif
}
public:
// CONSTRUCTOR
blob_arm_ps20b_Static_Index( IShaderShadow *pShaderShadow, IMaterialVar **params )
{
#ifdef _DEBUG
m_bSELF_ILLUM_FRESNEL = false;
#endif // _DEBUG
m_nSELF_ILLUM_FRESNEL = 0;
#ifdef _DEBUG
m_bPRE_PASS = false;
#endif // _DEBUG
m_nPRE_PASS = 0;
#ifdef _DEBUG
m_bNORMALMAP = false;
#endif // _DEBUG
m_nNORMALMAP = 0;
#ifdef _DEBUG
m_bMOVING_PULSES = false;
#endif // _DEBUG
m_nMOVING_PULSES = 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_bSELF_ILLUM_FRESNEL && m_bPRE_PASS && m_bNORMALMAP && m_bMOVING_PULSES;
Assert( bAllStaticVarsDefined );
#endif // _DEBUG
return ( 1 * m_nSELF_ILLUM_FRESNEL ) + ( 2 * m_nPRE_PASS ) + ( 4 * m_nNORMALMAP ) + ( 8 * m_nMOVING_PULSES ) + 0;
}
};
#define shaderStaticTest_blob_arm_ps20b psh_forgot_to_set_static_SELF_ILLUM_FRESNEL + psh_forgot_to_set_static_PRE_PASS + psh_forgot_to_set_static_NORMALMAP + psh_forgot_to_set_static_MOVING_PULSES + 0
class blob_arm_ps20b_Dynamic_Index
{
public:
// CONSTRUCTOR
blob_arm_ps20b_Dynamic_Index( IShaderDynamicAPI *pShaderAPI )
{
}
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
#endif // _DEBUG
return 0;
}
};
#define shaderDynamicTest_blob_arm_ps20b 0
static const ShaderComboInformation_t s_StaticComboArray_blob_arm_ps20b[4] =
{
{ "SELF_ILLUM_FRESNEL", 0, 1 },
{ "PRE_PASS", 0, 1 },
{ "NORMALMAP", 0, 1 },
{ "MOVING_PULSES", 0, 1 },
};
static const ShaderComboSemantics_t blob_arm_ps20b_combos =
{
"blob_arm_ps20b", NULL, 0, s_StaticComboArray_blob_arm_ps20b, 4
};
class ConstructMe_blob_arm_ps20b
{
public:
ConstructMe_blob_arm_ps20b()
{
GetShaderDLL()->AddShaderComboInformation( &blob_arm_ps20b_combos );
}
};
static ConstructMe_blob_arm_ps20b s_ConstructMe_blob_arm_ps20b;