Counter Strike : Global Offensive Source Code
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// ALL SKIP STATEMENTS THAT AFFECT THIS SHADER!!!
// ( $DISTANCEALPHA == 0 ) && ( $SOFTEDGES || $OUTLINE )
// $DISTANCEALPHA && $DUALSEQUENCE
// $DISTANCEALPHA && ( $MAXLUMFRAMEBLEND2 || $MAXLUMFRAMEBLEND1 )
// ( $DUALSEQUENCE == 0 ) && ( $SEQUENCE_BLEND_MODE != 0 )
// $INVERSEDEPTHBLEND && !$DEPTHBLEND
// $PACKED_INTERPOLATOR && ( $ANIMBLEND || $MAXLUMFRAMEBLEND1 || $EXTRACTGREENALPHA || $DUALSEQUENCE )
// 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 spritecard_ps20_Static_Index
{
private:
int m_nDUALSEQUENCE;
#ifdef _DEBUG
bool m_bDUALSEQUENCE;
#endif
public:
void SetDUALSEQUENCE( int i )
{
Assert( i >= 0 && i <= 1 );
m_nDUALSEQUENCE = i;
#ifdef _DEBUG
m_bDUALSEQUENCE = true;
#endif
}
void SetDUALSEQUENCE( bool i )
{
Assert( ( i ? 1 : 0 ) >= 0 && ( i ? 1 : 0 ) <= 1 );
m_nDUALSEQUENCE = i ? 1 : 0;
#ifdef _DEBUG
m_bDUALSEQUENCE = true;
#endif
}
private:
int m_nSEQUENCE_BLEND_MODE;
#ifdef _DEBUG
bool m_bSEQUENCE_BLEND_MODE;
#endif
public:
void SetSEQUENCE_BLEND_MODE( int i )
{
Assert( i >= 0 && i <= 2 );
m_nSEQUENCE_BLEND_MODE = i;
#ifdef _DEBUG
m_bSEQUENCE_BLEND_MODE = true;
#endif
}
void SetSEQUENCE_BLEND_MODE( bool i )
{
Assert( ( i ? 1 : 0 ) >= 0 && ( i ? 1 : 0 ) <= 2 );
m_nSEQUENCE_BLEND_MODE = i ? 1 : 0;
#ifdef _DEBUG
m_bSEQUENCE_BLEND_MODE = true;
#endif
}
private:
int m_nADDBASETEXTURE2;
#ifdef _DEBUG
bool m_bADDBASETEXTURE2;
#endif
public:
void SetADDBASETEXTURE2( int i )
{
Assert( i >= 0 && i <= 1 );
m_nADDBASETEXTURE2 = i;
#ifdef _DEBUG
m_bADDBASETEXTURE2 = true;
#endif
}
void SetADDBASETEXTURE2( bool i )
{
Assert( ( i ? 1 : 0 ) >= 0 && ( i ? 1 : 0 ) <= 1 );
m_nADDBASETEXTURE2 = i ? 1 : 0;
#ifdef _DEBUG
m_bADDBASETEXTURE2 = true;
#endif
}
private:
int m_nMAXLUMFRAMEBLEND1;
#ifdef _DEBUG
bool m_bMAXLUMFRAMEBLEND1;
#endif
public:
void SetMAXLUMFRAMEBLEND1( int i )
{
Assert( i >= 0 && i <= 1 );
m_nMAXLUMFRAMEBLEND1 = i;
#ifdef _DEBUG
m_bMAXLUMFRAMEBLEND1 = true;
#endif
}
void SetMAXLUMFRAMEBLEND1( bool i )
{
Assert( ( i ? 1 : 0 ) >= 0 && ( i ? 1 : 0 ) <= 1 );
m_nMAXLUMFRAMEBLEND1 = i ? 1 : 0;
#ifdef _DEBUG
m_bMAXLUMFRAMEBLEND1 = true;
#endif
}
private:
int m_nMAXLUMFRAMEBLEND2;
#ifdef _DEBUG
bool m_bMAXLUMFRAMEBLEND2;
#endif
public:
void SetMAXLUMFRAMEBLEND2( int i )
{
Assert( i >= 0 && i <= 1 );
m_nMAXLUMFRAMEBLEND2 = i;
#ifdef _DEBUG
m_bMAXLUMFRAMEBLEND2 = true;
#endif
}
void SetMAXLUMFRAMEBLEND2( bool i )
{
Assert( ( i ? 1 : 0 ) >= 0 && ( i ? 1 : 0 ) <= 1 );
m_nMAXLUMFRAMEBLEND2 = i ? 1 : 0;
#ifdef _DEBUG
m_bMAXLUMFRAMEBLEND2 = true;
#endif
}
private:
int m_nEXTRACTGREENALPHA;
#ifdef _DEBUG
bool m_bEXTRACTGREENALPHA;
#endif
public:
void SetEXTRACTGREENALPHA( int i )
{
Assert( i >= 0 && i <= 1 );
m_nEXTRACTGREENALPHA = i;
#ifdef _DEBUG
m_bEXTRACTGREENALPHA = true;
#endif
}
void SetEXTRACTGREENALPHA( bool i )
{
Assert( ( i ? 1 : 0 ) >= 0 && ( i ? 1 : 0 ) <= 1 );
m_nEXTRACTGREENALPHA = i ? 1 : 0;
#ifdef _DEBUG
m_bEXTRACTGREENALPHA = true;
#endif
}
private:
int m_nCOLORRAMP;
#ifdef _DEBUG
bool m_bCOLORRAMP;
#endif
public:
void SetCOLORRAMP( int i )
{
Assert( i >= 0 && i <= 1 );
m_nCOLORRAMP = i;
#ifdef _DEBUG
m_bCOLORRAMP = true;
#endif
}
void SetCOLORRAMP( bool i )
{
Assert( ( i ? 1 : 0 ) >= 0 && ( i ? 1 : 0 ) <= 1 );
m_nCOLORRAMP = i ? 1 : 0;
#ifdef _DEBUG
m_bCOLORRAMP = true;
#endif
}
private:
int m_nANIMBLEND;
#ifdef _DEBUG
bool m_bANIMBLEND;
#endif
public:
void SetANIMBLEND( int i )
{
Assert( i >= 0 && i <= 1 );
m_nANIMBLEND = i;
#ifdef _DEBUG
m_bANIMBLEND = true;
#endif
}
void SetANIMBLEND( bool i )
{
Assert( ( i ? 1 : 0 ) >= 0 && ( i ? 1 : 0 ) <= 1 );
m_nANIMBLEND = i ? 1 : 0;
#ifdef _DEBUG
m_bANIMBLEND = true;
#endif
}
private:
int m_nADDSELF;
#ifdef _DEBUG
bool m_bADDSELF;
#endif
public:
void SetADDSELF( int i )
{
Assert( i >= 0 && i <= 1 );
m_nADDSELF = i;
#ifdef _DEBUG
m_bADDSELF = true;
#endif
}
void SetADDSELF( bool i )
{
Assert( ( i ? 1 : 0 ) >= 0 && ( i ? 1 : 0 ) <= 1 );
m_nADDSELF = i ? 1 : 0;
#ifdef _DEBUG
m_bADDSELF = true;
#endif
}
private:
int m_nMOD2X;
#ifdef _DEBUG
bool m_bMOD2X;
#endif
public:
void SetMOD2X( int i )
{
Assert( i >= 0 && i <= 1 );
m_nMOD2X = i;
#ifdef _DEBUG
m_bMOD2X = true;
#endif
}
void SetMOD2X( bool i )
{
Assert( ( i ? 1 : 0 ) >= 0 && ( i ? 1 : 0 ) <= 1 );
m_nMOD2X = i ? 1 : 0;
#ifdef _DEBUG
m_bMOD2X = true;
#endif
}
private:
int m_nDEPTHBLEND;
#ifdef _DEBUG
bool m_bDEPTHBLEND;
#endif
public:
void SetDEPTHBLEND( int i )
{
Assert( i >= 0 && i <= 1 );
m_nDEPTHBLEND = i;
#ifdef _DEBUG
m_bDEPTHBLEND = true;
#endif
}
void SetDEPTHBLEND( bool i )
{
Assert( ( i ? 1 : 0 ) >= 0 && ( i ? 1 : 0 ) <= 1 );
m_nDEPTHBLEND = i ? 1 : 0;
#ifdef _DEBUG
m_bDEPTHBLEND = true;
#endif
}
private:
int m_nINVERSEDEPTHBLEND;
#ifdef _DEBUG
bool m_bINVERSEDEPTHBLEND;
#endif
public:
void SetINVERSEDEPTHBLEND( int i )
{
Assert( i >= 0 && i <= 1 );
m_nINVERSEDEPTHBLEND = i;
#ifdef _DEBUG
m_bINVERSEDEPTHBLEND = true;
#endif
}
void SetINVERSEDEPTHBLEND( bool i )
{
Assert( ( i ? 1 : 0 ) >= 0 && ( i ? 1 : 0 ) <= 1 );
m_nINVERSEDEPTHBLEND = i ? 1 : 0;
#ifdef _DEBUG
m_bINVERSEDEPTHBLEND = 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_nCOLOR_LERP_PS;
#ifdef _DEBUG
bool m_bCOLOR_LERP_PS;
#endif
public:
void SetCOLOR_LERP_PS( int i )
{
Assert( i >= 0 && i <= 1 );
m_nCOLOR_LERP_PS = i;
#ifdef _DEBUG
m_bCOLOR_LERP_PS = true;
#endif
}
void SetCOLOR_LERP_PS( bool i )
{
Assert( ( i ? 1 : 0 ) >= 0 && ( i ? 1 : 0 ) <= 1 );
m_nCOLOR_LERP_PS = i ? 1 : 0;
#ifdef _DEBUG
m_bCOLOR_LERP_PS = true;
#endif
}
private:
int m_nPACKED_INTERPOLATOR;
#ifdef _DEBUG
bool m_bPACKED_INTERPOLATOR;
#endif
public:
void SetPACKED_INTERPOLATOR( int i )
{
Assert( i >= 0 && i <= 1 );
m_nPACKED_INTERPOLATOR = i;
#ifdef _DEBUG
m_bPACKED_INTERPOLATOR = true;
#endif
}
void SetPACKED_INTERPOLATOR( bool i )
{
Assert( ( i ? 1 : 0 ) >= 0 && ( i ? 1 : 0 ) <= 1 );
m_nPACKED_INTERPOLATOR = i ? 1 : 0;
#ifdef _DEBUG
m_bPACKED_INTERPOLATOR = true;
#endif
}
private:
int m_nDISTANCEALPHA;
#ifdef _DEBUG
bool m_bDISTANCEALPHA;
#endif
public:
void SetDISTANCEALPHA( int i )
{
Assert( i >= 0 && i <= 1 );
m_nDISTANCEALPHA = i;
#ifdef _DEBUG
m_bDISTANCEALPHA = true;
#endif
}
void SetDISTANCEALPHA( bool i )
{
Assert( ( i ? 1 : 0 ) >= 0 && ( i ? 1 : 0 ) <= 1 );
m_nDISTANCEALPHA = i ? 1 : 0;
#ifdef _DEBUG
m_bDISTANCEALPHA = true;
#endif
}
private:
int m_nSOFTEDGES;
#ifdef _DEBUG
bool m_bSOFTEDGES;
#endif
public:
void SetSOFTEDGES( int i )
{
Assert( i >= 0 && i <= 1 );
m_nSOFTEDGES = i;
#ifdef _DEBUG
m_bSOFTEDGES = true;
#endif
}
void SetSOFTEDGES( bool i )
{
Assert( ( i ? 1 : 0 ) >= 0 && ( i ? 1 : 0 ) <= 1 );
m_nSOFTEDGES = i ? 1 : 0;
#ifdef _DEBUG
m_bSOFTEDGES = true;
#endif
}
private:
int m_nOUTLINE;
#ifdef _DEBUG
bool m_bOUTLINE;
#endif
public:
void SetOUTLINE( int i )
{
Assert( i >= 0 && i <= 1 );
m_nOUTLINE = i;
#ifdef _DEBUG
m_bOUTLINE = true;
#endif
}
void SetOUTLINE( bool i )
{
Assert( ( i ? 1 : 0 ) >= 0 && ( i ? 1 : 0 ) <= 1 );
m_nOUTLINE = i ? 1 : 0;
#ifdef _DEBUG
m_bOUTLINE = true;
#endif
}
private:
int m_nMULOUTPUTBYALPHA;
#ifdef _DEBUG
bool m_bMULOUTPUTBYALPHA;
#endif
public:
void SetMULOUTPUTBYALPHA( int i )
{
Assert( i >= 0 && i <= 1 );
m_nMULOUTPUTBYALPHA = i;
#ifdef _DEBUG
m_bMULOUTPUTBYALPHA = true;
#endif
}
void SetMULOUTPUTBYALPHA( bool i )
{
Assert( ( i ? 1 : 0 ) >= 0 && ( i ? 1 : 0 ) <= 1 );
m_nMULOUTPUTBYALPHA = i ? 1 : 0;
#ifdef _DEBUG
m_bMULOUTPUTBYALPHA = true;
#endif
}
public:
// CONSTRUCTOR
spritecard_ps20_Static_Index( IShaderShadow *pShaderShadow, IMaterialVar **params )
{
#ifdef _DEBUG
m_bDUALSEQUENCE = false;
#endif // _DEBUG
m_nDUALSEQUENCE = 0;
#ifdef _DEBUG
m_bSEQUENCE_BLEND_MODE = false;
#endif // _DEBUG
m_nSEQUENCE_BLEND_MODE = 0;
#ifdef _DEBUG
m_bADDBASETEXTURE2 = false;
#endif // _DEBUG
m_nADDBASETEXTURE2 = 0;
#ifdef _DEBUG
m_bMAXLUMFRAMEBLEND1 = false;
#endif // _DEBUG
m_nMAXLUMFRAMEBLEND1 = 0;
#ifdef _DEBUG
m_bMAXLUMFRAMEBLEND2 = false;
#endif // _DEBUG
m_nMAXLUMFRAMEBLEND2 = 0;
#ifdef _DEBUG
m_bEXTRACTGREENALPHA = false;
#endif // _DEBUG
m_nEXTRACTGREENALPHA = 0;
#ifdef _DEBUG
m_bCOLORRAMP = false;
#endif // _DEBUG
m_nCOLORRAMP = 0;
#ifdef _DEBUG
m_bANIMBLEND = false;
#endif // _DEBUG
m_nANIMBLEND = 0;
#ifdef _DEBUG
m_bADDSELF = false;
#endif // _DEBUG
m_nADDSELF = 0;
#ifdef _DEBUG
m_bMOD2X = false;
#endif // _DEBUG
m_nMOD2X = 0;
#ifdef _DEBUG
m_bDEPTHBLEND = false;
#endif // _DEBUG
m_nDEPTHBLEND = 0;
#ifdef _DEBUG
m_bINVERSEDEPTHBLEND = false;
#endif // _DEBUG
m_nINVERSEDEPTHBLEND = 0;
#ifdef _DEBUG
m_bSHADER_SRGB_READ = false;
#endif // _DEBUG
m_nSHADER_SRGB_READ = 0;
#ifdef _DEBUG
m_bCOLOR_LERP_PS = false;
#endif // _DEBUG
m_nCOLOR_LERP_PS = 0;
#ifdef _DEBUG
m_bPACKED_INTERPOLATOR = false;
#endif // _DEBUG
m_nPACKED_INTERPOLATOR = 0;
#ifdef _DEBUG
m_bDISTANCEALPHA = false;
#endif // _DEBUG
m_nDISTANCEALPHA = 0;
#ifdef _DEBUG
m_bSOFTEDGES = false;
#endif // _DEBUG
m_nSOFTEDGES = 0;
#ifdef _DEBUG
m_bOUTLINE = false;
#endif // _DEBUG
m_nOUTLINE = 0;
#ifdef _DEBUG
m_bMULOUTPUTBYALPHA = false;
#endif // _DEBUG
m_nMULOUTPUTBYALPHA = 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_bDUALSEQUENCE && m_bSEQUENCE_BLEND_MODE && m_bADDBASETEXTURE2 && m_bMAXLUMFRAMEBLEND1 && m_bMAXLUMFRAMEBLEND2 && m_bEXTRACTGREENALPHA && m_bCOLORRAMP && m_bANIMBLEND && m_bADDSELF && m_bMOD2X && m_bDEPTHBLEND && m_bINVERSEDEPTHBLEND && m_bSHADER_SRGB_READ && m_bCOLOR_LERP_PS && m_bPACKED_INTERPOLATOR && m_bDISTANCEALPHA && m_bSOFTEDGES && m_bOUTLINE && m_bMULOUTPUTBYALPHA;
Assert( bAllStaticVarsDefined );
#endif // _DEBUG
return ( 1 * m_nDUALSEQUENCE ) + ( 2 * m_nSEQUENCE_BLEND_MODE ) + ( 6 * m_nADDBASETEXTURE2 ) + ( 12 * m_nMAXLUMFRAMEBLEND1 ) + ( 24 * m_nMAXLUMFRAMEBLEND2 ) + ( 48 * m_nEXTRACTGREENALPHA ) + ( 96 * m_nCOLORRAMP ) + ( 192 * m_nANIMBLEND ) + ( 384 * m_nADDSELF ) + ( 768 * m_nMOD2X ) + ( 1536 * m_nDEPTHBLEND ) + ( 3072 * m_nINVERSEDEPTHBLEND ) + ( 6144 * m_nSHADER_SRGB_READ ) + ( 12288 * m_nCOLOR_LERP_PS ) + ( 24576 * m_nPACKED_INTERPOLATOR ) + ( 49152 * m_nDISTANCEALPHA ) + ( 98304 * m_nSOFTEDGES ) + ( 196608 * m_nOUTLINE ) + ( 393216 * m_nMULOUTPUTBYALPHA ) + 0;
}
};
#define shaderStaticTest_spritecard_ps20 psh_forgot_to_set_static_DUALSEQUENCE + psh_forgot_to_set_static_SEQUENCE_BLEND_MODE + psh_forgot_to_set_static_ADDBASETEXTURE2 + psh_forgot_to_set_static_MAXLUMFRAMEBLEND1 + psh_forgot_to_set_static_MAXLUMFRAMEBLEND2 + psh_forgot_to_set_static_EXTRACTGREENALPHA + psh_forgot_to_set_static_COLORRAMP + psh_forgot_to_set_static_ANIMBLEND + psh_forgot_to_set_static_ADDSELF + psh_forgot_to_set_static_MOD2X + psh_forgot_to_set_static_DEPTHBLEND + psh_forgot_to_set_static_INVERSEDEPTHBLEND + psh_forgot_to_set_static_SHADER_SRGB_READ + psh_forgot_to_set_static_COLOR_LERP_PS + psh_forgot_to_set_static_PACKED_INTERPOLATOR + psh_forgot_to_set_static_DISTANCEALPHA + psh_forgot_to_set_static_SOFTEDGES + psh_forgot_to_set_static_OUTLINE + psh_forgot_to_set_static_MULOUTPUTBYALPHA + 0
class spritecard_ps20_Dynamic_Index
{
public:
// CONSTRUCTOR
spritecard_ps20_Dynamic_Index( IShaderDynamicAPI *pShaderAPI )
{
}
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
#endif // _DEBUG
return 0;
}
};
#define shaderDynamicTest_spritecard_ps20 0
static const ShaderComboInformation_t s_StaticComboArray_spritecard_ps20[19] =
{
{ "DUALSEQUENCE", 0, 1 },
{ "SEQUENCE_BLEND_MODE", 0, 2 },
{ "ADDBASETEXTURE2", 0, 1 },
{ "MAXLUMFRAMEBLEND1", 0, 1 },
{ "MAXLUMFRAMEBLEND2", 0, 1 },
{ "EXTRACTGREENALPHA", 0, 1 },
{ "COLORRAMP", 0, 1 },
{ "ANIMBLEND", 0, 1 },
{ "ADDSELF", 0, 1 },
{ "MOD2X", 0, 1 },
{ "DEPTHBLEND", 0, 1 },
{ "INVERSEDEPTHBLEND", 0, 1 },
{ "SHADER_SRGB_READ", 0, 1 },
{ "COLOR_LERP_PS", 0, 1 },
{ "PACKED_INTERPOLATOR", 0, 1 },
{ "DISTANCEALPHA", 0, 1 },
{ "SOFTEDGES", 0, 1 },
{ "OUTLINE", 0, 1 },
{ "MULOUTPUTBYALPHA", 0, 1 },
};
static const ShaderComboSemantics_t spritecard_ps20_combos =
{
"spritecard_ps20", NULL, 0, s_StaticComboArray_spritecard_ps20, 19
};
class ConstructMe_spritecard_ps20
{
public:
ConstructMe_spritecard_ps20()
{
GetShaderDLL()->AddShaderComboInformation( &spritecard_ps20_combos );
}
};
static ConstructMe_spritecard_ps20 s_ConstructMe_spritecard_ps20;