Counter Strike : Global Offensive Source Code
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199 lines
4.6 KiB

// ALL SKIP STATEMENTS THAT AFFECT THIS SHADER!!!
// defined $LIGHTING_PREVIEW && defined $FASTPATH && $LIGHTING_PREVIEW && $FASTPATH
#include "shaderlib/cshader.h"
class treeleaf_vs20_Static_Index
{
private:
int m_nHALFLAMBERT;
#ifdef _DEBUG
bool m_bHALFLAMBERT;
#endif
public:
void SetHALFLAMBERT( int i )
{
Assert( i >= 0 && i <= 1 );
m_nHALFLAMBERT = i;
#ifdef _DEBUG
m_bHALFLAMBERT = true;
#endif
}
void SetHALFLAMBERT( bool i )
{
Assert( ( i ? 1 : 0 ) >= 0 && ( i ? 1 : 0 ) <= 1 );
m_nHALFLAMBERT = i ? 1 : 0;
#ifdef _DEBUG
m_bHALFLAMBERT = true;
#endif
}
private:
int m_nFLATTEN_STATIC_CONTROL_FLOW;
#ifdef _DEBUG
bool m_bFLATTEN_STATIC_CONTROL_FLOW;
#endif
public:
void SetFLATTEN_STATIC_CONTROL_FLOW( int i )
{
Assert( i >= 0 && i <= 0 );
m_nFLATTEN_STATIC_CONTROL_FLOW = i;
#ifdef _DEBUG
m_bFLATTEN_STATIC_CONTROL_FLOW = true;
#endif
}
void SetFLATTEN_STATIC_CONTROL_FLOW( bool i )
{
Assert( ( i ? 1 : 0 ) >= 0 && ( i ? 1 : 0 ) <= 0 );
m_nFLATTEN_STATIC_CONTROL_FLOW = i ? 1 : 0;
#ifdef _DEBUG
m_bFLATTEN_STATIC_CONTROL_FLOW = true;
#endif
}
public:
// CONSTRUCTOR
treeleaf_vs20_Static_Index( IShaderShadow *pShaderShadow, IMaterialVar **params )
{
#ifdef _DEBUG
m_bHALFLAMBERT = false;
#endif // _DEBUG
m_nHALFLAMBERT = 0;
#ifdef _DEBUG
m_bFLATTEN_STATIC_CONTROL_FLOW = false;
#endif // _DEBUG
m_nFLATTEN_STATIC_CONTROL_FLOW = 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_bHALFLAMBERT && m_bFLATTEN_STATIC_CONTROL_FLOW;
Assert( bAllStaticVarsDefined );
#endif // _DEBUG
return ( 4 * m_nHALFLAMBERT ) + ( 8 * m_nFLATTEN_STATIC_CONTROL_FLOW ) + 0;
}
};
#define shaderStaticTest_treeleaf_vs20 vsh_forgot_to_set_static_HALFLAMBERT + vsh_forgot_to_set_static_FLATTEN_STATIC_CONTROL_FLOW + 0
class treeleaf_vs20_Dynamic_Index
{
private:
int m_nDYNAMIC_LIGHT;
#ifdef _DEBUG
bool m_bDYNAMIC_LIGHT;
#endif
public:
void SetDYNAMIC_LIGHT( int i )
{
Assert( i >= 0 && i <= 1 );
m_nDYNAMIC_LIGHT = i;
#ifdef _DEBUG
m_bDYNAMIC_LIGHT = true;
#endif
}
void SetDYNAMIC_LIGHT( bool i )
{
Assert( ( i ? 1 : 0 ) >= 0 && ( i ? 1 : 0 ) <= 1 );
m_nDYNAMIC_LIGHT = i ? 1 : 0;
#ifdef _DEBUG
m_bDYNAMIC_LIGHT = true;
#endif
}
private:
int m_nSTATIC_LIGHT;
#ifdef _DEBUG
bool m_bSTATIC_LIGHT;
#endif
public:
void SetSTATIC_LIGHT( int i )
{
Assert( i >= 0 && i <= 1 );
m_nSTATIC_LIGHT = i;
#ifdef _DEBUG
m_bSTATIC_LIGHT = true;
#endif
}
void SetSTATIC_LIGHT( bool i )
{
Assert( ( i ? 1 : 0 ) >= 0 && ( i ? 1 : 0 ) <= 1 );
m_nSTATIC_LIGHT = i ? 1 : 0;
#ifdef _DEBUG
m_bSTATIC_LIGHT = true;
#endif
}
private:
int m_nNUM_LIGHTS;
#ifdef _DEBUG
bool m_bNUM_LIGHTS;
#endif
public:
void SetNUM_LIGHTS( int i )
{
Assert( i >= 0 && i <= 0 );
m_nNUM_LIGHTS = i;
#ifdef _DEBUG
m_bNUM_LIGHTS = true;
#endif
}
void SetNUM_LIGHTS( bool i )
{
Assert( ( i ? 1 : 0 ) >= 0 && ( i ? 1 : 0 ) <= 0 );
m_nNUM_LIGHTS = i ? 1 : 0;
#ifdef _DEBUG
m_bNUM_LIGHTS = true;
#endif
}
public:
// CONSTRUCTOR
treeleaf_vs20_Dynamic_Index( IShaderDynamicAPI *pShaderAPI )
{
#ifdef _DEBUG
m_bDYNAMIC_LIGHT = false;
#endif // _DEBUG
m_nDYNAMIC_LIGHT = 0;
#ifdef _DEBUG
m_bSTATIC_LIGHT = false;
#endif // _DEBUG
m_nSTATIC_LIGHT = 0;
#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_bDYNAMIC_LIGHT && m_bSTATIC_LIGHT && m_bNUM_LIGHTS;
Assert( bAllDynamicVarsDefined );
#endif // _DEBUG
return ( 1 * m_nDYNAMIC_LIGHT ) + ( 2 * m_nSTATIC_LIGHT ) + ( 4 * m_nNUM_LIGHTS ) + 0;
}
};
#define shaderDynamicTest_treeleaf_vs20 vsh_forgot_to_set_dynamic_DYNAMIC_LIGHT + vsh_forgot_to_set_dynamic_STATIC_LIGHT + vsh_forgot_to_set_dynamic_NUM_LIGHTS + 0
static const ShaderComboInformation_t s_DynamicComboArray_TreeLeaf_vs20[3] =
{
{ "DYNAMIC_LIGHT", 0, 1 },
{ "STATIC_LIGHT", 0, 1 },
{ "NUM_LIGHTS", 0, 0 },
};
static const ShaderComboInformation_t s_StaticComboArray_TreeLeaf_vs20[2] =
{
{ "HALFLAMBERT", 0, 1 },
{ "FLATTEN_STATIC_CONTROL_FLOW", 0, 0 },
};
static const ShaderComboSemantics_t TreeLeaf_vs20_combos =
{
"TreeLeaf_vs20", s_DynamicComboArray_TreeLeaf_vs20, 3, s_StaticComboArray_TreeLeaf_vs20, 2
};
class ConstructMe_TreeLeaf_vs20
{
public:
ConstructMe_TreeLeaf_vs20()
{
GetShaderDLL()->AddShaderComboInformation( &TreeLeaf_vs20_combos );
}
};
static ConstructMe_TreeLeaf_vs20 s_ConstructMe_TreeLeaf_vs20;