mirror of
https://github.com/Gigaslav/HL2Overcharged.git
synced 2026-09-15 20:12:37 +03:00
186 lines
5.5 KiB
C++
186 lines
5.5 KiB
C++
// ALL SKIP STATEMENTS THAT AFFECT THIS SHADER!!!
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// !$WORLDVERTEXTRANSITION && $NORMALMAP2
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// !$NORMALMAP && $NORMALMAP2
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// !$DETAILTEXTURE && ( $DETAIL_BLEND_MODE != 0 )
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// defined $HDRTYPE && defined $HDRENABLED && !$HDRTYPE && $HDRENABLED
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// defined $PIXELFOGTYPE && defined $WRITEWATERFOGTODESTALPHA && ( $PIXELFOGTYPE != 1 ) && $WRITEWATERFOGTODESTALPHA
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// defined $LIGHTING_PREVIEW && defined $HDRTYPE && $LIGHTING_PREVIEW && $HDRTYPE != 0
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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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// defined $HDRTYPE && defined $HDRENABLED && !$HDRTYPE && $HDRENABLED
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// defined $PIXELFOGTYPE && defined $WRITEWATERFOGTODESTALPHA && ( $PIXELFOGTYPE != 1 ) && $WRITEWATERFOGTODESTALPHA
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// defined $LIGHTING_PREVIEW && defined $HDRTYPE && $LIGHTING_PREVIEW && $HDRTYPE != 0
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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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#ifndef SDK_FLASHLIGHT_PS20B_H
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#define SDK_FLASHLIGHT_PS20B_H
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#include "shaderapi/ishaderapi.h"
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#include "shaderapi/ishadershadow.h"
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#include "materialsystem/imaterialvar.h"
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class SDK_flashlight_ps20b_Static_Index
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{
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unsigned int m_nNORMALMAP : 2;
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unsigned int m_nNORMALMAP2 : 2;
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unsigned int m_nWORLDVERTEXTRANSITION : 2;
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unsigned int m_nSEAMLESS : 2;
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unsigned int m_nDETAILTEXTURE : 2;
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unsigned int m_nDETAIL_BLEND_MODE : 2;
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unsigned int m_nFLASHLIGHTDEPTHFILTERMODE : 2;
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#ifdef _DEBUG
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bool m_bNORMALMAP : 1;
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bool m_bNORMALMAP2 : 1;
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bool m_bWORLDVERTEXTRANSITION : 1;
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bool m_bSEAMLESS : 1;
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bool m_bDETAILTEXTURE : 1;
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bool m_bDETAIL_BLEND_MODE : 1;
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bool m_bFLASHLIGHTDEPTHFILTERMODE : 1;
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#endif // _DEBUG
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public:
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void SetNORMALMAP( int i )
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{
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Assert( i >= 0 && i <= 2 );
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m_nNORMALMAP = i;
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#ifdef _DEBUG
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m_bNORMALMAP = true;
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#endif // _DEBUG
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}
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void SetNORMALMAP2( int i )
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{
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Assert( i >= 0 && i <= 1 );
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m_nNORMALMAP2 = i;
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#ifdef _DEBUG
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m_bNORMALMAP2 = true;
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#endif // _DEBUG
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}
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void SetWORLDVERTEXTRANSITION( int i )
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{
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Assert( i >= 0 && i <= 1 );
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m_nWORLDVERTEXTRANSITION = i;
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#ifdef _DEBUG
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m_bWORLDVERTEXTRANSITION = true;
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#endif // _DEBUG
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}
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void SetSEAMLESS( int i )
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{
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Assert( i >= 0 && i <= 1 );
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m_nSEAMLESS = i;
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#ifdef _DEBUG
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m_bSEAMLESS = true;
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#endif // _DEBUG
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}
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void SetDETAILTEXTURE( int i )
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{
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Assert( i >= 0 && i <= 1 );
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m_nDETAILTEXTURE = i;
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#ifdef _DEBUG
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m_bDETAILTEXTURE = true;
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#endif // _DEBUG
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}
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void SetDETAIL_BLEND_MODE( int i )
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{
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Assert( i >= 0 && i <= 1 );
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m_nDETAIL_BLEND_MODE = i;
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#ifdef _DEBUG
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m_bDETAIL_BLEND_MODE = true;
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#endif // _DEBUG
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}
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void SetFLASHLIGHTDEPTHFILTERMODE( int i )
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{
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Assert( i >= 0 && i <= 2 );
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m_nFLASHLIGHTDEPTHFILTERMODE = i;
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#ifdef _DEBUG
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m_bFLASHLIGHTDEPTHFILTERMODE = true;
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#endif // _DEBUG
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}
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SDK_flashlight_ps20b_Static_Index( IShaderShadow* pShaderShadow, IMaterialVar** params )
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{
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m_nNORMALMAP = 0;
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m_nNORMALMAP2 = 0;
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m_nWORLDVERTEXTRANSITION = 0;
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m_nSEAMLESS = 0;
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m_nDETAILTEXTURE = 0;
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m_nDETAIL_BLEND_MODE = 0;
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m_nFLASHLIGHTDEPTHFILTERMODE = 0;
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#ifdef _DEBUG
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m_bNORMALMAP = false;
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m_bNORMALMAP2 = false;
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m_bWORLDVERTEXTRANSITION = false;
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m_bSEAMLESS = false;
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m_bDETAILTEXTURE = false;
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m_bDETAIL_BLEND_MODE = false;
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m_bFLASHLIGHTDEPTHFILTERMODE = false;
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#endif // _DEBUG
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}
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int GetIndex() const
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{
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Assert( m_bNORMALMAP && m_bNORMALMAP2 && m_bWORLDVERTEXTRANSITION && m_bSEAMLESS && m_bDETAILTEXTURE && m_bDETAIL_BLEND_MODE && m_bFLASHLIGHTDEPTHFILTERMODE );
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return ( 4 * m_nNORMALMAP ) + ( 12 * m_nNORMALMAP2 ) + ( 24 * m_nWORLDVERTEXTRANSITION ) + ( 48 * m_nSEAMLESS ) + ( 96 * m_nDETAILTEXTURE ) + ( 192 * m_nDETAIL_BLEND_MODE ) + ( 384 * m_nFLASHLIGHTDEPTHFILTERMODE ) + 0;
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}
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};
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#define shaderStaticTest_SDK_flashlight_ps20b psh_forgot_to_set_static_NORMALMAP + psh_forgot_to_set_static_NORMALMAP2 + psh_forgot_to_set_static_WORLDVERTEXTRANSITION + psh_forgot_to_set_static_SEAMLESS + psh_forgot_to_set_static_DETAILTEXTURE + psh_forgot_to_set_static_DETAIL_BLEND_MODE + psh_forgot_to_set_static_FLASHLIGHTDEPTHFILTERMODE
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class SDK_flashlight_ps20b_Dynamic_Index
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{
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unsigned int m_nPIXELFOGTYPE : 2;
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unsigned int m_nFLASHLIGHTSHADOWS : 2;
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#ifdef _DEBUG
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bool m_bPIXELFOGTYPE : 1;
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bool m_bFLASHLIGHTSHADOWS : 1;
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#endif // _DEBUG
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public:
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void SetPIXELFOGTYPE( int i )
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{
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Assert( i >= 0 && i <= 1 );
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m_nPIXELFOGTYPE = i;
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#ifdef _DEBUG
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m_bPIXELFOGTYPE = true;
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#endif // _DEBUG
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}
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void SetFLASHLIGHTSHADOWS( int i )
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{
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Assert( i >= 0 && i <= 1 );
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m_nFLASHLIGHTSHADOWS = i;
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#ifdef _DEBUG
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m_bFLASHLIGHTSHADOWS = true;
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#endif // _DEBUG
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}
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SDK_flashlight_ps20b_Dynamic_Index( IShaderDynamicAPI* pShaderAPI )
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{
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m_nPIXELFOGTYPE = 0;
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m_nFLASHLIGHTSHADOWS = 0;
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#ifdef _DEBUG
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m_bPIXELFOGTYPE = false;
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m_bFLASHLIGHTSHADOWS = false;
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#endif // _DEBUG
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}
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int GetIndex() const
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{
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Assert( m_bPIXELFOGTYPE && m_bFLASHLIGHTSHADOWS );
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return ( 1 * m_nPIXELFOGTYPE ) + ( 2 * m_nFLASHLIGHTSHADOWS ) + 0;
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}
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};
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#define shaderDynamicTest_SDK_flashlight_ps20b psh_forgot_to_set_dynamic_PIXELFOGTYPE + psh_forgot_to_set_dynamic_FLASHLIGHTSHADOWS
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#endif // SDK_FLASHLIGHT_PS20B_H
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