mirror of
https://github.com/Gigaslav/HL2Overcharged.git
synced 2026-09-15 20:12:37 +03:00
192 lines
5.1 KiB
C++
192 lines
5.1 KiB
C++
// ALL SKIP STATEMENTS THAT AFFECT THIS SHADER!!!
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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 SPRITECARD_PS20B_H
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#define SPRITECARD_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 spritecard_ps20b_Static_Index
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{
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unsigned int m_nCONVERT_TO_SRGB : 2;
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unsigned int m_nDUALSEQUENCE : 2;
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unsigned int m_nSEQUENCE_BLEND_MODE : 2;
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unsigned int m_nADDBASETEXTURE2 : 2;
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unsigned int m_nMAXLUMFRAMEBLEND1 : 2;
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unsigned int m_nMAXLUMFRAMEBLEND2 : 2;
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unsigned int m_nEXTRACTGREENALPHA : 2;
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unsigned int m_nCOLORRAMP : 2;
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unsigned int m_nANIMBLEND : 2;
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unsigned int m_nADDSELF : 2;
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unsigned int m_nDEPTHBLEND : 2;
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#ifdef _DEBUG
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bool m_bDUALSEQUENCE : 1;
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bool m_bSEQUENCE_BLEND_MODE : 1;
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bool m_bADDBASETEXTURE2 : 1;
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bool m_bMAXLUMFRAMEBLEND1 : 1;
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bool m_bMAXLUMFRAMEBLEND2 : 1;
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bool m_bEXTRACTGREENALPHA : 1;
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bool m_bCOLORRAMP : 1;
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bool m_bANIMBLEND : 1;
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bool m_bADDSELF : 1;
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bool m_bDEPTHBLEND : 1;
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#endif // _DEBUG
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public:
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void SetCONVERT_TO_SRGB( int i )
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{
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Assert( i >= 0 && i <= 1 );
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m_nCONVERT_TO_SRGB = i;
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}
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void SetDUALSEQUENCE( int i )
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{
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Assert( i >= 0 && i <= 1 );
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m_nDUALSEQUENCE = i;
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#ifdef _DEBUG
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m_bDUALSEQUENCE = true;
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#endif // _DEBUG
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}
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void SetSEQUENCE_BLEND_MODE( int i )
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{
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Assert( i >= 0 && i <= 2 );
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m_nSEQUENCE_BLEND_MODE = i;
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#ifdef _DEBUG
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m_bSEQUENCE_BLEND_MODE = true;
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#endif // _DEBUG
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}
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void SetADDBASETEXTURE2( int i )
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{
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Assert( i >= 0 && i <= 1 );
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m_nADDBASETEXTURE2 = i;
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#ifdef _DEBUG
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m_bADDBASETEXTURE2 = true;
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#endif // _DEBUG
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}
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void SetMAXLUMFRAMEBLEND1( int i )
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{
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Assert( i >= 0 && i <= 1 );
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m_nMAXLUMFRAMEBLEND1 = i;
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#ifdef _DEBUG
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m_bMAXLUMFRAMEBLEND1 = true;
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#endif // _DEBUG
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}
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void SetMAXLUMFRAMEBLEND2( int i )
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{
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Assert( i >= 0 && i <= 1 );
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m_nMAXLUMFRAMEBLEND2 = i;
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#ifdef _DEBUG
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m_bMAXLUMFRAMEBLEND2 = true;
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#endif // _DEBUG
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}
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void SetEXTRACTGREENALPHA( int i )
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{
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Assert( i >= 0 && i <= 1 );
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m_nEXTRACTGREENALPHA = i;
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#ifdef _DEBUG
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m_bEXTRACTGREENALPHA = true;
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#endif // _DEBUG
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}
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void SetCOLORRAMP( int i )
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{
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Assert( i >= 0 && i <= 1 );
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m_nCOLORRAMP = i;
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#ifdef _DEBUG
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m_bCOLORRAMP = true;
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#endif // _DEBUG
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}
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void SetANIMBLEND( int i )
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{
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Assert( i >= 0 && i <= 1 );
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m_nANIMBLEND = i;
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#ifdef _DEBUG
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m_bANIMBLEND = true;
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#endif // _DEBUG
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}
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void SetADDSELF( int i )
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{
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Assert( i >= 0 && i <= 1 );
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m_nADDSELF = i;
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#ifdef _DEBUG
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m_bADDSELF = true;
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#endif // _DEBUG
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}
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void SetDEPTHBLEND( int i )
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{
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Assert( i >= 0 && i <= 1 );
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m_nDEPTHBLEND = i;
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#ifdef _DEBUG
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m_bDEPTHBLEND = true;
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#endif // _DEBUG
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}
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spritecard_ps20b_Static_Index( IShaderShadow* pShaderShadow, IMaterialVar** params )
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{
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m_nCONVERT_TO_SRGB = g_pHardwareConfig->NeedsShaderSRGBConversion();
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m_nDUALSEQUENCE = 0;
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m_nSEQUENCE_BLEND_MODE = 0;
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m_nADDBASETEXTURE2 = 0;
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m_nMAXLUMFRAMEBLEND1 = 0;
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m_nMAXLUMFRAMEBLEND2 = 0;
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m_nEXTRACTGREENALPHA = 0;
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m_nCOLORRAMP = 0;
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m_nANIMBLEND = 0;
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m_nADDSELF = 0;
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m_nDEPTHBLEND = 0;
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#ifdef _DEBUG
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m_bDUALSEQUENCE = false;
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m_bSEQUENCE_BLEND_MODE = false;
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m_bADDBASETEXTURE2 = false;
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m_bMAXLUMFRAMEBLEND1 = false;
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m_bMAXLUMFRAMEBLEND2 = false;
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m_bEXTRACTGREENALPHA = false;
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m_bCOLORRAMP = false;
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m_bANIMBLEND = false;
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m_bADDSELF = false;
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m_bDEPTHBLEND = 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_bDUALSEQUENCE && m_bSEQUENCE_BLEND_MODE && m_bADDBASETEXTURE2 && m_bMAXLUMFRAMEBLEND1 && m_bMAXLUMFRAMEBLEND2 && m_bEXTRACTGREENALPHA && m_bCOLORRAMP && m_bANIMBLEND && m_bADDSELF && m_bDEPTHBLEND );
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return ( 1 * m_nCONVERT_TO_SRGB ) + ( 2 * m_nDUALSEQUENCE ) + ( 4 * m_nSEQUENCE_BLEND_MODE ) + ( 12 * m_nADDBASETEXTURE2 ) + ( 24 * m_nMAXLUMFRAMEBLEND1 ) + ( 48 * m_nMAXLUMFRAMEBLEND2 ) + ( 96 * m_nEXTRACTGREENALPHA ) + ( 192 * m_nCOLORRAMP ) + ( 384 * m_nANIMBLEND ) + ( 768 * m_nADDSELF ) + ( 1536 * m_nDEPTHBLEND ) + 0;
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}
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};
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#define shaderStaticTest_spritecard_ps20b psh_forgot_to_set_static_DUALSEQUENCE + psh_forgot_to_set_static_SEQUENCE_BLEND_MODE + psh_forgot_to_set_static_ADDBASETEXTURE2 + psh_forgot_to_set_static_MAXLUMFRAMEBLEND1 + psh_forgot_to_set_static_MAXLUMFRAMEBLEND2 + psh_forgot_to_set_static_EXTRACTGREENALPHA + psh_forgot_to_set_static_COLORRAMP + psh_forgot_to_set_static_ANIMBLEND + psh_forgot_to_set_static_ADDSELF + psh_forgot_to_set_static_DEPTHBLEND
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class spritecard_ps20b_Dynamic_Index
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{
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public:
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spritecard_ps20b_Dynamic_Index( IShaderDynamicAPI* pShaderAPI )
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{
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}
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int GetIndex() const
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{
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return 0;
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}
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};
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#define shaderDynamicTest_spritecard_ps20b 1
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#endif // SPRITECARD_PS20B_H
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