hl2_src-leak-2017/src/materialsystem/stdshaders/fxctmp9_360/engine_post_ps20.inc

163 lines
3.6 KiB
C++

#include "shaderlib/cshader.h"
class engine_post_ps20_Static_Index
{
private:
int m_nCONVERT_TO_SRGB;
#ifdef _DEBUG
bool m_bCONVERT_TO_SRGB;
#endif
public:
void SetCONVERT_TO_SRGB( int i )
{
Assert( i >= 0 && i <= 0 );
m_nCONVERT_TO_SRGB = i;
#ifdef _DEBUG
m_bCONVERT_TO_SRGB = true;
#endif
}
void SetCONVERT_TO_SRGB( bool i )
{
m_nCONVERT_TO_SRGB = i ? 1 : 0;
#ifdef _DEBUG
m_bCONVERT_TO_SRGB = true;
#endif
}
public:
engine_post_ps20_Static_Index( )
{
#ifdef _DEBUG
m_bCONVERT_TO_SRGB = true;
#endif // _DEBUG
m_nCONVERT_TO_SRGB = 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_bCONVERT_TO_SRGB;
Assert( bAllStaticVarsDefined );
#endif // _DEBUG
return ( 10 * m_nCONVERT_TO_SRGB ) + 0;
}
};
#define shaderStaticTest_engine_post_ps20 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 )
{
m_nAA_ENABLE = i ? 1 : 0;
#ifdef _DEBUG
m_bAA_ENABLE = true;
#endif
}
private:
int m_nAA_QUALITY_MODE;
#ifdef _DEBUG
bool m_bAA_QUALITY_MODE;
#endif
public:
void SetAA_QUALITY_MODE( int i )
{
Assert( i >= 0 && i <= 0 );
m_nAA_QUALITY_MODE = i;
#ifdef _DEBUG
m_bAA_QUALITY_MODE = true;
#endif
}
void SetAA_QUALITY_MODE( bool i )
{
m_nAA_QUALITY_MODE = i ? 1 : 0;
#ifdef _DEBUG
m_bAA_QUALITY_MODE = true;
#endif
}
private:
int m_nAA_REDUCE_ONE_PIXEL_LINE_BLUR;
#ifdef _DEBUG
bool m_bAA_REDUCE_ONE_PIXEL_LINE_BLUR;
#endif
public:
void SetAA_REDUCE_ONE_PIXEL_LINE_BLUR( int i )
{
Assert( i >= 0 && i <= 0 );
m_nAA_REDUCE_ONE_PIXEL_LINE_BLUR = i;
#ifdef _DEBUG
m_bAA_REDUCE_ONE_PIXEL_LINE_BLUR = true;
#endif
}
void SetAA_REDUCE_ONE_PIXEL_LINE_BLUR( bool i )
{
m_nAA_REDUCE_ONE_PIXEL_LINE_BLUR = i ? 1 : 0;
#ifdef _DEBUG
m_bAA_REDUCE_ONE_PIXEL_LINE_BLUR = 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 <= 4 );
m_nCOL_CORRECT_NUM_LOOKUPS = i;
#ifdef _DEBUG
m_bCOL_CORRECT_NUM_LOOKUPS = true;
#endif
}
void SetCOL_CORRECT_NUM_LOOKUPS( bool i )
{
m_nCOL_CORRECT_NUM_LOOKUPS = i ? 1 : 0;
#ifdef _DEBUG
m_bCOL_CORRECT_NUM_LOOKUPS = true;
#endif
}
public:
engine_post_ps20_Dynamic_Index()
{
#ifdef _DEBUG
m_bAA_ENABLE = false;
#endif // _DEBUG
m_nAA_ENABLE = 0;
#ifdef _DEBUG
m_bAA_QUALITY_MODE = false;
#endif // _DEBUG
m_nAA_QUALITY_MODE = 0;
#ifdef _DEBUG
m_bAA_REDUCE_ONE_PIXEL_LINE_BLUR = false;
#endif // _DEBUG
m_nAA_REDUCE_ONE_PIXEL_LINE_BLUR = 0;
#ifdef _DEBUG
m_bCOL_CORRECT_NUM_LOOKUPS = false;
#endif // _DEBUG
m_nCOL_CORRECT_NUM_LOOKUPS = 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_bAA_QUALITY_MODE && m_bAA_REDUCE_ONE_PIXEL_LINE_BLUR && m_bCOL_CORRECT_NUM_LOOKUPS;
Assert( bAllDynamicVarsDefined );
#endif // _DEBUG
return ( 1 * m_nAA_ENABLE ) + ( 2 * m_nAA_QUALITY_MODE ) + ( 2 * m_nAA_REDUCE_ONE_PIXEL_LINE_BLUR ) + ( 2 * m_nCOL_CORRECT_NUM_LOOKUPS ) + 0;
}
};
#define shaderDynamicTest_engine_post_ps20 psh_forgot_to_set_dynamic_AA_ENABLE + psh_forgot_to_set_dynamic_AA_QUALITY_MODE + psh_forgot_to_set_dynamic_AA_REDUCE_ONE_PIXEL_LINE_BLUR + psh_forgot_to_set_dynamic_COL_CORRECT_NUM_LOOKUPS + 0