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177 lines
4.6 KiB
177 lines
4.6 KiB
// ALL SKIP STATEMENTS THAT AFFECT THIS SHADER!!!
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// ( $FLOAT_BACK_BUFFER == 1 ) && ( $SRGB_INPUT_ADAPTER == 1 )
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// defined $PIXELFOGTYPE && defined $WRITEWATERFOGTODESTALPHA && ( $PIXELFOGTYPE != 1 ) && $WRITEWATERFOGTODESTALPHA
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// defined $LIGHTING_PREVIEW && defined $FASTPATHENVMAPTINT && $LIGHTING_PREVIEW && $FASTPATHENVMAPTINT
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// defined $LIGHTING_PREVIEW && defined $FASTPATHENVMAPCONTRAST && $LIGHTING_PREVIEW && $FASTPATHENVMAPCONTRAST
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// defined $LIGHTING_PREVIEW && defined $FASTPATH && $LIGHTING_PREVIEW && $FASTPATH
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// ($FLASHLIGHT || $FLASHLIGHTSHADOWS) && $LIGHTING_PREVIEW
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#include "shaderlib/cshader.h"
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class downsample_nohdr_ps20b_Static_Index
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{
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private:
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int m_nBLOOMTYPE;
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#ifdef _DEBUG
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bool m_bBLOOMTYPE;
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#endif
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public:
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void SetBLOOMTYPE( int i )
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{
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Assert( i >= 0 && i <= 1 );
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m_nBLOOMTYPE = i;
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#ifdef _DEBUG
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m_bBLOOMTYPE = true;
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#endif
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}
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void SetBLOOMTYPE( bool i )
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{
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Assert( ( i ? 1 : 0 ) >= 0 && ( i ? 1 : 0 ) <= 1 );
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m_nBLOOMTYPE = i ? 1 : 0;
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#ifdef _DEBUG
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m_bBLOOMTYPE = true;
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#endif
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}
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private:
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int m_nPS3REGCOUNT48;
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#ifdef _DEBUG
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bool m_bPS3REGCOUNT48;
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#endif
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public:
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void SetPS3REGCOUNT48( int i )
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{
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Assert( i >= 0 && i <= 0 );
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m_nPS3REGCOUNT48 = i;
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#ifdef _DEBUG
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m_bPS3REGCOUNT48 = true;
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#endif
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}
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void SetPS3REGCOUNT48( bool i )
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{
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Assert( ( i ? 1 : 0 ) >= 0 && ( i ? 1 : 0 ) <= 0 );
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m_nPS3REGCOUNT48 = i ? 1 : 0;
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#ifdef _DEBUG
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m_bPS3REGCOUNT48 = true;
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#endif
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}
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private:
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int m_nSRGB_INPUT_ADAPTER;
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#ifdef _DEBUG
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bool m_bSRGB_INPUT_ADAPTER;
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#endif
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public:
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void SetSRGB_INPUT_ADAPTER( int i )
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{
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Assert( i >= 0 && i <= 0 );
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m_nSRGB_INPUT_ADAPTER = i;
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#ifdef _DEBUG
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m_bSRGB_INPUT_ADAPTER = true;
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#endif
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}
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void SetSRGB_INPUT_ADAPTER( bool i )
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{
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Assert( ( i ? 1 : 0 ) >= 0 && ( i ? 1 : 0 ) <= 0 );
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m_nSRGB_INPUT_ADAPTER = i ? 1 : 0;
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#ifdef _DEBUG
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m_bSRGB_INPUT_ADAPTER = true;
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#endif
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}
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public:
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// CONSTRUCTOR
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downsample_nohdr_ps20b_Static_Index( IShaderShadow *pShaderShadow, IMaterialVar **params )
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{
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#ifdef _DEBUG
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m_bBLOOMTYPE = false;
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#endif // _DEBUG
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m_nBLOOMTYPE = 0;
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#ifdef _DEBUG
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m_bPS3REGCOUNT48 = false;
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#endif // _DEBUG
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m_nPS3REGCOUNT48 = 0;
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#ifdef _DEBUG
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m_bSRGB_INPUT_ADAPTER = false;
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#endif // _DEBUG
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m_nSRGB_INPUT_ADAPTER = 0;
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}
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int GetIndex()
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{
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// Asserts to make sure that we aren't using any skipped combinations.
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// Asserts to make sure that we are setting all of the combination vars.
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#ifdef _DEBUG
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bool bAllStaticVarsDefined = m_bBLOOMTYPE && m_bPS3REGCOUNT48 && m_bSRGB_INPUT_ADAPTER;
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Assert( bAllStaticVarsDefined );
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#endif // _DEBUG
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return ( 1 * m_nBLOOMTYPE ) + ( 2 * m_nPS3REGCOUNT48 ) + ( 2 * m_nSRGB_INPUT_ADAPTER ) + 0;
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}
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};
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#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
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class downsample_nohdr_ps20b_Dynamic_Index
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{
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private:
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int m_nFLOAT_BACK_BUFFER;
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#ifdef _DEBUG
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bool m_bFLOAT_BACK_BUFFER;
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#endif
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public:
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void SetFLOAT_BACK_BUFFER( int i )
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{
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Assert( i >= 0 && i <= 0 );
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m_nFLOAT_BACK_BUFFER = i;
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#ifdef _DEBUG
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m_bFLOAT_BACK_BUFFER = true;
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#endif
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}
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void SetFLOAT_BACK_BUFFER( bool i )
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{
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Assert( ( i ? 1 : 0 ) >= 0 && ( i ? 1 : 0 ) <= 0 );
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m_nFLOAT_BACK_BUFFER = i ? 1 : 0;
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#ifdef _DEBUG
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m_bFLOAT_BACK_BUFFER = true;
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#endif
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}
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public:
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// CONSTRUCTOR
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downsample_nohdr_ps20b_Dynamic_Index( IShaderDynamicAPI *pShaderAPI )
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{
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#ifdef _DEBUG
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m_bFLOAT_BACK_BUFFER = false;
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#endif // _DEBUG
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m_nFLOAT_BACK_BUFFER = 0;
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}
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int GetIndex()
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{
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// Asserts to make sure that we aren't using any skipped combinations.
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// Asserts to make sure that we are setting all of the combination vars.
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#ifdef _DEBUG
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bool bAllDynamicVarsDefined = m_bFLOAT_BACK_BUFFER;
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Assert( bAllDynamicVarsDefined );
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#endif // _DEBUG
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return ( 1 * m_nFLOAT_BACK_BUFFER ) + 0;
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}
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};
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#define shaderDynamicTest_downsample_nohdr_ps20b psh_forgot_to_set_dynamic_FLOAT_BACK_BUFFER + 0
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static const ShaderComboInformation_t s_DynamicComboArray_downsample_nohdr_ps20b[1] =
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{
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{ "FLOAT_BACK_BUFFER", 0, 0 },
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};
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static const ShaderComboInformation_t s_StaticComboArray_downsample_nohdr_ps20b[3] =
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{
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{ "BLOOMTYPE", 0, 1 },
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{ "PS3REGCOUNT48", 0, 0 },
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{ "SRGB_INPUT_ADAPTER", 0, 0 },
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};
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static const ShaderComboSemantics_t downsample_nohdr_ps20b_combos =
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{
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"downsample_nohdr_ps20b", s_DynamicComboArray_downsample_nohdr_ps20b, 1, s_StaticComboArray_downsample_nohdr_ps20b, 3
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};
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class ConstructMe_downsample_nohdr_ps20b
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{
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public:
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ConstructMe_downsample_nohdr_ps20b()
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{
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GetShaderDLL()->AddShaderComboInformation( &downsample_nohdr_ps20b_combos );
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}
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};
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static ConstructMe_downsample_nohdr_ps20b s_ConstructMe_downsample_nohdr_ps20b;
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