diff options
Diffstat (limited to 'materialsystem/stdshaders/fxctmp9_360/engine_post_ps20.inc')
| -rw-r--r-- | materialsystem/stdshaders/fxctmp9_360/engine_post_ps20.inc | 162 |
1 files changed, 162 insertions, 0 deletions
diff --git a/materialsystem/stdshaders/fxctmp9_360/engine_post_ps20.inc b/materialsystem/stdshaders/fxctmp9_360/engine_post_ps20.inc new file mode 100644 index 0000000..7c1b587 --- /dev/null +++ b/materialsystem/stdshaders/fxctmp9_360/engine_post_ps20.inc @@ -0,0 +1,162 @@ +#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 |