Counter Strike : Global Offensive Source Code
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209 lines
5.4 KiB

// ALL SKIP STATEMENTS THAT AFFECT THIS SHADER!!!
// ( $FLASHLIGHT != 0 ) && ( $NUM_LIGHTS > 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
#include "shaderlib/cshader.h"
class eye_refract_ps20_Static_Index
{
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_nLIGHTWARPTEXTURE;
#ifdef _DEBUG
bool m_bLIGHTWARPTEXTURE;
#endif
public:
void SetLIGHTWARPTEXTURE( int i )
{
Assert( i >= 0 && i <= 1 );
m_nLIGHTWARPTEXTURE = i;
#ifdef _DEBUG
m_bLIGHTWARPTEXTURE = true;
#endif
}
void SetLIGHTWARPTEXTURE( bool i )
{
Assert( ( i ? 1 : 0 ) >= 0 && ( i ? 1 : 0 ) <= 1 );
m_nLIGHTWARPTEXTURE = i ? 1 : 0;
#ifdef _DEBUG
m_bLIGHTWARPTEXTURE = true;
#endif
}
private:
int m_nWORLD_NORMAL;
#ifdef _DEBUG
bool m_bWORLD_NORMAL;
#endif
public:
void SetWORLD_NORMAL( int i )
{
Assert( i >= 0 && i <= 0 );
m_nWORLD_NORMAL = i;
#ifdef _DEBUG
m_bWORLD_NORMAL = true;
#endif
}
void SetWORLD_NORMAL( bool i )
{
Assert( ( i ? 1 : 0 ) >= 0 && ( i ? 1 : 0 ) <= 0 );
m_nWORLD_NORMAL = i ? 1 : 0;
#ifdef _DEBUG
m_bWORLD_NORMAL = true;
#endif
}
public:
// CONSTRUCTOR
eye_refract_ps20_Static_Index( IShaderShadow *pShaderShadow, IMaterialVar **params )
{
#ifdef _DEBUG
m_bFLASHLIGHT = false;
#endif // _DEBUG
m_nFLASHLIGHT = 0;
#ifdef _DEBUG
m_bLIGHTWARPTEXTURE = false;
#endif // _DEBUG
m_nLIGHTWARPTEXTURE = 0;
#ifdef _DEBUG
m_bWORLD_NORMAL = false;
#endif // _DEBUG
m_nWORLD_NORMAL = 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_bFLASHLIGHT && m_bLIGHTWARPTEXTURE && m_bWORLD_NORMAL;
Assert( bAllStaticVarsDefined );
#endif // _DEBUG
return ( 6 * m_nFLASHLIGHT ) + ( 12 * m_nLIGHTWARPTEXTURE ) + ( 24 * m_nWORLD_NORMAL ) + 0;
}
};
#define shaderStaticTest_eye_refract_ps20 psh_forgot_to_set_static_FLASHLIGHT + psh_forgot_to_set_static_LIGHTWARPTEXTURE + psh_forgot_to_set_static_WORLD_NORMAL + 0
class eye_refract_ps20_Dynamic_Index
{
private:
int m_nPIXELFOGTYPE;
#ifdef _DEBUG
bool m_bPIXELFOGTYPE;
#endif
public:
void SetPIXELFOGTYPE( int i )
{
Assert( i >= 0 && i <= 1 );
m_nPIXELFOGTYPE = i;
#ifdef _DEBUG
m_bPIXELFOGTYPE = true;
#endif
}
void SetPIXELFOGTYPE( bool i )
{
Assert( ( i ? 1 : 0 ) >= 0 && ( i ? 1 : 0 ) <= 1 );
m_nPIXELFOGTYPE = i ? 1 : 0;
#ifdef _DEBUG
m_bPIXELFOGTYPE = true;
#endif
}
private:
int m_nNUM_LIGHTS;
#ifdef _DEBUG
bool m_bNUM_LIGHTS;
#endif
public:
void SetNUM_LIGHTS( int i )
{
Assert( i >= 0 && i <= 2 );
m_nNUM_LIGHTS = i;
#ifdef _DEBUG
m_bNUM_LIGHTS = true;
#endif
}
void SetNUM_LIGHTS( bool i )
{
Assert( ( i ? 1 : 0 ) >= 0 && ( i ? 1 : 0 ) <= 2 );
m_nNUM_LIGHTS = i ? 1 : 0;
#ifdef _DEBUG
m_bNUM_LIGHTS = true;
#endif
}
public:
// CONSTRUCTOR
eye_refract_ps20_Dynamic_Index( IShaderDynamicAPI *pShaderAPI )
{
#ifdef _DEBUG
m_bPIXELFOGTYPE = true;
#endif // _DEBUG
m_nPIXELFOGTYPE = ( pShaderAPI->GetSceneFogMode() == MATERIAL_FOG_LINEAR_BELOW_FOG_Z ) ;
#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_bPIXELFOGTYPE && m_bNUM_LIGHTS;
Assert( bAllDynamicVarsDefined );
#endif // _DEBUG
return ( 1 * m_nPIXELFOGTYPE ) + ( 2 * m_nNUM_LIGHTS ) + 0;
}
};
#define shaderDynamicTest_eye_refract_ps20 psh_forgot_to_set_dynamic_NUM_LIGHTS + 0
static const ShaderComboInformation_t s_DynamicComboArray_eye_refract_ps20[2] =
{
{ "PIXELFOGTYPE", 0, 1 },
{ "NUM_LIGHTS", 0, 2 },
};
static const ShaderComboInformation_t s_StaticComboArray_eye_refract_ps20[3] =
{
{ "FLASHLIGHT", 0, 1 },
{ "LIGHTWARPTEXTURE", 0, 1 },
{ "WORLD_NORMAL", 0, 0 },
};
static const ShaderComboSemantics_t eye_refract_ps20_combos =
{
"eye_refract_ps20", s_DynamicComboArray_eye_refract_ps20, 2, s_StaticComboArray_eye_refract_ps20, 3
};
class ConstructMe_eye_refract_ps20
{
public:
ConstructMe_eye_refract_ps20()
{
GetShaderDLL()->AddShaderComboInformation( &eye_refract_ps20_combos );
}
};
static ConstructMe_eye_refract_ps20 s_ConstructMe_eye_refract_ps20;