Counter Strike : Global Offensive Source Code
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452 lines
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// ALL SKIP STATEMENTS THAT AFFECT THIS SHADER!!!
// $MASKED && $BLUR
// 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 refract_ps20b_Static_Index
{
private:
int m_nMAGNIFY;
#ifdef _DEBUG
bool m_bMAGNIFY;
#endif
public:
void SetMAGNIFY( int i )
{
Assert( i >= 0 && i <= 1 );
m_nMAGNIFY = i;
#ifdef _DEBUG
m_bMAGNIFY = true;
#endif
}
void SetMAGNIFY( bool i )
{
Assert( ( i ? 1 : 0 ) >= 0 && ( i ? 1 : 0 ) <= 1 );
m_nMAGNIFY = i ? 1 : 0;
#ifdef _DEBUG
m_bMAGNIFY = true;
#endif
}
private:
int m_nBLUR;
#ifdef _DEBUG
bool m_bBLUR;
#endif
public:
void SetBLUR( int i )
{
Assert( i >= 0 && i <= 1 );
m_nBLUR = i;
#ifdef _DEBUG
m_bBLUR = true;
#endif
}
void SetBLUR( bool i )
{
Assert( ( i ? 1 : 0 ) >= 0 && ( i ? 1 : 0 ) <= 1 );
m_nBLUR = i ? 1 : 0;
#ifdef _DEBUG
m_bBLUR = true;
#endif
}
private:
int m_nFADEOUTONSILHOUETTE;
#ifdef _DEBUG
bool m_bFADEOUTONSILHOUETTE;
#endif
public:
void SetFADEOUTONSILHOUETTE( int i )
{
Assert( i >= 0 && i <= 1 );
m_nFADEOUTONSILHOUETTE = i;
#ifdef _DEBUG
m_bFADEOUTONSILHOUETTE = true;
#endif
}
void SetFADEOUTONSILHOUETTE( bool i )
{
Assert( ( i ? 1 : 0 ) >= 0 && ( i ? 1 : 0 ) <= 1 );
m_nFADEOUTONSILHOUETTE = i ? 1 : 0;
#ifdef _DEBUG
m_bFADEOUTONSILHOUETTE = true;
#endif
}
private:
int m_nCUBEMAP;
#ifdef _DEBUG
bool m_bCUBEMAP;
#endif
public:
void SetCUBEMAP( int i )
{
Assert( i >= 0 && i <= 1 );
m_nCUBEMAP = i;
#ifdef _DEBUG
m_bCUBEMAP = true;
#endif
}
void SetCUBEMAP( bool i )
{
Assert( ( i ? 1 : 0 ) >= 0 && ( i ? 1 : 0 ) <= 1 );
m_nCUBEMAP = i ? 1 : 0;
#ifdef _DEBUG
m_bCUBEMAP = true;
#endif
}
private:
int m_nREFRACTTINTTEXTURE;
#ifdef _DEBUG
bool m_bREFRACTTINTTEXTURE;
#endif
public:
void SetREFRACTTINTTEXTURE( int i )
{
Assert( i >= 0 && i <= 1 );
m_nREFRACTTINTTEXTURE = i;
#ifdef _DEBUG
m_bREFRACTTINTTEXTURE = true;
#endif
}
void SetREFRACTTINTTEXTURE( bool i )
{
Assert( ( i ? 1 : 0 ) >= 0 && ( i ? 1 : 0 ) <= 1 );
m_nREFRACTTINTTEXTURE = i ? 1 : 0;
#ifdef _DEBUG
m_bREFRACTTINTTEXTURE = true;
#endif
}
private:
int m_nMASKED;
#ifdef _DEBUG
bool m_bMASKED;
#endif
public:
void SetMASKED( int i )
{
Assert( i >= 0 && i <= 1 );
m_nMASKED = i;
#ifdef _DEBUG
m_bMASKED = true;
#endif
}
void SetMASKED( bool i )
{
Assert( ( i ? 1 : 0 ) >= 0 && ( i ? 1 : 0 ) <= 1 );
m_nMASKED = i ? 1 : 0;
#ifdef _DEBUG
m_bMASKED = true;
#endif
}
private:
int m_nCOLORMODULATE;
#ifdef _DEBUG
bool m_bCOLORMODULATE;
#endif
public:
void SetCOLORMODULATE( int i )
{
Assert( i >= 0 && i <= 1 );
m_nCOLORMODULATE = i;
#ifdef _DEBUG
m_bCOLORMODULATE = true;
#endif
}
void SetCOLORMODULATE( bool i )
{
Assert( ( i ? 1 : 0 ) >= 0 && ( i ? 1 : 0 ) <= 1 );
m_nCOLORMODULATE = i ? 1 : 0;
#ifdef _DEBUG
m_bCOLORMODULATE = true;
#endif
}
private:
int m_nSECONDARY_NORMAL;
#ifdef _DEBUG
bool m_bSECONDARY_NORMAL;
#endif
public:
void SetSECONDARY_NORMAL( int i )
{
Assert( i >= 0 && i <= 1 );
m_nSECONDARY_NORMAL = i;
#ifdef _DEBUG
m_bSECONDARY_NORMAL = true;
#endif
}
void SetSECONDARY_NORMAL( bool i )
{
Assert( ( i ? 1 : 0 ) >= 0 && ( i ? 1 : 0 ) <= 1 );
m_nSECONDARY_NORMAL = i ? 1 : 0;
#ifdef _DEBUG
m_bSECONDARY_NORMAL = true;
#endif
}
private:
int m_nMIRRORABOUTVIEWPORTEDGES;
#ifdef _DEBUG
bool m_bMIRRORABOUTVIEWPORTEDGES;
#endif
public:
void SetMIRRORABOUTVIEWPORTEDGES( int i )
{
Assert( i >= 0 && i <= 1 );
m_nMIRRORABOUTVIEWPORTEDGES = i;
#ifdef _DEBUG
m_bMIRRORABOUTVIEWPORTEDGES = true;
#endif
}
void SetMIRRORABOUTVIEWPORTEDGES( bool i )
{
Assert( ( i ? 1 : 0 ) >= 0 && ( i ? 1 : 0 ) <= 1 );
m_nMIRRORABOUTVIEWPORTEDGES = i ? 1 : 0;
#ifdef _DEBUG
m_bMIRRORABOUTVIEWPORTEDGES = true;
#endif
}
private:
int m_nSHADER_SRGB_READ;
#ifdef _DEBUG
bool m_bSHADER_SRGB_READ;
#endif
public:
void SetSHADER_SRGB_READ( int i )
{
Assert( i >= 0 && i <= 1 );
m_nSHADER_SRGB_READ = i;
#ifdef _DEBUG
m_bSHADER_SRGB_READ = true;
#endif
}
void SetSHADER_SRGB_READ( bool i )
{
Assert( ( i ? 1 : 0 ) >= 0 && ( i ? 1 : 0 ) <= 1 );
m_nSHADER_SRGB_READ = i ? 1 : 0;
#ifdef _DEBUG
m_bSHADER_SRGB_READ = true;
#endif
}
private:
int m_nLOCALREFRACT;
#ifdef _DEBUG
bool m_bLOCALREFRACT;
#endif
public:
void SetLOCALREFRACT( int i )
{
Assert( i >= 0 && i <= 1 );
m_nLOCALREFRACT = i;
#ifdef _DEBUG
m_bLOCALREFRACT = true;
#endif
}
void SetLOCALREFRACT( bool i )
{
Assert( ( i ? 1 : 0 ) >= 0 && ( i ? 1 : 0 ) <= 1 );
m_nLOCALREFRACT = i ? 1 : 0;
#ifdef _DEBUG
m_bLOCALREFRACT = true;
#endif
}
public:
// CONSTRUCTOR
refract_ps20b_Static_Index( IShaderShadow *pShaderShadow, IMaterialVar **params )
{
#ifdef _DEBUG
m_bMAGNIFY = false;
#endif // _DEBUG
m_nMAGNIFY = 0;
#ifdef _DEBUG
m_bBLUR = false;
#endif // _DEBUG
m_nBLUR = 0;
#ifdef _DEBUG
m_bFADEOUTONSILHOUETTE = false;
#endif // _DEBUG
m_nFADEOUTONSILHOUETTE = 0;
#ifdef _DEBUG
m_bCUBEMAP = false;
#endif // _DEBUG
m_nCUBEMAP = 0;
#ifdef _DEBUG
m_bREFRACTTINTTEXTURE = false;
#endif // _DEBUG
m_nREFRACTTINTTEXTURE = 0;
#ifdef _DEBUG
m_bMASKED = false;
#endif // _DEBUG
m_nMASKED = 0;
#ifdef _DEBUG
m_bCOLORMODULATE = false;
#endif // _DEBUG
m_nCOLORMODULATE = 0;
#ifdef _DEBUG
m_bSECONDARY_NORMAL = false;
#endif // _DEBUG
m_nSECONDARY_NORMAL = 0;
#ifdef _DEBUG
m_bMIRRORABOUTVIEWPORTEDGES = false;
#endif // _DEBUG
m_nMIRRORABOUTVIEWPORTEDGES = 0;
#ifdef _DEBUG
m_bSHADER_SRGB_READ = false;
#endif // _DEBUG
m_nSHADER_SRGB_READ = 0;
#ifdef _DEBUG
m_bLOCALREFRACT = false;
#endif // _DEBUG
m_nLOCALREFRACT = 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_bMAGNIFY && m_bBLUR && m_bFADEOUTONSILHOUETTE && m_bCUBEMAP && m_bREFRACTTINTTEXTURE && m_bMASKED && m_bCOLORMODULATE && m_bSECONDARY_NORMAL && m_bMIRRORABOUTVIEWPORTEDGES && m_bSHADER_SRGB_READ && m_bLOCALREFRACT;
Assert( bAllStaticVarsDefined );
#endif // _DEBUG
return ( 2 * m_nMAGNIFY ) + ( 4 * m_nBLUR ) + ( 8 * m_nFADEOUTONSILHOUETTE ) + ( 16 * m_nCUBEMAP ) + ( 32 * m_nREFRACTTINTTEXTURE ) + ( 64 * m_nMASKED ) + ( 128 * m_nCOLORMODULATE ) + ( 256 * m_nSECONDARY_NORMAL ) + ( 512 * m_nMIRRORABOUTVIEWPORTEDGES ) + ( 1024 * m_nSHADER_SRGB_READ ) + ( 2048 * m_nLOCALREFRACT ) + 0;
}
};
#define shaderStaticTest_refract_ps20b psh_forgot_to_set_static_MAGNIFY + psh_forgot_to_set_static_BLUR + psh_forgot_to_set_static_FADEOUTONSILHOUETTE + psh_forgot_to_set_static_CUBEMAP + psh_forgot_to_set_static_REFRACTTINTTEXTURE + psh_forgot_to_set_static_MASKED + psh_forgot_to_set_static_COLORMODULATE + psh_forgot_to_set_static_SECONDARY_NORMAL + psh_forgot_to_set_static_MIRRORABOUTVIEWPORTEDGES + psh_forgot_to_set_static_SHADER_SRGB_READ + psh_forgot_to_set_static_LOCALREFRACT + 0
class refract_ps20b_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_nWRITE_DEPTH_TO_DESTALPHA;
#ifdef _DEBUG
bool m_bWRITE_DEPTH_TO_DESTALPHA;
#endif
public:
void SetWRITE_DEPTH_TO_DESTALPHA( int i )
{
Assert( i >= 0 && i <= 0 );
m_nWRITE_DEPTH_TO_DESTALPHA = i;
#ifdef _DEBUG
m_bWRITE_DEPTH_TO_DESTALPHA = true;
#endif
}
void SetWRITE_DEPTH_TO_DESTALPHA( bool i )
{
Assert( ( i ? 1 : 0 ) >= 0 && ( i ? 1 : 0 ) <= 0 );
m_nWRITE_DEPTH_TO_DESTALPHA = i ? 1 : 0;
#ifdef _DEBUG
m_bWRITE_DEPTH_TO_DESTALPHA = true;
#endif
}
private:
int m_nD_NVIDIA_STEREO;
#ifdef _DEBUG
bool m_bD_NVIDIA_STEREO;
#endif
public:
void SetD_NVIDIA_STEREO( int i )
{
Assert( i >= 0 && i <= 0 );
m_nD_NVIDIA_STEREO = i;
#ifdef _DEBUG
m_bD_NVIDIA_STEREO = true;
#endif
}
void SetD_NVIDIA_STEREO( bool i )
{
Assert( ( i ? 1 : 0 ) >= 0 && ( i ? 1 : 0 ) <= 0 );
m_nD_NVIDIA_STEREO = i ? 1 : 0;
#ifdef _DEBUG
m_bD_NVIDIA_STEREO = true;
#endif
}
public:
// CONSTRUCTOR
refract_ps20b_Dynamic_Index( IShaderDynamicAPI *pShaderAPI )
{
#ifdef _DEBUG
m_bPIXELFOGTYPE = true;
#endif // _DEBUG
m_nPIXELFOGTYPE = ( pShaderAPI->GetSceneFogMode() == MATERIAL_FOG_LINEAR_BELOW_FOG_Z ) ;
#ifdef _DEBUG
m_bWRITE_DEPTH_TO_DESTALPHA = false;
#endif // _DEBUG
m_nWRITE_DEPTH_TO_DESTALPHA = 0;
#ifdef _DEBUG
m_bD_NVIDIA_STEREO = false;
#endif // _DEBUG
m_nD_NVIDIA_STEREO = 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_bWRITE_DEPTH_TO_DESTALPHA && m_bD_NVIDIA_STEREO;
Assert( bAllDynamicVarsDefined );
#endif // _DEBUG
return ( 1 * m_nPIXELFOGTYPE ) + ( 2 * m_nWRITE_DEPTH_TO_DESTALPHA ) + ( 2 * m_nD_NVIDIA_STEREO ) + 0;
}
};
#define shaderDynamicTest_refract_ps20b psh_forgot_to_set_dynamic_WRITE_DEPTH_TO_DESTALPHA + psh_forgot_to_set_dynamic_D_NVIDIA_STEREO + 0
static const ShaderComboInformation_t s_DynamicComboArray_refract_ps20b[3] =
{
{ "PIXELFOGTYPE", 0, 1 },
{ "WRITE_DEPTH_TO_DESTALPHA", 0, 0 },
{ "D_NVIDIA_STEREO", 0, 0 },
};
static const ShaderComboInformation_t s_StaticComboArray_refract_ps20b[11] =
{
{ "MAGNIFY", 0, 1 },
{ "BLUR", 0, 1 },
{ "FADEOUTONSILHOUETTE", 0, 1 },
{ "CUBEMAP", 0, 1 },
{ "REFRACTTINTTEXTURE", 0, 1 },
{ "MASKED", 0, 1 },
{ "COLORMODULATE", 0, 1 },
{ "SECONDARY_NORMAL", 0, 1 },
{ "MIRRORABOUTVIEWPORTEDGES", 0, 1 },
{ "SHADER_SRGB_READ", 0, 1 },
{ "LOCALREFRACT", 0, 1 },
};
static const ShaderComboSemantics_t refract_ps20b_combos =
{
"refract_ps20b", s_DynamicComboArray_refract_ps20b, 3, s_StaticComboArray_refract_ps20b, 11
};
class ConstructMe_refract_ps20b
{
public:
ConstructMe_refract_ps20b()
{
GetShaderDLL()->AddShaderComboInformation( &refract_ps20b_combos );
}
};
static ConstructMe_refract_ps20b s_ConstructMe_refract_ps20b;