mirror of
https://github.com/celisej567/cool-source-archive.git
synced 2026-01-04 14:11:16 +03:00
338 lines
7.1 KiB
C++
338 lines
7.1 KiB
C++
#include "shaderlib/cshader.h"
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class vertexlitpbr_ps30_Static_Index
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{
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private:
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int m_nCONVERT_TO_SRGB;
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#ifdef _DEBUG
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bool m_bCONVERT_TO_SRGB;
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#endif
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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 <= 0 );
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m_nCONVERT_TO_SRGB = i;
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#ifdef _DEBUG
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m_bCONVERT_TO_SRGB = true;
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#endif
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}
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void SetCONVERT_TO_SRGB( bool i )
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{
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m_nCONVERT_TO_SRGB = i ? 1 : 0;
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#ifdef _DEBUG
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m_bCONVERT_TO_SRGB = true;
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#endif
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}
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private:
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int m_nFLASHLIGHT;
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#ifdef _DEBUG
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bool m_bFLASHLIGHT;
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#endif
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public:
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void SetFLASHLIGHT( int i )
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{
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Assert( i >= 0 && i <= 1 );
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m_nFLASHLIGHT = i;
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#ifdef _DEBUG
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m_bFLASHLIGHT = true;
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#endif
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}
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void SetFLASHLIGHT( bool i )
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{
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m_nFLASHLIGHT = i ? 1 : 0;
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#ifdef _DEBUG
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m_bFLASHLIGHT = true;
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#endif
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}
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private:
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int m_nCUBEMAP;
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#ifdef _DEBUG
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bool m_bCUBEMAP;
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#endif
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public:
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void SetCUBEMAP( int i )
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{
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Assert( i >= 0 && i <= 1 );
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m_nCUBEMAP = i;
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#ifdef _DEBUG
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m_bCUBEMAP = true;
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#endif
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}
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void SetCUBEMAP( bool i )
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{
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m_nCUBEMAP = i ? 1 : 0;
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#ifdef _DEBUG
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m_bCUBEMAP = true;
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#endif
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}
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private:
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int m_nCUBEMAP_SPHERE_LEGACY;
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#ifdef _DEBUG
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bool m_bCUBEMAP_SPHERE_LEGACY;
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#endif
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public:
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void SetCUBEMAP_SPHERE_LEGACY( int i )
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{
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Assert( i >= 0 && i <= 1 );
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m_nCUBEMAP_SPHERE_LEGACY = i;
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#ifdef _DEBUG
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m_bCUBEMAP_SPHERE_LEGACY = true;
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#endif
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}
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void SetCUBEMAP_SPHERE_LEGACY( bool i )
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{
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m_nCUBEMAP_SPHERE_LEGACY = i ? 1 : 0;
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#ifdef _DEBUG
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m_bCUBEMAP_SPHERE_LEGACY = true;
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#endif
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}
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private:
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int m_nSMOOTHNESS;
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#ifdef _DEBUG
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bool m_bSMOOTHNESS;
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#endif
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public:
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void SetSMOOTHNESS( int i )
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{
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Assert( i >= 0 && i <= 1 );
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m_nSMOOTHNESS = i;
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#ifdef _DEBUG
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m_bSMOOTHNESS = true;
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#endif
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}
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void SetSMOOTHNESS( bool i )
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{
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m_nSMOOTHNESS = i ? 1 : 0;
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#ifdef _DEBUG
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m_bSMOOTHNESS = true;
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#endif
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}
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public:
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vertexlitpbr_ps30_Static_Index( )
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{
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#ifdef _DEBUG
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m_bCONVERT_TO_SRGB = false;
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#endif // _DEBUG
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m_nCONVERT_TO_SRGB = 0;
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#ifdef _DEBUG
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m_bFLASHLIGHT = false;
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#endif // _DEBUG
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m_nFLASHLIGHT = 0;
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#ifdef _DEBUG
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m_bCUBEMAP = false;
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#endif // _DEBUG
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m_nCUBEMAP = 0;
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#ifdef _DEBUG
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m_bCUBEMAP_SPHERE_LEGACY = false;
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#endif // _DEBUG
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m_nCUBEMAP_SPHERE_LEGACY = 0;
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#ifdef _DEBUG
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m_bSMOOTHNESS = false;
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#endif // _DEBUG
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m_nSMOOTHNESS = 0;
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}
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int GetIndex()
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{
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// Asserts to make sure that we aren't using any skipped combinations.
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// Asserts to make sure that we are setting all of the combination vars.
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#ifdef _DEBUG
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bool bAllStaticVarsDefined = m_bCONVERT_TO_SRGB && m_bFLASHLIGHT && m_bCUBEMAP && m_bCUBEMAP_SPHERE_LEGACY && m_bSMOOTHNESS;
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Assert( bAllStaticVarsDefined );
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#endif // _DEBUG
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return ( 480 * m_nCONVERT_TO_SRGB ) + ( 480 * m_nFLASHLIGHT ) + ( 960 * m_nCUBEMAP ) + ( 1920 * m_nCUBEMAP_SPHERE_LEGACY ) + ( 3840 * m_nSMOOTHNESS ) + 0;
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}
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};
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#define shaderStaticTest_vertexlitpbr_ps30 psh_forgot_to_set_static_CONVERT_TO_SRGB + psh_forgot_to_set_static_FLASHLIGHT + psh_forgot_to_set_static_CUBEMAP + psh_forgot_to_set_static_CUBEMAP_SPHERE_LEGACY + psh_forgot_to_set_static_SMOOTHNESS + 0
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class vertexlitpbr_ps30_Dynamic_Index
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{
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private:
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int m_nWRITEWATERFOGTODESTALPHA;
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#ifdef _DEBUG
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bool m_bWRITEWATERFOGTODESTALPHA;
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#endif
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public:
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void SetWRITEWATERFOGTODESTALPHA( int i )
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{
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Assert( i >= 0 && i <= 1 );
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m_nWRITEWATERFOGTODESTALPHA = i;
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#ifdef _DEBUG
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m_bWRITEWATERFOGTODESTALPHA = true;
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#endif
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}
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void SetWRITEWATERFOGTODESTALPHA( bool i )
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{
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m_nWRITEWATERFOGTODESTALPHA = i ? 1 : 0;
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#ifdef _DEBUG
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m_bWRITEWATERFOGTODESTALPHA = true;
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#endif
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}
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private:
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int m_nPIXELFOGTYPE;
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#ifdef _DEBUG
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bool m_bPIXELFOGTYPE;
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#endif
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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
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}
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void SetPIXELFOGTYPE( bool i )
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{
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m_nPIXELFOGTYPE = i ? 1 : 0;
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#ifdef _DEBUG
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m_bPIXELFOGTYPE = true;
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#endif
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}
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private:
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int m_nNUM_LIGHTS;
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#ifdef _DEBUG
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bool m_bNUM_LIGHTS;
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#endif
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public:
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void SetNUM_LIGHTS( int i )
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{
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Assert( i >= 0 && i <= 4 );
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m_nNUM_LIGHTS = i;
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#ifdef _DEBUG
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m_bNUM_LIGHTS = true;
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#endif
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}
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void SetNUM_LIGHTS( bool i )
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{
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m_nNUM_LIGHTS = i ? 1 : 0;
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#ifdef _DEBUG
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m_bNUM_LIGHTS = true;
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#endif
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}
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private:
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int m_nWRITE_DEPTH_TO_DESTALPHA;
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#ifdef _DEBUG
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bool m_bWRITE_DEPTH_TO_DESTALPHA;
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#endif
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public:
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void SetWRITE_DEPTH_TO_DESTALPHA( int i )
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{
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Assert( i >= 0 && i <= 1 );
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m_nWRITE_DEPTH_TO_DESTALPHA = i;
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#ifdef _DEBUG
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m_bWRITE_DEPTH_TO_DESTALPHA = true;
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#endif
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}
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void SetWRITE_DEPTH_TO_DESTALPHA( bool i )
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{
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m_nWRITE_DEPTH_TO_DESTALPHA = i ? 1 : 0;
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#ifdef _DEBUG
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m_bWRITE_DEPTH_TO_DESTALPHA = true;
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#endif
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}
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private:
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int m_nFLASHLIGHTSHADOWS;
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#ifdef _DEBUG
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bool m_bFLASHLIGHTSHADOWS;
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#endif
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public:
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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
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}
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void SetFLASHLIGHTSHADOWS( bool i )
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{
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m_nFLASHLIGHTSHADOWS = i ? 1 : 0;
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#ifdef _DEBUG
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m_bFLASHLIGHTSHADOWS = true;
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#endif
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}
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private:
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int m_nLIGHTMAP;
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#ifdef _DEBUG
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bool m_bLIGHTMAP;
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#endif
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public:
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void SetLIGHTMAP( int i )
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{
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Assert( i >= 0 && i <= 1 );
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m_nLIGHTMAP = i;
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#ifdef _DEBUG
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m_bLIGHTMAP = true;
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#endif
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}
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void SetLIGHTMAP( bool i )
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{
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m_nLIGHTMAP = i ? 1 : 0;
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#ifdef _DEBUG
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m_bLIGHTMAP = true;
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#endif
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}
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private:
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int m_nLIGHT_PREVIEW;
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#ifdef _DEBUG
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bool m_bLIGHT_PREVIEW;
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#endif
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public:
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void SetLIGHT_PREVIEW( int i )
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{
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Assert( i >= 0 && i <= 2 );
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m_nLIGHT_PREVIEW = i;
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#ifdef _DEBUG
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m_bLIGHT_PREVIEW = true;
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#endif
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}
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void SetLIGHT_PREVIEW( bool i )
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{
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m_nLIGHT_PREVIEW = i ? 1 : 0;
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#ifdef _DEBUG
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m_bLIGHT_PREVIEW = true;
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#endif
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}
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public:
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vertexlitpbr_ps30_Dynamic_Index()
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{
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#ifdef _DEBUG
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m_bWRITEWATERFOGTODESTALPHA = false;
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#endif // _DEBUG
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m_nWRITEWATERFOGTODESTALPHA = 0;
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#ifdef _DEBUG
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m_bPIXELFOGTYPE = false;
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#endif // _DEBUG
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m_nPIXELFOGTYPE = 0;
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#ifdef _DEBUG
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m_bNUM_LIGHTS = false;
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#endif // _DEBUG
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m_nNUM_LIGHTS = 0;
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#ifdef _DEBUG
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m_bWRITE_DEPTH_TO_DESTALPHA = false;
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#endif // _DEBUG
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m_nWRITE_DEPTH_TO_DESTALPHA = 0;
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#ifdef _DEBUG
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m_bFLASHLIGHTSHADOWS = false;
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#endif // _DEBUG
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m_nFLASHLIGHTSHADOWS = 0;
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#ifdef _DEBUG
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m_bLIGHTMAP = false;
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#endif // _DEBUG
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m_nLIGHTMAP = 0;
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#ifdef _DEBUG
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m_bLIGHT_PREVIEW = false;
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#endif // _DEBUG
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m_nLIGHT_PREVIEW = 0;
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}
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int GetIndex()
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{
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// Asserts to make sure that we aren't using any skipped combinations.
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// Asserts to make sure that we are setting all of the combination vars.
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#ifdef _DEBUG
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bool bAllDynamicVarsDefined = m_bWRITEWATERFOGTODESTALPHA && m_bPIXELFOGTYPE && m_bNUM_LIGHTS && m_bWRITE_DEPTH_TO_DESTALPHA && m_bFLASHLIGHTSHADOWS && m_bLIGHTMAP && m_bLIGHT_PREVIEW;
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Assert( bAllDynamicVarsDefined );
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#endif // _DEBUG
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return ( 1 * m_nWRITEWATERFOGTODESTALPHA ) + ( 2 * m_nPIXELFOGTYPE ) + ( 4 * m_nNUM_LIGHTS ) + ( 20 * m_nWRITE_DEPTH_TO_DESTALPHA ) + ( 40 * m_nFLASHLIGHTSHADOWS ) + ( 80 * m_nLIGHTMAP ) + ( 160 * m_nLIGHT_PREVIEW ) + 0;
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}
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};
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#define shaderDynamicTest_vertexlitpbr_ps30 psh_forgot_to_set_dynamic_WRITEWATERFOGTODESTALPHA + psh_forgot_to_set_dynamic_PIXELFOGTYPE + psh_forgot_to_set_dynamic_NUM_LIGHTS + psh_forgot_to_set_dynamic_WRITE_DEPTH_TO_DESTALPHA + psh_forgot_to_set_dynamic_FLASHLIGHTSHADOWS + psh_forgot_to_set_dynamic_LIGHTMAP + psh_forgot_to_set_dynamic_LIGHT_PREVIEW + 0
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