// ALL SKIP STATEMENTS THAT AFFECT THIS SHADER!!!
// ( $PAINTSTYLE == 0 )
// ( ( $CHEAPMODE == 1 ) && !( ( $PAINTSTYLE == 3 ) || ( $PAINTSTYLE == 6 ) ) )
// ( ( $EXPONENTMODE == 1 ) && ( $CHEAPMODE == 1 ) )
// ( ( $NUM_LIGHTS != 0 ) && ( $PREVIEW == 0 ) )
// ( ( $PREVIEW == 0 ) && ( $PREVIEWPHONGALBEDOTINT == 1 ) )
// ( ( $PREVIEW == 1 ) && ( $EXPONENTMODE == 1 ) )
// defined $PIXELFOGTYPE && defined $WRITEWATERFOGTODESTALPHA && ( $PIXELFOGTYPE != 1 ) && $WRITEWATERFOGTODESTALPHA
// defined $LIGHTING_PREVIEW && defined $FASTPATHENVMAPTINT && $LIGHTING_PREVIEW && $FASTPATHENVMAPTINT
// defined $LIGHTING_PREVIEW && defined $FASTPATHENVMAPCONTRAST && $LIGHTING_PREVIEW && $FASTPATHENVMAPCONTRAST
// defined $LIGHTING_PREVIEW && defined $FASTPATH && $LIGHTING_PREVIEW && $FASTPATH
// ($FLASHLIGHT || $FLASHLIGHTSHADOWS) && $LIGHTING_PREVIEW
// defined $PIXELFOGTYPE && defined $WRITEWATERFOGTODESTALPHA && ( $PIXELFOGTYPE != 1 ) && $WRITEWATERFOGTODESTALPHA
// defined $LIGHTING_PREVIEW && defined $FASTPATHENVMAPTINT && $LIGHTING_PREVIEW && $FASTPATHENVMAPTINT
// defined $LIGHTING_PREVIEW && defined $FASTPATHENVMAPCONTRAST && $LIGHTING_PREVIEW && $FASTPATHENVMAPCONTRAST
// defined $LIGHTING_PREVIEW && defined $FASTPATH && $LIGHTING_PREVIEW && $FASTPATH
// ($FLASHLIGHT || $FLASHLIGHTSHADOWS) && $LIGHTING_PREVIEW
// defined $PIXELFOGTYPE && defined $WRITEWATERFOGTODESTALPHA && ( $PIXELFOGTYPE != 1 ) && $WRITEWATERFOGTODESTALPHA
// defined $LIGHTING_PREVIEW && defined $FASTPATHENVMAPTINT && $LIGHTING_PREVIEW && $FASTPATHENVMAPTINT
// defined $LIGHTING_PREVIEW && defined $FASTPATHENVMAPCONTRAST && $LIGHTING_PREVIEW && $FASTPATHENVMAPCONTRAST
// defined $LIGHTING_PREVIEW && defined $FASTPATH && $LIGHTING_PREVIEW && $FASTPATH
// ($FLASHLIGHT || $FLASHLIGHTSHADOWS) && $LIGHTING_PREVIEW
#include "shaderlib/cshader.h"
class customweapon_ps20b_Static_Index
{
private:
	int m_nPAINTSTYLE;
#ifdef _DEBUG
	bool m_bPAINTSTYLE;
#endif
public:
	void SetPAINTSTYLE( int i )
	{
		Assert( i >= 0 && i <= 9 );
		m_nPAINTSTYLE = i;
#ifdef _DEBUG
		m_bPAINTSTYLE = true;
#endif
	}
	void SetPAINTSTYLE( bool i )
	{
		Assert( ( i ? 1 : 0 ) >= 0 && ( i ? 1 : 0 ) <= 9 );
		m_nPAINTSTYLE = i ? 1 : 0;
#ifdef _DEBUG
		m_bPAINTSTYLE = true;
#endif
	}
private:
	int m_nEXPONENTMODE;
#ifdef _DEBUG
	bool m_bEXPONENTMODE;
#endif
public:
	void SetEXPONENTMODE( int i )
	{
		Assert( i >= 0 && i <= 1 );
		m_nEXPONENTMODE = i;
#ifdef _DEBUG
		m_bEXPONENTMODE = true;
#endif
	}
	void SetEXPONENTMODE( bool i )
	{
		Assert( ( i ? 1 : 0 ) >= 0 && ( i ? 1 : 0 ) <= 1 );
		m_nEXPONENTMODE = i ? 1 : 0;
#ifdef _DEBUG
		m_bEXPONENTMODE = true;
#endif
	}
private:
	int m_nCHEAPMODE;
#ifdef _DEBUG
	bool m_bCHEAPMODE;
#endif
public:
	void SetCHEAPMODE( int i )
	{
		Assert( i >= 0 && i <= 1 );
		m_nCHEAPMODE = i;
#ifdef _DEBUG
		m_bCHEAPMODE = true;
#endif
	}
	void SetCHEAPMODE( bool i )
	{
		Assert( ( i ? 1 : 0 ) >= 0 && ( i ? 1 : 0 ) <= 1 );
		m_nCHEAPMODE = i ? 1 : 0;
#ifdef _DEBUG
		m_bCHEAPMODE = true;
#endif
	}
private:
	int m_nPHONGALBEDOFACTORMODE;
#ifdef _DEBUG
	bool m_bPHONGALBEDOFACTORMODE;
#endif
public:
	void SetPHONGALBEDOFACTORMODE( int i )
	{
		Assert( i >= 0 && i <= 1 );
		m_nPHONGALBEDOFACTORMODE = i;
#ifdef _DEBUG
		m_bPHONGALBEDOFACTORMODE = true;
#endif
	}
	void SetPHONGALBEDOFACTORMODE( bool i )
	{
		Assert( ( i ? 1 : 0 ) >= 0 && ( i ? 1 : 0 ) <= 1 );
		m_nPHONGALBEDOFACTORMODE = i ? 1 : 0;
#ifdef _DEBUG
		m_bPHONGALBEDOFACTORMODE = true;
#endif
	}
public:
	// CONSTRUCTOR
	customweapon_ps20b_Static_Index( IShaderShadow *pShaderShadow, IMaterialVar **params )
	{
#ifdef _DEBUG
		m_bPAINTSTYLE = false;
#endif // _DEBUG
		m_nPAINTSTYLE = 0;
#ifdef _DEBUG
		m_bEXPONENTMODE = false;
#endif // _DEBUG
		m_nEXPONENTMODE = 0;
#ifdef _DEBUG
		m_bCHEAPMODE = false;
#endif // _DEBUG
		m_nCHEAPMODE = 0;
#ifdef _DEBUG
		m_bPHONGALBEDOFACTORMODE = false;
#endif // _DEBUG
		m_nPHONGALBEDOFACTORMODE = 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_bPAINTSTYLE && m_bEXPONENTMODE && m_bCHEAPMODE && m_bPHONGALBEDOFACTORMODE;
		Assert( bAllStaticVarsDefined );
#endif // _DEBUG
		return ( 1 * m_nPAINTSTYLE ) + ( 10 * m_nEXPONENTMODE ) + ( 20 * m_nCHEAPMODE ) + ( 40 * m_nPHONGALBEDOFACTORMODE ) + 0;
	}
};
#define shaderStaticTest_customweapon_ps20b psh_forgot_to_set_static_PAINTSTYLE + psh_forgot_to_set_static_EXPONENTMODE + psh_forgot_to_set_static_CHEAPMODE + psh_forgot_to_set_static_PHONGALBEDOFACTORMODE + 0
class customweapon_ps20b_Dynamic_Index
{
public:
	// CONSTRUCTOR
	customweapon_ps20b_Dynamic_Index( IShaderDynamicAPI *pShaderAPI )
	{
	}
	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
#endif // _DEBUG
		return 0;
	}
};
#define shaderDynamicTest_customweapon_ps20b 0

static const ShaderComboInformation_t s_StaticComboArray_customweapon_ps20b[4] = 
{
	{ "PAINTSTYLE", 0, 9 },
	{ "EXPONENTMODE", 0, 1 },
	{ "CHEAPMODE", 0, 1 },
	{ "PHONGALBEDOFACTORMODE", 0, 1 },
};
static const ShaderComboSemantics_t customweapon_ps20b_combos =
{
	"customweapon_ps20b", NULL, 0, s_StaticComboArray_customweapon_ps20b, 4 
};

class ConstructMe_customweapon_ps20b
{
public:
	ConstructMe_customweapon_ps20b()
	{
		GetShaderDLL()->AddShaderComboInformation( &customweapon_ps20b_combos );
	}
};

static ConstructMe_customweapon_ps20b s_ConstructMe_customweapon_ps20b;