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// ALL SKIP STATEMENTS THAT AFFECT THIS SHADER!!!
// ( $CONVERT_FROM_LINEAR == 0 ) && ( $CONVERT_TO_LINEAR == 1 )
// ( $TOOL_MODE == 0 ) && ( $CONVERT_FROM_LINEAR == 1 )
// ( $TOOL_MODE == 0 ) && ( $CONVERT_TO_LINEAR == 1 )
// ( $CONVERT_FROM_LINEAR == 1 ) && ( $LINEAR_INPUT == 1 )
// ( $CONVERT_TO_LINEAR == 1 ) && ( $LINEAR_OUTPUT == 1 )
// ( $LOCAL_CONTRAST_ENABLE == 0 ) && ( $BLURRED_VIGNETTE_ENABLE == 1 )
// ( $TOOL_MODE == 0 ) && $TV_GAMMA
// ( $TOOL_MODE == 0 ) && $DESATURATEENABLE
// 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 engine_post_ps20b_Static_Index { private: int m_nTOOL_MODE; #ifdef _DEBUG bool m_bTOOL_MODE; #endif public: void SetTOOL_MODE( int i ) { Assert( i >= 0 && i <= 1 ); m_nTOOL_MODE = i; #ifdef _DEBUG m_bTOOL_MODE = true; #endif } void SetTOOL_MODE( bool i ) { Assert( ( i ? 1 : 0 ) >= 0 && ( i ? 1 : 0 ) <= 1 ); m_nTOOL_MODE = i ? 1 : 0; #ifdef _DEBUG m_bTOOL_MODE = true; #endif } private: int m_nDEPTH_BLUR_ENABLE; #ifdef _DEBUG bool m_bDEPTH_BLUR_ENABLE; #endif public: void SetDEPTH_BLUR_ENABLE( int i ) { Assert( i >= 0 && i <= 1 ); m_nDEPTH_BLUR_ENABLE = i; #ifdef _DEBUG m_bDEPTH_BLUR_ENABLE = true; #endif } void SetDEPTH_BLUR_ENABLE( bool i ) { Assert( ( i ? 1 : 0 ) >= 0 && ( i ? 1 : 0 ) <= 1 ); m_nDEPTH_BLUR_ENABLE = i ? 1 : 0; #ifdef _DEBUG m_bDEPTH_BLUR_ENABLE = true; #endif } private: int m_nLINEAR_INPUT; #ifdef _DEBUG bool m_bLINEAR_INPUT; #endif public: void SetLINEAR_INPUT( int i ) { Assert( i >= 0 && i <= 0 ); m_nLINEAR_INPUT = i; #ifdef _DEBUG m_bLINEAR_INPUT = true; #endif } void SetLINEAR_INPUT( bool i ) { Assert( ( i ? 1 : 0 ) >= 0 && ( i ? 1 : 0 ) <= 0 ); m_nLINEAR_INPUT = i ? 1 : 0; #ifdef _DEBUG m_bLINEAR_INPUT = true; #endif } private: int m_nLINEAR_OUTPUT; #ifdef _DEBUG bool m_bLINEAR_OUTPUT; #endif public: void SetLINEAR_OUTPUT( int i ) { Assert( i >= 0 && i <= 0 ); m_nLINEAR_OUTPUT = i; #ifdef _DEBUG m_bLINEAR_OUTPUT = true; #endif } void SetLINEAR_OUTPUT( bool i ) { Assert( ( i ? 1 : 0 ) >= 0 && ( i ? 1 : 0 ) <= 0 ); m_nLINEAR_OUTPUT = i ? 1 : 0; #ifdef _DEBUG m_bLINEAR_OUTPUT = true; #endif } public: // CONSTRUCTOR
engine_post_ps20b_Static_Index( IShaderShadow *pShaderShadow, IMaterialVar **params ) { #ifdef _DEBUG m_bTOOL_MODE = false; #endif // _DEBUG
m_nTOOL_MODE = 0; #ifdef _DEBUG m_bDEPTH_BLUR_ENABLE = false; #endif // _DEBUG
m_nDEPTH_BLUR_ENABLE = 0; #ifdef _DEBUG m_bLINEAR_INPUT = false; #endif // _DEBUG
m_nLINEAR_INPUT = 0; #ifdef _DEBUG m_bLINEAR_OUTPUT = false; #endif // _DEBUG
m_nLINEAR_OUTPUT = 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_bTOOL_MODE && m_bDEPTH_BLUR_ENABLE && m_bLINEAR_INPUT && m_bLINEAR_OUTPUT; Assert( bAllStaticVarsDefined ); #endif // _DEBUG
return ( 384 * m_nTOOL_MODE ) + ( 768 * m_nDEPTH_BLUR_ENABLE ) + ( 1536 * m_nLINEAR_INPUT ) + ( 1536 * m_nLINEAR_OUTPUT ) + 0; } }; #define shaderStaticTest_engine_post_ps20b psh_forgot_to_set_static_TOOL_MODE + psh_forgot_to_set_static_DEPTH_BLUR_ENABLE + psh_forgot_to_set_static_LINEAR_INPUT + psh_forgot_to_set_static_LINEAR_OUTPUT + 0 class engine_post_ps20b_Dynamic_Index { private: int m_nAA_ENABLE; #ifdef _DEBUG bool m_bAA_ENABLE; #endif public: void SetAA_ENABLE( int i ) { Assert( i >= 0 && i <= 1 ); m_nAA_ENABLE = i; #ifdef _DEBUG m_bAA_ENABLE = true; #endif } void SetAA_ENABLE( bool i ) { Assert( ( i ? 1 : 0 ) >= 0 && ( i ? 1 : 0 ) <= 1 ); m_nAA_ENABLE = i ? 1 : 0; #ifdef _DEBUG m_bAA_ENABLE = true; #endif } private: int m_nCOL_CORRECT_NUM_LOOKUPS; #ifdef _DEBUG bool m_bCOL_CORRECT_NUM_LOOKUPS; #endif public: void SetCOL_CORRECT_NUM_LOOKUPS( int i ) { Assert( i >= 0 && i <= 3 ); m_nCOL_CORRECT_NUM_LOOKUPS = i; #ifdef _DEBUG m_bCOL_CORRECT_NUM_LOOKUPS = true; #endif } void SetCOL_CORRECT_NUM_LOOKUPS( bool i ) { Assert( ( i ? 1 : 0 ) >= 0 && ( i ? 1 : 0 ) <= 3 ); m_nCOL_CORRECT_NUM_LOOKUPS = i ? 1 : 0; #ifdef _DEBUG m_bCOL_CORRECT_NUM_LOOKUPS = true; #endif } private: int m_nCONVERT_FROM_LINEAR; #ifdef _DEBUG bool m_bCONVERT_FROM_LINEAR; #endif public: void SetCONVERT_FROM_LINEAR( int i ) { Assert( i >= 0 && i <= 0 ); m_nCONVERT_FROM_LINEAR = i; #ifdef _DEBUG m_bCONVERT_FROM_LINEAR = true; #endif } void SetCONVERT_FROM_LINEAR( bool i ) { Assert( ( i ? 1 : 0 ) >= 0 && ( i ? 1 : 0 ) <= 0 ); m_nCONVERT_FROM_LINEAR = i ? 1 : 0; #ifdef _DEBUG m_bCONVERT_FROM_LINEAR = true; #endif } private: int m_nCONVERT_TO_LINEAR; #ifdef _DEBUG bool m_bCONVERT_TO_LINEAR; #endif public: void SetCONVERT_TO_LINEAR( int i ) { Assert( i >= 0 && i <= 0 ); m_nCONVERT_TO_LINEAR = i; #ifdef _DEBUG m_bCONVERT_TO_LINEAR = true; #endif } void SetCONVERT_TO_LINEAR( bool i ) { Assert( ( i ? 1 : 0 ) >= 0 && ( i ? 1 : 0 ) <= 0 ); m_nCONVERT_TO_LINEAR = i ? 1 : 0; #ifdef _DEBUG m_bCONVERT_TO_LINEAR = true; #endif } private: int m_nFADE_TO_BLACK; #ifdef _DEBUG bool m_bFADE_TO_BLACK; #endif public: void SetFADE_TO_BLACK( int i ) { Assert( i >= 0 && i <= 1 ); m_nFADE_TO_BLACK = i; #ifdef _DEBUG m_bFADE_TO_BLACK = true; #endif } void SetFADE_TO_BLACK( bool i ) { Assert( ( i ? 1 : 0 ) >= 0 && ( i ? 1 : 0 ) <= 1 ); m_nFADE_TO_BLACK = i ? 1 : 0; #ifdef _DEBUG m_bFADE_TO_BLACK = true; #endif } private: int m_nFADE_TYPE; #ifdef _DEBUG bool m_bFADE_TYPE; #endif public: void SetFADE_TYPE( int i ) { Assert( i >= 0 && i <= 2 ); m_nFADE_TYPE = i; #ifdef _DEBUG m_bFADE_TYPE = true; #endif } void SetFADE_TYPE( bool i ) { Assert( ( i ? 1 : 0 ) >= 0 && ( i ? 1 : 0 ) <= 2 ); m_nFADE_TYPE = i ? 1 : 0; #ifdef _DEBUG m_bFADE_TYPE = true; #endif } private: int m_nNOISE_ENABLE; #ifdef _DEBUG bool m_bNOISE_ENABLE; #endif public: void SetNOISE_ENABLE( int i ) { Assert( i >= 0 && i <= 0 ); m_nNOISE_ENABLE = i; #ifdef _DEBUG m_bNOISE_ENABLE = true; #endif } void SetNOISE_ENABLE( bool i ) { Assert( ( i ? 1 : 0 ) >= 0 && ( i ? 1 : 0 ) <= 0 ); m_nNOISE_ENABLE = i ? 1 : 0; #ifdef _DEBUG m_bNOISE_ENABLE = true; #endif } private: int m_nVIGNETTE_ENABLE; #ifdef _DEBUG bool m_bVIGNETTE_ENABLE; #endif public: void SetVIGNETTE_ENABLE( int i ) { Assert( i >= 0 && i <= 1 ); m_nVIGNETTE_ENABLE = i; #ifdef _DEBUG m_bVIGNETTE_ENABLE = true; #endif } void SetVIGNETTE_ENABLE( bool i ) { Assert( ( i ? 1 : 0 ) >= 0 && ( i ? 1 : 0 ) <= 1 ); m_nVIGNETTE_ENABLE = i ? 1 : 0; #ifdef _DEBUG m_bVIGNETTE_ENABLE = true; #endif } private: int m_nLOCAL_CONTRAST_ENABLE; #ifdef _DEBUG bool m_bLOCAL_CONTRAST_ENABLE; #endif public: void SetLOCAL_CONTRAST_ENABLE( int i ) { Assert( i >= 0 && i <= 1 ); m_nLOCAL_CONTRAST_ENABLE = i; #ifdef _DEBUG m_bLOCAL_CONTRAST_ENABLE = true; #endif } void SetLOCAL_CONTRAST_ENABLE( bool i ) { Assert( ( i ? 1 : 0 ) >= 0 && ( i ? 1 : 0 ) <= 1 ); m_nLOCAL_CONTRAST_ENABLE = i ? 1 : 0; #ifdef _DEBUG m_bLOCAL_CONTRAST_ENABLE = true; #endif } private: int m_nBLURRED_VIGNETTE_ENABLE; #ifdef _DEBUG bool m_bBLURRED_VIGNETTE_ENABLE; #endif public: void SetBLURRED_VIGNETTE_ENABLE( int i ) { Assert( i >= 0 && i <= 1 ); m_nBLURRED_VIGNETTE_ENABLE = i; #ifdef _DEBUG m_bBLURRED_VIGNETTE_ENABLE = true; #endif } void SetBLURRED_VIGNETTE_ENABLE( bool i ) { Assert( ( i ? 1 : 0 ) >= 0 && ( i ? 1 : 0 ) <= 1 ); m_nBLURRED_VIGNETTE_ENABLE = i ? 1 : 0; #ifdef _DEBUG m_bBLURRED_VIGNETTE_ENABLE = true; #endif } private: int m_nVOMIT_ENABLE; #ifdef _DEBUG bool m_bVOMIT_ENABLE; #endif public: void SetVOMIT_ENABLE( int i ) { Assert( i >= 0 && i <= 0 ); m_nVOMIT_ENABLE = i; #ifdef _DEBUG m_bVOMIT_ENABLE = true; #endif } void SetVOMIT_ENABLE( bool i ) { Assert( ( i ? 1 : 0 ) >= 0 && ( i ? 1 : 0 ) <= 0 ); m_nVOMIT_ENABLE = i ? 1 : 0; #ifdef _DEBUG m_bVOMIT_ENABLE = true; #endif } public: // CONSTRUCTOR
engine_post_ps20b_Dynamic_Index( IShaderDynamicAPI *pShaderAPI ) { #ifdef _DEBUG m_bAA_ENABLE = false; #endif // _DEBUG
m_nAA_ENABLE = 0; #ifdef _DEBUG m_bCOL_CORRECT_NUM_LOOKUPS = false; #endif // _DEBUG
m_nCOL_CORRECT_NUM_LOOKUPS = 0; #ifdef _DEBUG m_bCONVERT_FROM_LINEAR = false; #endif // _DEBUG
m_nCONVERT_FROM_LINEAR = 0; #ifdef _DEBUG m_bCONVERT_TO_LINEAR = false; #endif // _DEBUG
m_nCONVERT_TO_LINEAR = 0; #ifdef _DEBUG m_bFADE_TO_BLACK = false; #endif // _DEBUG
m_nFADE_TO_BLACK = 0; #ifdef _DEBUG m_bFADE_TYPE = false; #endif // _DEBUG
m_nFADE_TYPE = 0; #ifdef _DEBUG m_bNOISE_ENABLE = false; #endif // _DEBUG
m_nNOISE_ENABLE = 0; #ifdef _DEBUG m_bVIGNETTE_ENABLE = false; #endif // _DEBUG
m_nVIGNETTE_ENABLE = 0; #ifdef _DEBUG m_bLOCAL_CONTRAST_ENABLE = false; #endif // _DEBUG
m_nLOCAL_CONTRAST_ENABLE = 0; #ifdef _DEBUG m_bBLURRED_VIGNETTE_ENABLE = false; #endif // _DEBUG
m_nBLURRED_VIGNETTE_ENABLE = 0; #ifdef _DEBUG m_bVOMIT_ENABLE = false; #endif // _DEBUG
m_nVOMIT_ENABLE = 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_bAA_ENABLE && m_bCOL_CORRECT_NUM_LOOKUPS && m_bCONVERT_FROM_LINEAR && m_bCONVERT_TO_LINEAR && m_bFADE_TO_BLACK && m_bFADE_TYPE && m_bNOISE_ENABLE && m_bVIGNETTE_ENABLE && m_bLOCAL_CONTRAST_ENABLE && m_bBLURRED_VIGNETTE_ENABLE && m_bVOMIT_ENABLE; Assert( bAllDynamicVarsDefined ); #endif // _DEBUG
return ( 1 * m_nAA_ENABLE ) + ( 2 * m_nCOL_CORRECT_NUM_LOOKUPS ) + ( 8 * m_nCONVERT_FROM_LINEAR ) + ( 8 * m_nCONVERT_TO_LINEAR ) + ( 8 * m_nFADE_TO_BLACK ) + ( 16 * m_nFADE_TYPE ) + ( 48 * m_nNOISE_ENABLE ) + ( 48 * m_nVIGNETTE_ENABLE ) + ( 96 * m_nLOCAL_CONTRAST_ENABLE ) + ( 192 * m_nBLURRED_VIGNETTE_ENABLE ) + ( 384 * m_nVOMIT_ENABLE ) + 0; } }; #define shaderDynamicTest_engine_post_ps20b psh_forgot_to_set_dynamic_AA_ENABLE + psh_forgot_to_set_dynamic_COL_CORRECT_NUM_LOOKUPS + psh_forgot_to_set_dynamic_CONVERT_FROM_LINEAR + psh_forgot_to_set_dynamic_CONVERT_TO_LINEAR + psh_forgot_to_set_dynamic_FADE_TO_BLACK + psh_forgot_to_set_dynamic_FADE_TYPE + psh_forgot_to_set_dynamic_NOISE_ENABLE + psh_forgot_to_set_dynamic_VIGNETTE_ENABLE + psh_forgot_to_set_dynamic_LOCAL_CONTRAST_ENABLE + psh_forgot_to_set_dynamic_BLURRED_VIGNETTE_ENABLE + psh_forgot_to_set_dynamic_VOMIT_ENABLE + 0
static const ShaderComboInformation_t s_DynamicComboArray_Engine_Post_ps20b[11] = { { "AA_ENABLE", 0, 1 }, { "COL_CORRECT_NUM_LOOKUPS", 0, 3 }, { "CONVERT_FROM_LINEAR", 0, 0 }, { "CONVERT_TO_LINEAR", 0, 0 }, { "FADE_TO_BLACK", 0, 1 }, { "FADE_TYPE", 0, 2 }, { "NOISE_ENABLE", 0, 0 }, { "VIGNETTE_ENABLE", 0, 1 }, { "LOCAL_CONTRAST_ENABLE", 0, 1 }, { "BLURRED_VIGNETTE_ENABLE", 0, 1 }, { "VOMIT_ENABLE", 0, 0 }, };
static const ShaderComboInformation_t s_StaticComboArray_Engine_Post_ps20b[4] = { { "TOOL_MODE", 0, 1 }, { "DEPTH_BLUR_ENABLE", 0, 1 }, { "LINEAR_INPUT", 0, 0 }, { "LINEAR_OUTPUT", 0, 0 }, }; static const ShaderComboSemantics_t Engine_Post_ps20b_combos = { "Engine_Post_ps20b", s_DynamicComboArray_Engine_Post_ps20b, 11, s_StaticComboArray_Engine_Post_ps20b, 4 };
class ConstructMe_Engine_Post_ps20b { public: ConstructMe_Engine_Post_ps20b() { GetShaderDLL()->AddShaderComboInformation( &Engine_Post_ps20b_combos ); } };
static ConstructMe_Engine_Post_ps20b s_ConstructMe_Engine_Post_ps20b;
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