Counter Strike : Global Offensive Source Code
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144 lines
3.7 KiB

// 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_ps20_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_ps20_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_ps20 psh_forgot_to_set_static_BLOOMTYPE + psh_forgot_to_set_static_PS3REGCOUNT48 + psh_forgot_to_set_static_SRGB_INPUT_ADAPTER + 0
class downsample_nohdr_ps20_Dynamic_Index
{
public:
// CONSTRUCTOR
downsample_nohdr_ps20_Dynamic_Index( IShaderDynamicAPI *pShaderAPI )
{
}
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
#endif // _DEBUG
return 0;
}
};
#define shaderDynamicTest_downsample_nohdr_ps20 0
static const ShaderComboInformation_t s_StaticComboArray_Downsample_nohdr_ps20[3] =
{
{ "BLOOMTYPE", 0, 1 },
{ "PS3REGCOUNT48", 0, 0 },
{ "SRGB_INPUT_ADAPTER", 0, 0 },
};
static const ShaderComboSemantics_t Downsample_nohdr_ps20_combos =
{
"Downsample_nohdr_ps20", NULL, 0, s_StaticComboArray_Downsample_nohdr_ps20, 3
};
class ConstructMe_Downsample_nohdr_ps20
{
public:
ConstructMe_Downsample_nohdr_ps20()
{
GetShaderDLL()->AddShaderComboInformation( &Downsample_nohdr_ps20_combos );
}
};
static ConstructMe_Downsample_nohdr_ps20 s_ConstructMe_Downsample_nohdr_ps20;