Counter Strike : Global Offensive Source Code
You can not select more than 25 topics Topics must start with a letter or number, can include dashes ('-') and can be up to 35 characters long.
 
 
 
 
 
 

285 lines
6.5 KiB

// ALL SKIP STATEMENTS THAT AFFECT THIS SHADER!!!
// ( $BUMPMAP == 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
#include "shaderlib/cshader.h"
class lightmappedpaint_ps20_Static_Index
{
private:
int m_nBUMPMAP;
#ifdef _DEBUG
bool m_bBUMPMAP;
#endif
public:
void SetBUMPMAP( int i )
{
Assert( i >= 0 && i <= 2 );
m_nBUMPMAP = i;
#ifdef _DEBUG
m_bBUMPMAP = true;
#endif
}
void SetBUMPMAP( bool i )
{
Assert( ( i ? 1 : 0 ) >= 0 && ( i ? 1 : 0 ) <= 2 );
m_nBUMPMAP = i ? 1 : 0;
#ifdef _DEBUG
m_bBUMPMAP = true;
#endif
}
private:
int m_nCUBEMAP;
#ifdef _DEBUG
bool m_bCUBEMAP;
#endif
public:
void SetCUBEMAP( int i )
{
Assert( i >= 0 && i <= 2 );
m_nCUBEMAP = i;
#ifdef _DEBUG
m_bCUBEMAP = true;
#endif
}
void SetCUBEMAP( bool i )
{
Assert( ( i ? 1 : 0 ) >= 0 && ( i ? 1 : 0 ) <= 2 );
m_nCUBEMAP = i ? 1 : 0;
#ifdef _DEBUG
m_bCUBEMAP = true;
#endif
}
private:
int m_nSEAMLESS;
#ifdef _DEBUG
bool m_bSEAMLESS;
#endif
public:
void SetSEAMLESS( int i )
{
Assert( i >= 0 && i <= 1 );
m_nSEAMLESS = i;
#ifdef _DEBUG
m_bSEAMLESS = true;
#endif
}
void SetSEAMLESS( bool i )
{
Assert( ( i ? 1 : 0 ) >= 0 && ( i ? 1 : 0 ) <= 1 );
m_nSEAMLESS = i ? 1 : 0;
#ifdef _DEBUG
m_bSEAMLESS = true;
#endif
}
private:
int m_nTHICKPAINT;
#ifdef _DEBUG
bool m_bTHICKPAINT;
#endif
public:
void SetTHICKPAINT( int i )
{
Assert( i >= 0 && i <= 1 );
m_nTHICKPAINT = i;
#ifdef _DEBUG
m_bTHICKPAINT = true;
#endif
}
void SetTHICKPAINT( bool i )
{
Assert( ( i ? 1 : 0 ) >= 0 && ( i ? 1 : 0 ) <= 1 );
m_nTHICKPAINT = i ? 1 : 0;
#ifdef _DEBUG
m_bTHICKPAINT = true;
#endif
}
private:
int m_nDOPIXELFOG;
#ifdef _DEBUG
bool m_bDOPIXELFOG;
#endif
public:
void SetDOPIXELFOG( int i )
{
Assert( i >= 0 && i <= 0 );
m_nDOPIXELFOG = i;
#ifdef _DEBUG
m_bDOPIXELFOG = true;
#endif
}
void SetDOPIXELFOG( bool i )
{
Assert( ( i ? 1 : 0 ) >= 0 && ( i ? 1 : 0 ) <= 0 );
m_nDOPIXELFOG = i ? 1 : 0;
#ifdef _DEBUG
m_bDOPIXELFOG = true;
#endif
}
public:
// CONSTRUCTOR
lightmappedpaint_ps20_Static_Index( IShaderShadow *pShaderShadow, IMaterialVar **params )
{
#ifdef _DEBUG
m_bBUMPMAP = false;
#endif // _DEBUG
m_nBUMPMAP = 0;
#ifdef _DEBUG
m_bCUBEMAP = false;
#endif // _DEBUG
m_nCUBEMAP = 0;
#ifdef _DEBUG
m_bSEAMLESS = false;
#endif // _DEBUG
m_nSEAMLESS = 0;
#ifdef _DEBUG
m_bTHICKPAINT = false;
#endif // _DEBUG
m_nTHICKPAINT = 0;
#ifdef _DEBUG
m_bDOPIXELFOG = true;
#endif // _DEBUG
m_nDOPIXELFOG = 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_bBUMPMAP && m_bCUBEMAP && m_bSEAMLESS && m_bTHICKPAINT && m_bDOPIXELFOG;
Assert( bAllStaticVarsDefined );
#endif // _DEBUG
return ( 8 * m_nBUMPMAP ) + ( 24 * m_nCUBEMAP ) + ( 72 * m_nSEAMLESS ) + ( 144 * m_nTHICKPAINT ) + ( 288 * m_nDOPIXELFOG ) + 0;
}
};
#define shaderStaticTest_lightmappedpaint_ps20 psh_forgot_to_set_static_BUMPMAP + psh_forgot_to_set_static_CUBEMAP + psh_forgot_to_set_static_SEAMLESS + psh_forgot_to_set_static_THICKPAINT + 0
class lightmappedpaint_ps20_Dynamic_Index
{
private:
int m_nFASTPATHENVMAPCONTRAST;
#ifdef _DEBUG
bool m_bFASTPATHENVMAPCONTRAST;
#endif
public:
void SetFASTPATHENVMAPCONTRAST( int i )
{
Assert( i >= 0 && i <= 1 );
m_nFASTPATHENVMAPCONTRAST = i;
#ifdef _DEBUG
m_bFASTPATHENVMAPCONTRAST = true;
#endif
}
void SetFASTPATHENVMAPCONTRAST( bool i )
{
Assert( ( i ? 1 : 0 ) >= 0 && ( i ? 1 : 0 ) <= 1 );
m_nFASTPATHENVMAPCONTRAST = i ? 1 : 0;
#ifdef _DEBUG
m_bFASTPATHENVMAPCONTRAST = true;
#endif
}
private:
int m_nFASTPATH;
#ifdef _DEBUG
bool m_bFASTPATH;
#endif
public:
void SetFASTPATH( int i )
{
Assert( i >= 0 && i <= 1 );
m_nFASTPATH = i;
#ifdef _DEBUG
m_bFASTPATH = true;
#endif
}
void SetFASTPATH( bool i )
{
Assert( ( i ? 1 : 0 ) >= 0 && ( i ? 1 : 0 ) <= 1 );
m_nFASTPATH = i ? 1 : 0;
#ifdef _DEBUG
m_bFASTPATH = true;
#endif
}
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
}
public:
// CONSTRUCTOR
lightmappedpaint_ps20_Dynamic_Index( IShaderDynamicAPI *pShaderAPI )
{
#ifdef _DEBUG
m_bFASTPATHENVMAPCONTRAST = false;
#endif // _DEBUG
m_nFASTPATHENVMAPCONTRAST = 0;
#ifdef _DEBUG
m_bFASTPATH = false;
#endif // _DEBUG
m_nFASTPATH = 0;
#ifdef _DEBUG
m_bPIXELFOGTYPE = true;
#endif // _DEBUG
m_nPIXELFOGTYPE = ( pShaderAPI->GetSceneFogMode() == MATERIAL_FOG_LINEAR_BELOW_FOG_Z ) ;
}
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_bFASTPATHENVMAPCONTRAST && m_bFASTPATH && m_bPIXELFOGTYPE;
Assert( bAllDynamicVarsDefined );
#endif // _DEBUG
return ( 1 * m_nFASTPATHENVMAPCONTRAST ) + ( 2 * m_nFASTPATH ) + ( 4 * m_nPIXELFOGTYPE ) + 0;
}
};
#define shaderDynamicTest_lightmappedpaint_ps20 psh_forgot_to_set_dynamic_FASTPATHENVMAPCONTRAST + psh_forgot_to_set_dynamic_FASTPATH + 0
static const ShaderComboInformation_t s_DynamicComboArray_lightmappedpaint_ps20[3] =
{
{ "FASTPATHENVMAPCONTRAST", 0, 1 },
{ "FASTPATH", 0, 1 },
{ "PIXELFOGTYPE", 0, 1 },
};
static const ShaderComboInformation_t s_StaticComboArray_lightmappedpaint_ps20[5] =
{
{ "BUMPMAP", 0, 2 },
{ "CUBEMAP", 0, 2 },
{ "SEAMLESS", 0, 1 },
{ "THICKPAINT", 0, 1 },
{ "DOPIXELFOG", 0, 0 },
};
static const ShaderComboSemantics_t lightmappedpaint_ps20_combos =
{
"lightmappedpaint_ps20", s_DynamicComboArray_lightmappedpaint_ps20, 3, s_StaticComboArray_lightmappedpaint_ps20, 5
};
class ConstructMe_lightmappedpaint_ps20
{
public:
ConstructMe_lightmappedpaint_ps20()
{
GetShaderDLL()->AddShaderComboInformation( &lightmappedpaint_ps20_combos );
}
};
static ConstructMe_lightmappedpaint_ps20 s_ConstructMe_lightmappedpaint_ps20;