Counter Strike : Global Offensive Source Code
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186 lines
5.4 KiB

// ALL SKIP STATEMENTS THAT AFFECT THIS SHADER!!!
// ( $PAINTSTYLE == 0 )
// ( ( $CHEAPMODE == 1 ) && !( ( $PAINTSTYLE == 3 ) || ( $PAINTSTYLE == 6 ) ) )
// ( ( $EXPONENTMODE == 1 ) && ( $CHEAPMODE == 1 ) )
// ( ( $NUM_LIGHTS != 0 ) && ( $PREVIEW == 0 ) )
// ( ( $PREVIEW == 0 ) && ( $PREVIEWPHONGALBEDOTINT == 1 ) )
// ( ( $PREVIEW == 1 ) && ( $EXPONENTMODE == 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 customweapon_ps20b_Static_Index
{
private:
int m_nPAINTSTYLE;
#ifdef _DEBUG
bool m_bPAINTSTYLE;
#endif
public:
void SetPAINTSTYLE( int i )
{
Assert( i >= 0 && i <= 8 );
m_nPAINTSTYLE = i;
#ifdef _DEBUG
m_bPAINTSTYLE = true;
#endif
}
void SetPAINTSTYLE( bool i )
{
Assert( ( i ? 1 : 0 ) >= 0 && ( i ? 1 : 0 ) <= 8 );
m_nPAINTSTYLE = i ? 1 : 0;
#ifdef _DEBUG
m_bPAINTSTYLE = true;
#endif
}
private:
int m_nEXPONENTMODE;
#ifdef _DEBUG
bool m_bEXPONENTMODE;
#endif
public:
void SetEXPONENTMODE( int i )
{
Assert( i >= 0 && i <= 1 );
m_nEXPONENTMODE = i;
#ifdef _DEBUG
m_bEXPONENTMODE = true;
#endif
}
void SetEXPONENTMODE( bool i )
{
Assert( ( i ? 1 : 0 ) >= 0 && ( i ? 1 : 0 ) <= 1 );
m_nEXPONENTMODE = i ? 1 : 0;
#ifdef _DEBUG
m_bEXPONENTMODE = true;
#endif
}
private:
int m_nCHEAPMODE;
#ifdef _DEBUG
bool m_bCHEAPMODE;
#endif
public:
void SetCHEAPMODE( int i )
{
Assert( i >= 0 && i <= 1 );
m_nCHEAPMODE = i;
#ifdef _DEBUG
m_bCHEAPMODE = true;
#endif
}
void SetCHEAPMODE( bool i )
{
Assert( ( i ? 1 : 0 ) >= 0 && ( i ? 1 : 0 ) <= 1 );
m_nCHEAPMODE = i ? 1 : 0;
#ifdef _DEBUG
m_bCHEAPMODE = true;
#endif
}
private:
int m_nPHONGALBEDOFACTORMODE;
#ifdef _DEBUG
bool m_bPHONGALBEDOFACTORMODE;
#endif
public:
void SetPHONGALBEDOFACTORMODE( int i )
{
Assert( i >= 0 && i <= 1 );
m_nPHONGALBEDOFACTORMODE = i;
#ifdef _DEBUG
m_bPHONGALBEDOFACTORMODE = true;
#endif
}
void SetPHONGALBEDOFACTORMODE( bool i )
{
Assert( ( i ? 1 : 0 ) >= 0 && ( i ? 1 : 0 ) <= 1 );
m_nPHONGALBEDOFACTORMODE = i ? 1 : 0;
#ifdef _DEBUG
m_bPHONGALBEDOFACTORMODE = true;
#endif
}
public:
// CONSTRUCTOR
customweapon_ps20b_Static_Index( IShaderShadow *pShaderShadow, IMaterialVar **params )
{
#ifdef _DEBUG
m_bPAINTSTYLE = false;
#endif // _DEBUG
m_nPAINTSTYLE = 0;
#ifdef _DEBUG
m_bEXPONENTMODE = false;
#endif // _DEBUG
m_nEXPONENTMODE = 0;
#ifdef _DEBUG
m_bCHEAPMODE = false;
#endif // _DEBUG
m_nCHEAPMODE = 0;
#ifdef _DEBUG
m_bPHONGALBEDOFACTORMODE = false;
#endif // _DEBUG
m_nPHONGALBEDOFACTORMODE = 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_bPAINTSTYLE && m_bEXPONENTMODE && m_bCHEAPMODE && m_bPHONGALBEDOFACTORMODE;
Assert( bAllStaticVarsDefined );
#endif // _DEBUG
return ( 1 * m_nPAINTSTYLE ) + ( 9 * m_nEXPONENTMODE ) + ( 18 * m_nCHEAPMODE ) + ( 36 * m_nPHONGALBEDOFACTORMODE ) + 0;
}
};
#define shaderStaticTest_customweapon_ps20b psh_forgot_to_set_static_PAINTSTYLE + psh_forgot_to_set_static_EXPONENTMODE + psh_forgot_to_set_static_CHEAPMODE + psh_forgot_to_set_static_PHONGALBEDOFACTORMODE + 0
class customweapon_ps20b_Dynamic_Index
{
public:
// CONSTRUCTOR
customweapon_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_customweapon_ps20b 0
static const ShaderComboInformation_t s_StaticComboArray_customweapon_ps20b[4] =
{
{ "PAINTSTYLE", 0, 8 },
{ "EXPONENTMODE", 0, 1 },
{ "CHEAPMODE", 0, 1 },
{ "PHONGALBEDOFACTORMODE", 0, 1 },
};
static const ShaderComboSemantics_t customweapon_ps20b_combos =
{
"customweapon_ps20b", NULL, 0, s_StaticComboArray_customweapon_ps20b, 4
};
class ConstructMe_customweapon_ps20b
{
public:
ConstructMe_customweapon_ps20b()
{
GetShaderDLL()->AddShaderComboInformation( &customweapon_ps20b_combos );
}
};
static ConstructMe_customweapon_ps20b s_ConstructMe_customweapon_ps20b;