// ALL SKIP STATEMENTS THAT AFFECT THIS SHADER!!!
// ( $SFM == 0 ) && ( $UBERLIGHT == 1 )
// !$WORLDVERTEXTRANSITION && $NORMALMAP2
// !$NORMALMAP && $NORMALMAP2
// !$DETAILTEXTURE && ( $DETAIL_BLEND_MODE != 0 )
// 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 flashlight_ps20b_Static_Index
{
private:
	int m_nSFM;
#ifdef _DEBUG
	bool m_bSFM;
#endif
public:
	void SetSFM( int i )
	{
		Assert( i >= 0 && i <= 0 );
		m_nSFM = i;
#ifdef _DEBUG
		m_bSFM = true;
#endif
	}
	void SetSFM( bool i )
	{
		Assert( ( i ? 1 : 0 ) >= 0 && ( i ? 1 : 0 ) <= 0 );
		m_nSFM = i ? 1 : 0;
#ifdef _DEBUG
		m_bSFM = true;
#endif
	}
private:
	int m_nNORMALMAP;
#ifdef _DEBUG
	bool m_bNORMALMAP;
#endif
public:
	void SetNORMALMAP( int i )
	{
		Assert( i >= 0 && i <= 2 );
		m_nNORMALMAP = i;
#ifdef _DEBUG
		m_bNORMALMAP = true;
#endif
	}
	void SetNORMALMAP( bool i )
	{
		Assert( ( i ? 1 : 0 ) >= 0 && ( i ? 1 : 0 ) <= 2 );
		m_nNORMALMAP = i ? 1 : 0;
#ifdef _DEBUG
		m_bNORMALMAP = true;
#endif
	}
private:
	int m_nNORMALMAP2;
#ifdef _DEBUG
	bool m_bNORMALMAP2;
#endif
public:
	void SetNORMALMAP2( int i )
	{
		Assert( i >= 0 && i <= 1 );
		m_nNORMALMAP2 = i;
#ifdef _DEBUG
		m_bNORMALMAP2 = true;
#endif
	}
	void SetNORMALMAP2( bool i )
	{
		Assert( ( i ? 1 : 0 ) >= 0 && ( i ? 1 : 0 ) <= 1 );
		m_nNORMALMAP2 = i ? 1 : 0;
#ifdef _DEBUG
		m_bNORMALMAP2 = true;
#endif
	}
private:
	int m_nWORLDVERTEXTRANSITION;
#ifdef _DEBUG
	bool m_bWORLDVERTEXTRANSITION;
#endif
public:
	void SetWORLDVERTEXTRANSITION( int i )
	{
		Assert( i >= 0 && i <= 1 );
		m_nWORLDVERTEXTRANSITION = i;
#ifdef _DEBUG
		m_bWORLDVERTEXTRANSITION = true;
#endif
	}
	void SetWORLDVERTEXTRANSITION( bool i )
	{
		Assert( ( i ? 1 : 0 ) >= 0 && ( i ? 1 : 0 ) <= 1 );
		m_nWORLDVERTEXTRANSITION = i ? 1 : 0;
#ifdef _DEBUG
		m_bWORLDVERTEXTRANSITION = true;
#endif
	}
private:
	int m_nSEAMLESS;
#ifdef _DEBUG
	bool m_bSEAMLESS;
#endif
public:
	void SetSEAMLESS( int i )
	{
		Assert( i >= 0 && i <= 1 );
		m_nSEAMLESS = i;
#ifdef _DEBUG
		m_bSEAMLESS = true;
#endif
	}
	void SetSEAMLESS( bool i )
	{
		Assert( ( i ? 1 : 0 ) >= 0 && ( i ? 1 : 0 ) <= 1 );
		m_nSEAMLESS = i ? 1 : 0;
#ifdef _DEBUG
		m_bSEAMLESS = true;
#endif
	}
private:
	int m_nDETAILTEXTURE;
#ifdef _DEBUG
	bool m_bDETAILTEXTURE;
#endif
public:
	void SetDETAILTEXTURE( int i )
	{
		Assert( i >= 0 && i <= 1 );
		m_nDETAILTEXTURE = i;
#ifdef _DEBUG
		m_bDETAILTEXTURE = true;
#endif
	}
	void SetDETAILTEXTURE( bool i )
	{
		Assert( ( i ? 1 : 0 ) >= 0 && ( i ? 1 : 0 ) <= 1 );
		m_nDETAILTEXTURE = i ? 1 : 0;
#ifdef _DEBUG
		m_bDETAILTEXTURE = true;
#endif
	}
private:
	int m_nDETAIL_BLEND_MODE;
#ifdef _DEBUG
	bool m_bDETAIL_BLEND_MODE;
#endif
public:
	void SetDETAIL_BLEND_MODE( int i )
	{
		Assert( i >= 0 && i <= 11 );
		m_nDETAIL_BLEND_MODE = i;
#ifdef _DEBUG
		m_bDETAIL_BLEND_MODE = true;
#endif
	}
	void SetDETAIL_BLEND_MODE( bool i )
	{
		Assert( ( i ? 1 : 0 ) >= 0 && ( i ? 1 : 0 ) <= 11 );
		m_nDETAIL_BLEND_MODE = i ? 1 : 0;
#ifdef _DEBUG
		m_bDETAIL_BLEND_MODE = true;
#endif
	}
private:
	int m_nFLASHLIGHTDEPTHFILTERMODE;
#ifdef _DEBUG
	bool m_bFLASHLIGHTDEPTHFILTERMODE;
#endif
public:
	void SetFLASHLIGHTDEPTHFILTERMODE( int i )
	{
		Assert( i >= 0 && i <= 0 );
		m_nFLASHLIGHTDEPTHFILTERMODE = i;
#ifdef _DEBUG
		m_bFLASHLIGHTDEPTHFILTERMODE = true;
#endif
	}
	void SetFLASHLIGHTDEPTHFILTERMODE( bool i )
	{
		Assert( ( i ? 1 : 0 ) >= 0 && ( i ? 1 : 0 ) <= 0 );
		m_nFLASHLIGHTDEPTHFILTERMODE = i ? 1 : 0;
#ifdef _DEBUG
		m_bFLASHLIGHTDEPTHFILTERMODE = true;
#endif
	}
private:
	int m_nDOPIXELFOG;
#ifdef _DEBUG
	bool m_bDOPIXELFOG;
#endif
public:
	void SetDOPIXELFOG( int i )
	{
		Assert( i >= 0 && i <= 1 );
		m_nDOPIXELFOG = i;
#ifdef _DEBUG
		m_bDOPIXELFOG = true;
#endif
	}
	void SetDOPIXELFOG( bool i )
	{
		Assert( ( i ? 1 : 0 ) >= 0 && ( i ? 1 : 0 ) <= 1 );
		m_nDOPIXELFOG = i ? 1 : 0;
#ifdef _DEBUG
		m_bDOPIXELFOG = true;
#endif
	}
public:
	// CONSTRUCTOR
	flashlight_ps20b_Static_Index( IShaderShadow *pShaderShadow, IMaterialVar **params )
	{
#ifdef _DEBUG
		m_bSFM = false;
#endif // _DEBUG
		m_nSFM = 0;
#ifdef _DEBUG
		m_bNORMALMAP = false;
#endif // _DEBUG
		m_nNORMALMAP = 0;
#ifdef _DEBUG
		m_bNORMALMAP2 = false;
#endif // _DEBUG
		m_nNORMALMAP2 = 0;
#ifdef _DEBUG
		m_bWORLDVERTEXTRANSITION = false;
#endif // _DEBUG
		m_nWORLDVERTEXTRANSITION = 0;
#ifdef _DEBUG
		m_bSEAMLESS = false;
#endif // _DEBUG
		m_nSEAMLESS = 0;
#ifdef _DEBUG
		m_bDETAILTEXTURE = false;
#endif // _DEBUG
		m_nDETAILTEXTURE = 0;
#ifdef _DEBUG
		m_bDETAIL_BLEND_MODE = false;
#endif // _DEBUG
		m_nDETAIL_BLEND_MODE = 0;
#ifdef _DEBUG
		m_bFLASHLIGHTDEPTHFILTERMODE = false;
#endif // _DEBUG
		m_nFLASHLIGHTDEPTHFILTERMODE = 0;
#ifdef _DEBUG
		m_bDOPIXELFOG = true;
#endif // _DEBUG
		m_nDOPIXELFOG = !IS_FLAG_SET( MATERIAL_VAR_VERTEXFOG ) ? 1 : 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_bSFM && m_bNORMALMAP && m_bNORMALMAP2 && m_bWORLDVERTEXTRANSITION && m_bSEAMLESS && m_bDETAILTEXTURE && m_bDETAIL_BLEND_MODE && m_bFLASHLIGHTDEPTHFILTERMODE && m_bDOPIXELFOG;
		Assert( bAllStaticVarsDefined );
#endif // _DEBUG
		return ( 4 * m_nSFM ) + ( 4 * m_nNORMALMAP ) + ( 12 * m_nNORMALMAP2 ) + ( 24 * m_nWORLDVERTEXTRANSITION ) + ( 48 * m_nSEAMLESS ) + ( 96 * m_nDETAILTEXTURE ) + ( 192 * m_nDETAIL_BLEND_MODE ) + ( 2304 * m_nFLASHLIGHTDEPTHFILTERMODE ) + ( 2304 * m_nDOPIXELFOG ) + 0;
	}
};
#define shaderStaticTest_flashlight_ps20b psh_forgot_to_set_static_SFM + 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 + 0
class flashlight_ps20b_Dynamic_Index
{
private:
	int m_nFLASHLIGHTSHADOWS;
#ifdef _DEBUG
	bool m_bFLASHLIGHTSHADOWS;
#endif
public:
	void SetFLASHLIGHTSHADOWS( int i )
	{
		Assert( i >= 0 && i <= 1 );
		m_nFLASHLIGHTSHADOWS = i;
#ifdef _DEBUG
		m_bFLASHLIGHTSHADOWS = true;
#endif
	}
	void SetFLASHLIGHTSHADOWS( bool i )
	{
		Assert( ( i ? 1 : 0 ) >= 0 && ( i ? 1 : 0 ) <= 1 );
		m_nFLASHLIGHTSHADOWS = i ? 1 : 0;
#ifdef _DEBUG
		m_bFLASHLIGHTSHADOWS = true;
#endif
	}
private:
	int m_nPIXELFOGTYPE;
#ifdef _DEBUG
	bool m_bPIXELFOGTYPE;
#endif
public:
	void SetPIXELFOGTYPE( int i )
	{
		Assert( i >= 0 && i <= 1 );
		m_nPIXELFOGTYPE = i;
#ifdef _DEBUG
		m_bPIXELFOGTYPE = true;
#endif
	}
	void SetPIXELFOGTYPE( bool i )
	{
		Assert( ( i ? 1 : 0 ) >= 0 && ( i ? 1 : 0 ) <= 1 );
		m_nPIXELFOGTYPE = i ? 1 : 0;
#ifdef _DEBUG
		m_bPIXELFOGTYPE = true;
#endif
	}
public:
	// CONSTRUCTOR
	flashlight_ps20b_Dynamic_Index( IShaderDynamicAPI *pShaderAPI )
	{
#ifdef _DEBUG
		m_bFLASHLIGHTSHADOWS = false;
#endif // _DEBUG
		m_nFLASHLIGHTSHADOWS = 0;
#ifdef _DEBUG
		m_bPIXELFOGTYPE = true;
#endif // _DEBUG
		m_nPIXELFOGTYPE = ( pShaderAPI->GetSceneFogMode() == MATERIAL_FOG_LINEAR_BELOW_FOG_Z ) ;
	}
	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_bFLASHLIGHTSHADOWS && m_bPIXELFOGTYPE;
		Assert( bAllDynamicVarsDefined );
#endif // _DEBUG
		return ( 1 * m_nFLASHLIGHTSHADOWS ) + ( 2 * m_nPIXELFOGTYPE ) + 0;
	}
};
#define shaderDynamicTest_flashlight_ps20b psh_forgot_to_set_dynamic_FLASHLIGHTSHADOWS + 0

static const ShaderComboInformation_t s_DynamicComboArray_flashlight_ps20b[2] = 
{
	{ "FLASHLIGHTSHADOWS", 0, 1 },
	{ "PIXELFOGTYPE", 0, 1 },
};

static const ShaderComboInformation_t s_StaticComboArray_flashlight_ps20b[9] = 
{
	{ "SFM", 0, 0 },
	{ "NORMALMAP", 0, 2 },
	{ "NORMALMAP2", 0, 1 },
	{ "WORLDVERTEXTRANSITION", 0, 1 },
	{ "SEAMLESS", 0, 1 },
	{ "DETAILTEXTURE", 0, 1 },
	{ "DETAIL_BLEND_MODE", 0, 11 },
	{ "FLASHLIGHTDEPTHFILTERMODE", 0, 0 },
	{ "DOPIXELFOG", 0, 1 },
};
static const ShaderComboSemantics_t flashlight_ps20b_combos =
{
	"flashlight_ps20b", s_DynamicComboArray_flashlight_ps20b, 2, s_StaticComboArray_flashlight_ps20b, 9 
};

class ConstructMe_flashlight_ps20b
{
public:
	ConstructMe_flashlight_ps20b()
	{
		GetShaderDLL()->AddShaderComboInformation( &flashlight_ps20b_combos );
	}
};

static ConstructMe_flashlight_ps20b s_ConstructMe_flashlight_ps20b;