Counter Strike : Global Offensive Source Code
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174 lines
3.9 KiB

// ALL SKIP STATEMENTS THAT AFFECT THIS SHADER!!!
// ( ( $PREVIEW == 0 ) && ( $SKINNING == 1 ) )
// ( ( $NUM_LIGHTS != 0 ) && ( $PREVIEW == 0 ) )
// defined $LIGHTING_PREVIEW && defined $FASTPATH && $LIGHTING_PREVIEW && $FASTPATH
#include "shaderlib/cshader.h"
class customweapon_vs20_Static_Index
{
private:
int m_nPREVIEW;
#ifdef _DEBUG
bool m_bPREVIEW;
#endif
public:
void SetPREVIEW( int i )
{
Assert( i >= 0 && i <= 1 );
m_nPREVIEW = i;
#ifdef _DEBUG
m_bPREVIEW = true;
#endif
}
void SetPREVIEW( bool i )
{
Assert( ( i ? 1 : 0 ) >= 0 && ( i ? 1 : 0 ) <= 1 );
m_nPREVIEW = i ? 1 : 0;
#ifdef _DEBUG
m_bPREVIEW = true;
#endif
}
public:
// CONSTRUCTOR
customweapon_vs20_Static_Index( IShaderShadow *pShaderShadow, IMaterialVar **params )
{
#ifdef _DEBUG
m_bPREVIEW = false;
#endif // _DEBUG
m_nPREVIEW = 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_bPREVIEW;
Assert( bAllStaticVarsDefined );
#endif // _DEBUG
return ( 20 * m_nPREVIEW ) + 0;
}
};
#define shaderStaticTest_customweapon_vs20 vsh_forgot_to_set_static_PREVIEW + 0
class customweapon_vs20_Dynamic_Index
{
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_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_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
}
public:
// CONSTRUCTOR
customweapon_vs20_Dynamic_Index( IShaderDynamicAPI *pShaderAPI )
{
#ifdef _DEBUG
m_bSKINNING = false;
#endif // _DEBUG
m_nSKINNING = 0;
#ifdef _DEBUG
m_bCOMPRESSED_VERTS = false;
#endif // _DEBUG
m_nCOMPRESSED_VERTS = 0;
#ifdef _DEBUG
m_bNUM_LIGHTS = false;
#endif // _DEBUG
m_nNUM_LIGHTS = 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_bSKINNING && m_bCOMPRESSED_VERTS && m_bNUM_LIGHTS;
Assert( bAllDynamicVarsDefined );
#endif // _DEBUG
return ( 1 * m_nSKINNING ) + ( 2 * m_nCOMPRESSED_VERTS ) + ( 4 * m_nNUM_LIGHTS ) + 0;
}
};
#define shaderDynamicTest_customweapon_vs20 vsh_forgot_to_set_dynamic_SKINNING + vsh_forgot_to_set_dynamic_COMPRESSED_VERTS + vsh_forgot_to_set_dynamic_NUM_LIGHTS + 0
static const ShaderComboInformation_t s_DynamicComboArray_customweapon_vs20[3] =
{
{ "SKINNING", 0, 1 },
{ "COMPRESSED_VERTS", 0, 1 },
{ "NUM_LIGHTS", 0, 4 },
};
static const ShaderComboInformation_t s_StaticComboArray_customweapon_vs20[1] =
{
{ "PREVIEW", 0, 1 },
};
static const ShaderComboSemantics_t customweapon_vs20_combos =
{
"customweapon_vs20", s_DynamicComboArray_customweapon_vs20, 3, s_StaticComboArray_customweapon_vs20, 1
};
class ConstructMe_customweapon_vs20
{
public:
ConstructMe_customweapon_vs20()
{
GetShaderDLL()->AddShaderComboInformation( &customweapon_vs20_combos );
}
};
static ConstructMe_customweapon_vs20 s_ConstructMe_customweapon_vs20;