Counter Strike : Global Offensive Source Code
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265 lines
6.6 KiB

// 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 ( 48 * m_nTOOL_MODE ) + ( 96 * 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 <= 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_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 ) + ( 2 * m_nCOL_CORRECT_NUM_LOOKUPS ) + ( 8 * m_nFADE_TO_BLACK ) + ( 16 * m_nFADE_TYPE ) + ( 48 * 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, 1 },
{ "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;