// 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 worldimposter_ps20_Static_Index
{
private:
	int m_nDOPIXELFOG;
#ifdef _DEBUG
	bool m_bDOPIXELFOG;
#endif
public:
	void SetDOPIXELFOG( int i )
	{
		Assert( i >= 0 && i <= 0 );
		m_nDOPIXELFOG = i;
#ifdef _DEBUG
		m_bDOPIXELFOG = true;
#endif
	}
	void SetDOPIXELFOG( bool i )
	{
		Assert( ( i ? 1 : 0 ) >= 0 && ( i ? 1 : 0 ) <= 0 );
		m_nDOPIXELFOG = i ? 1 : 0;
#ifdef _DEBUG
		m_bDOPIXELFOG = true;
#endif
	}
public:
	// CONSTRUCTOR
	worldimposter_ps20_Static_Index( IShaderShadow *pShaderShadow, IMaterialVar **params )
	{
#ifdef _DEBUG
		m_bDOPIXELFOG = true;
#endif // _DEBUG
		m_nDOPIXELFOG = 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_bDOPIXELFOG;
		Assert( bAllStaticVarsDefined );
#endif // _DEBUG
		return ( 4 * m_nDOPIXELFOG ) + 0;
	}
};
#define shaderStaticTest_worldimposter_ps20 0
class worldimposter_ps20_Dynamic_Index
{
private:
	int m_nFLASHLIGHT;
#ifdef _DEBUG
	bool m_bFLASHLIGHT;
#endif
public:
	void SetFLASHLIGHT( int i )
	{
		Assert( i >= 0 && i <= 1 );
		m_nFLASHLIGHT = i;
#ifdef _DEBUG
		m_bFLASHLIGHT = true;
#endif
	}
	void SetFLASHLIGHT( bool i )
	{
		Assert( ( i ? 1 : 0 ) >= 0 && ( i ? 1 : 0 ) <= 1 );
		m_nFLASHLIGHT = i ? 1 : 0;
#ifdef _DEBUG
		m_bFLASHLIGHT = true;
#endif
	}
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 <= 0 );
		m_nPIXELFOGTYPE = i;
#ifdef _DEBUG
		m_bPIXELFOGTYPE = true;
#endif
	}
	void SetPIXELFOGTYPE( bool i )
	{
		Assert( ( i ? 1 : 0 ) >= 0 && ( i ? 1 : 0 ) <= 0 );
		m_nPIXELFOGTYPE = i ? 1 : 0;
#ifdef _DEBUG
		m_bPIXELFOGTYPE = true;
#endif
	}
public:
	// CONSTRUCTOR
	worldimposter_ps20_Dynamic_Index( IShaderDynamicAPI *pShaderAPI )
	{
#ifdef _DEBUG
		m_bFLASHLIGHT = false;
#endif // _DEBUG
		m_nFLASHLIGHT = 0;
#ifdef _DEBUG
		m_bFLASHLIGHTSHADOWS = false;
#endif // _DEBUG
		m_nFLASHLIGHTSHADOWS = 0;
#ifdef _DEBUG
		m_bPIXELFOGTYPE = true;
#endif // _DEBUG
		m_nPIXELFOGTYPE = 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 bAllDynamicVarsDefined = m_bFLASHLIGHT && m_bFLASHLIGHTSHADOWS && m_bPIXELFOGTYPE;
		Assert( bAllDynamicVarsDefined );
#endif // _DEBUG
		return ( 1 * m_nFLASHLIGHT ) + ( 2 * m_nFLASHLIGHTSHADOWS ) + ( 4 * m_nPIXELFOGTYPE ) + 0;
	}
};
#define shaderDynamicTest_worldimposter_ps20 psh_forgot_to_set_dynamic_FLASHLIGHT + psh_forgot_to_set_dynamic_FLASHLIGHTSHADOWS + 0

static const ShaderComboInformation_t s_DynamicComboArray_worldimposter_ps20[3] = 
{
	{ "FLASHLIGHT", 0, 1 },
	{ "FLASHLIGHTSHADOWS", 0, 1 },
	{ "PIXELFOGTYPE", 0, 0 },
};

static const ShaderComboInformation_t s_StaticComboArray_worldimposter_ps20[1] = 
{
	{ "DOPIXELFOG", 0, 0 },
};
static const ShaderComboSemantics_t worldimposter_ps20_combos =
{
	"worldimposter_ps20", s_DynamicComboArray_worldimposter_ps20, 3, s_StaticComboArray_worldimposter_ps20, 1 
};

class ConstructMe_worldimposter_ps20
{
public:
	ConstructMe_worldimposter_ps20()
	{
		GetShaderDLL()->AddShaderComboInformation( &worldimposter_ps20_combos );
	}
};

static ConstructMe_worldimposter_ps20 s_ConstructMe_worldimposter_ps20;