// 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_ps20_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 } public: // CONSTRUCTOR engine_post_ps20_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; } 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; Assert( bAllStaticVarsDefined ); #endif // _DEBUG return ( 24 * m_nTOOL_MODE ) + ( 48 * m_nDEPTH_BLUR_ENABLE ) + 0; } }; #define shaderStaticTest_engine_post_ps20 psh_forgot_to_set_static_TOOL_MODE + psh_forgot_to_set_static_DEPTH_BLUR_ENABLE + 0 class engine_post_ps20_Dynamic_Index { private: int m_nAA_ENABLE; #ifdef _DEBUG bool m_bAA_ENABLE; #endif public: void SetAA_ENABLE( int i ) { Assert( i >= 0 && i <= 0 ); m_nAA_ENABLE = i; #ifdef _DEBUG m_bAA_ENABLE = true; #endif } void SetAA_ENABLE( bool i ) { Assert( ( i ? 1 : 0 ) >= 0 && ( i ? 1 : 0 ) <= 0 ); 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_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_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_ps20_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_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_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_bFADE_TO_BLACK && m_bFADE_TYPE && m_bVOMIT_ENABLE; Assert( bAllDynamicVarsDefined ); #endif // _DEBUG return ( 1 * m_nAA_ENABLE ) + ( 1 * m_nCOL_CORRECT_NUM_LOOKUPS ) + ( 4 * m_nFADE_TO_BLACK ) + ( 8 * m_nFADE_TYPE ) + ( 24 * m_nVOMIT_ENABLE ) + 0; } }; #define shaderDynamicTest_engine_post_ps20 psh_forgot_to_set_dynamic_AA_ENABLE + psh_forgot_to_set_dynamic_COL_CORRECT_NUM_LOOKUPS + psh_forgot_to_set_dynamic_FADE_TO_BLACK + psh_forgot_to_set_dynamic_FADE_TYPE + psh_forgot_to_set_dynamic_VOMIT_ENABLE + 0 static const ShaderComboInformation_t s_DynamicComboArray_Engine_Post_ps20[5] = { { "AA_ENABLE", 0, 0 }, { "COL_CORRECT_NUM_LOOKUPS", 0, 3 }, { "FADE_TO_BLACK", 0, 1 }, { "FADE_TYPE", 0, 2 }, { "VOMIT_ENABLE", 0, 0 }, }; static const ShaderComboInformation_t s_StaticComboArray_Engine_Post_ps20[2] = { { "TOOL_MODE", 0, 1 }, { "DEPTH_BLUR_ENABLE", 0, 1 }, }; static const ShaderComboSemantics_t Engine_Post_ps20_combos = { "Engine_Post_ps20", s_DynamicComboArray_Engine_Post_ps20, 5, s_StaticComboArray_Engine_Post_ps20, 2 }; class ConstructMe_Engine_Post_ps20 { public: ConstructMe_Engine_Post_ps20() { GetShaderDLL()->AddShaderComboInformation( &Engine_Post_ps20_combos ); } }; static ConstructMe_Engine_Post_ps20 s_ConstructMe_Engine_Post_ps20;