Counter Strike : Global Offensive Source Code
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// ALL SKIP STATEMENTS THAT AFFECT THIS SHADER!!!
// ( $FLOAT_BACK_BUFFER == 1 ) && ( $SRGB_INPUT_ADAPTER == 1 )
// 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 downsample_nohdr_ps20b_Static_Index { private: int m_nBLOOMTYPE; #ifdef _DEBUG bool m_bBLOOMTYPE; #endif public: void SetBLOOMTYPE( int i ) { Assert( i >= 0 && i <= 1 ); m_nBLOOMTYPE = i; #ifdef _DEBUG m_bBLOOMTYPE = true; #endif } void SetBLOOMTYPE( bool i ) { Assert( ( i ? 1 : 0 ) >= 0 && ( i ? 1 : 0 ) <= 1 ); m_nBLOOMTYPE = i ? 1 : 0; #ifdef _DEBUG m_bBLOOMTYPE = true; #endif } private: int m_nPS3REGCOUNT48; #ifdef _DEBUG bool m_bPS3REGCOUNT48; #endif public: void SetPS3REGCOUNT48( int i ) { Assert( i >= 0 && i <= 0 ); m_nPS3REGCOUNT48 = i; #ifdef _DEBUG m_bPS3REGCOUNT48 = true; #endif } void SetPS3REGCOUNT48( bool i ) { Assert( ( i ? 1 : 0 ) >= 0 && ( i ? 1 : 0 ) <= 0 ); m_nPS3REGCOUNT48 = i ? 1 : 0; #ifdef _DEBUG m_bPS3REGCOUNT48 = true; #endif } private: int m_nSRGB_INPUT_ADAPTER; #ifdef _DEBUG bool m_bSRGB_INPUT_ADAPTER; #endif public: void SetSRGB_INPUT_ADAPTER( int i ) { Assert( i >= 0 && i <= 0 ); m_nSRGB_INPUT_ADAPTER = i; #ifdef _DEBUG m_bSRGB_INPUT_ADAPTER = true; #endif } void SetSRGB_INPUT_ADAPTER( bool i ) { Assert( ( i ? 1 : 0 ) >= 0 && ( i ? 1 : 0 ) <= 0 ); m_nSRGB_INPUT_ADAPTER = i ? 1 : 0; #ifdef _DEBUG m_bSRGB_INPUT_ADAPTER = true; #endif } public: // CONSTRUCTOR
downsample_nohdr_ps20b_Static_Index( IShaderShadow *pShaderShadow, IMaterialVar **params ) { #ifdef _DEBUG m_bBLOOMTYPE = false; #endif // _DEBUG
m_nBLOOMTYPE = 0; #ifdef _DEBUG m_bPS3REGCOUNT48 = false; #endif // _DEBUG
m_nPS3REGCOUNT48 = 0; #ifdef _DEBUG m_bSRGB_INPUT_ADAPTER = false; #endif // _DEBUG
m_nSRGB_INPUT_ADAPTER = 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_bBLOOMTYPE && m_bPS3REGCOUNT48 && m_bSRGB_INPUT_ADAPTER; Assert( bAllStaticVarsDefined ); #endif // _DEBUG
return ( 1 * m_nBLOOMTYPE ) + ( 2 * m_nPS3REGCOUNT48 ) + ( 2 * m_nSRGB_INPUT_ADAPTER ) + 0; } }; #define shaderStaticTest_downsample_nohdr_ps20b psh_forgot_to_set_static_BLOOMTYPE + psh_forgot_to_set_static_PS3REGCOUNT48 + psh_forgot_to_set_static_SRGB_INPUT_ADAPTER + 0 class downsample_nohdr_ps20b_Dynamic_Index { private: int m_nFLOAT_BACK_BUFFER; #ifdef _DEBUG bool m_bFLOAT_BACK_BUFFER; #endif public: void SetFLOAT_BACK_BUFFER( int i ) { Assert( i >= 0 && i <= 0 ); m_nFLOAT_BACK_BUFFER = i; #ifdef _DEBUG m_bFLOAT_BACK_BUFFER = true; #endif } void SetFLOAT_BACK_BUFFER( bool i ) { Assert( ( i ? 1 : 0 ) >= 0 && ( i ? 1 : 0 ) <= 0 ); m_nFLOAT_BACK_BUFFER = i ? 1 : 0; #ifdef _DEBUG m_bFLOAT_BACK_BUFFER = true; #endif } public: // CONSTRUCTOR
downsample_nohdr_ps20b_Dynamic_Index( IShaderDynamicAPI *pShaderAPI ) { #ifdef _DEBUG m_bFLOAT_BACK_BUFFER = false; #endif // _DEBUG
m_nFLOAT_BACK_BUFFER = 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_bFLOAT_BACK_BUFFER; Assert( bAllDynamicVarsDefined ); #endif // _DEBUG
return ( 1 * m_nFLOAT_BACK_BUFFER ) + 0; } }; #define shaderDynamicTest_downsample_nohdr_ps20b psh_forgot_to_set_dynamic_FLOAT_BACK_BUFFER + 0
static const ShaderComboInformation_t s_DynamicComboArray_downsample_nohdr_ps20b[1] = { { "FLOAT_BACK_BUFFER", 0, 0 }, };
static const ShaderComboInformation_t s_StaticComboArray_downsample_nohdr_ps20b[3] = { { "BLOOMTYPE", 0, 1 }, { "PS3REGCOUNT48", 0, 0 }, { "SRGB_INPUT_ADAPTER", 0, 0 }, }; static const ShaderComboSemantics_t downsample_nohdr_ps20b_combos = { "downsample_nohdr_ps20b", s_DynamicComboArray_downsample_nohdr_ps20b, 1, s_StaticComboArray_downsample_nohdr_ps20b, 3 };
class ConstructMe_downsample_nohdr_ps20b { public: ConstructMe_downsample_nohdr_ps20b() { GetShaderDLL()->AddShaderComboInformation( &downsample_nohdr_ps20b_combos ); } };
static ConstructMe_downsample_nohdr_ps20b s_ConstructMe_downsample_nohdr_ps20b;
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