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.
 
 
 
 
 
 

176 lines
4.2 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
#include "shaderlib/cshader.h"
class proto_ice_ps20b_Static_Index
{
private:
int m_nVERTEXCOLOR;
#ifdef _DEBUG
bool m_bVERTEXCOLOR;
#endif
public:
void SetVERTEXCOLOR( int i )
{
Assert( i >= 0 && i <= 1 );
m_nVERTEXCOLOR = i;
#ifdef _DEBUG
m_bVERTEXCOLOR = true;
#endif
}
void SetVERTEXCOLOR( bool i )
{
Assert( ( i ? 1 : 0 ) >= 0 && ( i ? 1 : 0 ) <= 1 );
m_nVERTEXCOLOR = i ? 1 : 0;
#ifdef _DEBUG
m_bVERTEXCOLOR = true;
#endif
}
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
}
public:
// CONSTRUCTOR
proto_ice_ps20b_Static_Index( IShaderShadow *pShaderShadow, IMaterialVar **params )
{
#ifdef _DEBUG
m_bVERTEXCOLOR = false;
#endif // _DEBUG
m_nVERTEXCOLOR = 0;
#ifdef _DEBUG
m_bBUMPMAP = false;
#endif // _DEBUG
m_nBUMPMAP = 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_bVERTEXCOLOR && m_bBUMPMAP;
Assert( bAllStaticVarsDefined );
#endif // _DEBUG
return ( 10 * m_nVERTEXCOLOR ) + ( 20 * m_nBUMPMAP ) + 0;
}
};
#define shaderStaticTest_proto_ice_ps20b psh_forgot_to_set_static_VERTEXCOLOR + psh_forgot_to_set_static_BUMPMAP + 0
class proto_ice_ps20b_Dynamic_Index
{
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
}
private:
int m_nAMBIENT_LIGHT;
#ifdef _DEBUG
bool m_bAMBIENT_LIGHT;
#endif
public:
void SetAMBIENT_LIGHT( int i )
{
Assert( i >= 0 && i <= 1 );
m_nAMBIENT_LIGHT = i;
#ifdef _DEBUG
m_bAMBIENT_LIGHT = true;
#endif
}
void SetAMBIENT_LIGHT( bool i )
{
Assert( ( i ? 1 : 0 ) >= 0 && ( i ? 1 : 0 ) <= 1 );
m_nAMBIENT_LIGHT = i ? 1 : 0;
#ifdef _DEBUG
m_bAMBIENT_LIGHT = true;
#endif
}
public:
// CONSTRUCTOR
proto_ice_ps20b_Dynamic_Index( IShaderDynamicAPI *pShaderAPI )
{
#ifdef _DEBUG
m_bNUM_LIGHTS = false;
#endif // _DEBUG
m_nNUM_LIGHTS = 0;
#ifdef _DEBUG
m_bAMBIENT_LIGHT = false;
#endif // _DEBUG
m_nAMBIENT_LIGHT = 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_bNUM_LIGHTS && m_bAMBIENT_LIGHT;
Assert( bAllDynamicVarsDefined );
#endif // _DEBUG
return ( 1 * m_nNUM_LIGHTS ) + ( 5 * m_nAMBIENT_LIGHT ) + 0;
}
};
#define shaderDynamicTest_proto_ice_ps20b psh_forgot_to_set_dynamic_NUM_LIGHTS + psh_forgot_to_set_dynamic_AMBIENT_LIGHT + 0
static const ShaderComboInformation_t s_DynamicComboArray_proto_ice_ps20b[2] =
{
{ "NUM_LIGHTS", 0, 4 },
{ "AMBIENT_LIGHT", 0, 1 },
};
static const ShaderComboInformation_t s_StaticComboArray_proto_ice_ps20b[2] =
{
{ "VERTEXCOLOR", 0, 1 },
{ "BUMPMAP", 0, 2 },
};
static const ShaderComboSemantics_t proto_ice_ps20b_combos =
{
"proto_ice_ps20b", s_DynamicComboArray_proto_ice_ps20b, 2, s_StaticComboArray_proto_ice_ps20b, 2
};
class ConstructMe_proto_ice_ps20b
{
public:
ConstructMe_proto_ice_ps20b()
{
GetShaderDLL()->AddShaderComboInformation( &proto_ice_ps20b_combos );
}
};
static ConstructMe_proto_ice_ps20b s_ConstructMe_proto_ice_ps20b;