// ALL SKIP STATEMENTS THAT AFFECT THIS SHADER!!!
// 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 sprite_ps20_Static_Index
{
private:
	int m_nVERTEXCOLOR;
#ifdef _DEBUG
	bool m_bVERTEXCOLOR;
#endif
public:
	void SetVERTEXCOLOR( int i )
	{
		Assert( i >= 0 && i <= 1 );
		m_nVERTEXCOLOR = i;
#ifdef _DEBUG
		m_bVERTEXCOLOR = true;
#endif
	}
	void SetVERTEXCOLOR( bool i )
	{
		Assert( ( i ? 1 : 0 ) >= 0 && ( i ? 1 : 0 ) <= 1 );
		m_nVERTEXCOLOR = i ? 1 : 0;
#ifdef _DEBUG
		m_bVERTEXCOLOR = true;
#endif
	}
private:
	int m_nCONSTANTCOLOR;
#ifdef _DEBUG
	bool m_bCONSTANTCOLOR;
#endif
public:
	void SetCONSTANTCOLOR( int i )
	{
		Assert( i >= 0 && i <= 1 );
		m_nCONSTANTCOLOR = i;
#ifdef _DEBUG
		m_bCONSTANTCOLOR = true;
#endif
	}
	void SetCONSTANTCOLOR( bool i )
	{
		Assert( ( i ? 1 : 0 ) >= 0 && ( i ? 1 : 0 ) <= 1 );
		m_nCONSTANTCOLOR = i ? 1 : 0;
#ifdef _DEBUG
		m_bCONSTANTCOLOR = true;
#endif
	}
private:
	int m_nHDRTYPE;
#ifdef _DEBUG
	bool m_bHDRTYPE;
#endif
public:
	void SetHDRTYPE( int i )
	{
		Assert( i >= 0 && i <= 2 );
		m_nHDRTYPE = i;
#ifdef _DEBUG
		m_bHDRTYPE = true;
#endif
	}
	void SetHDRTYPE( bool i )
	{
		Assert( ( i ? 1 : 0 ) >= 0 && ( i ? 1 : 0 ) <= 2 );
		m_nHDRTYPE = i ? 1 : 0;
#ifdef _DEBUG
		m_bHDRTYPE = true;
#endif
	}
private:
	int m_nSRGB;
#ifdef _DEBUG
	bool m_bSRGB;
#endif
public:
	void SetSRGB( int i )
	{
		Assert( i >= 0 && i <= 1 );
		m_nSRGB = i;
#ifdef _DEBUG
		m_bSRGB = true;
#endif
	}
	void SetSRGB( bool i )
	{
		Assert( ( i ? 1 : 0 ) >= 0 && ( i ? 1 : 0 ) <= 1 );
		m_nSRGB = i ? 1 : 0;
#ifdef _DEBUG
		m_bSRGB = true;
#endif
	}
public:
	// CONSTRUCTOR
	sprite_ps20_Static_Index( IShaderShadow *pShaderShadow, IMaterialVar **params )
	{
#ifdef _DEBUG
		m_bVERTEXCOLOR = false;
#endif // _DEBUG
		m_nVERTEXCOLOR = 0;
#ifdef _DEBUG
		m_bCONSTANTCOLOR = false;
#endif // _DEBUG
		m_nCONSTANTCOLOR = 0;
#ifdef _DEBUG
		m_bHDRTYPE = false;
#endif // _DEBUG
		m_nHDRTYPE = 0;
#ifdef _DEBUG
		m_bSRGB = false;
#endif // _DEBUG
		m_nSRGB = 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_bVERTEXCOLOR && m_bCONSTANTCOLOR && m_bHDRTYPE && m_bSRGB;
		Assert( bAllStaticVarsDefined );
#endif // _DEBUG
		return ( 4 * m_nVERTEXCOLOR ) + ( 8 * m_nCONSTANTCOLOR ) + ( 16 * m_nHDRTYPE ) + ( 48 * m_nSRGB ) + 0;
	}
};
#define shaderStaticTest_sprite_ps20 psh_forgot_to_set_static_VERTEXCOLOR + psh_forgot_to_set_static_CONSTANTCOLOR + psh_forgot_to_set_static_HDRTYPE + psh_forgot_to_set_static_SRGB + 0
class sprite_ps20_Dynamic_Index
{
private:
	int m_nHDRENABLED;
#ifdef _DEBUG
	bool m_bHDRENABLED;
#endif
public:
	void SetHDRENABLED( int i )
	{
		Assert( i >= 0 && i <= 1 );
		m_nHDRENABLED = i;
#ifdef _DEBUG
		m_bHDRENABLED = true;
#endif
	}
	void SetHDRENABLED( bool i )
	{
		Assert( ( i ? 1 : 0 ) >= 0 && ( i ? 1 : 0 ) <= 1 );
		m_nHDRENABLED = i ? 1 : 0;
#ifdef _DEBUG
		m_bHDRENABLED = 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
	sprite_ps20_Dynamic_Index( IShaderDynamicAPI *pShaderAPI )
	{
#ifdef _DEBUG
		m_bHDRENABLED = false;
#endif // _DEBUG
		m_nHDRENABLED = 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_bHDRENABLED && m_bPIXELFOGTYPE;
		Assert( bAllDynamicVarsDefined );
#endif // _DEBUG
		return ( 1 * m_nHDRENABLED ) + ( 2 * m_nPIXELFOGTYPE ) + 0;
	}
};
#define shaderDynamicTest_sprite_ps20 psh_forgot_to_set_dynamic_HDRENABLED + 0

static const ShaderComboInformation_t s_DynamicComboArray_sprite_ps20[2] = 
{
	{ "HDRENABLED", 0, 1 },
	{ "PIXELFOGTYPE", 0, 1 },
};

static const ShaderComboInformation_t s_StaticComboArray_sprite_ps20[4] = 
{
	{ "VERTEXCOLOR", 0, 1 },
	{ "CONSTANTCOLOR", 0, 1 },
	{ "HDRTYPE", 0, 2 },
	{ "SRGB", 0, 1 },
};
static const ShaderComboSemantics_t sprite_ps20_combos =
{
	"sprite_ps20", s_DynamicComboArray_sprite_ps20, 2, s_StaticComboArray_sprite_ps20, 4 
};

class ConstructMe_sprite_ps20
{
public:
	ConstructMe_sprite_ps20()
	{
		GetShaderDLL()->AddShaderComboInformation( &sprite_ps20_combos );
	}
};

static ConstructMe_sprite_ps20 s_ConstructMe_sprite_ps20;