// ALL SKIP STATEMENTS THAT AFFECT THIS SHADER!!!
// ( $FLASHLIGHT != 0 ) && ( $NUM_LIGHTS > 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 vortwarp_ps20b_Static_Index
{
private:
	int m_nBASETEXTURE;
#ifdef _DEBUG
	bool m_bBASETEXTURE;
#endif
public:
	void SetBASETEXTURE( int i )
	{
		Assert( i >= 0 && i <= 1 );
		m_nBASETEXTURE = i;
#ifdef _DEBUG
		m_bBASETEXTURE = true;
#endif
	}
	void SetBASETEXTURE( bool i )
	{
		Assert( ( i ? 1 : 0 ) >= 0 && ( i ? 1 : 0 ) <= 1 );
		m_nBASETEXTURE = i ? 1 : 0;
#ifdef _DEBUG
		m_bBASETEXTURE = true;
#endif
	}
private:
	int m_nCUBEMAP;
#ifdef _DEBUG
	bool m_bCUBEMAP;
#endif
public:
	void SetCUBEMAP( int i )
	{
		Assert( i >= 0 && i <= 1 );
		m_nCUBEMAP = i;
#ifdef _DEBUG
		m_bCUBEMAP = true;
#endif
	}
	void SetCUBEMAP( bool i )
	{
		Assert( ( i ? 1 : 0 ) >= 0 && ( i ? 1 : 0 ) <= 1 );
		m_nCUBEMAP = i ? 1 : 0;
#ifdef _DEBUG
		m_bCUBEMAP = true;
#endif
	}
private:
	int m_nDIFFUSELIGHTING;
#ifdef _DEBUG
	bool m_bDIFFUSELIGHTING;
#endif
public:
	void SetDIFFUSELIGHTING( int i )
	{
		Assert( i >= 0 && i <= 1 );
		m_nDIFFUSELIGHTING = i;
#ifdef _DEBUG
		m_bDIFFUSELIGHTING = true;
#endif
	}
	void SetDIFFUSELIGHTING( bool i )
	{
		Assert( ( i ? 1 : 0 ) >= 0 && ( i ? 1 : 0 ) <= 1 );
		m_nDIFFUSELIGHTING = i ? 1 : 0;
#ifdef _DEBUG
		m_bDIFFUSELIGHTING = true;
#endif
	}
private:
	int m_nNORMALMAPALPHAENVMAPMASK;
#ifdef _DEBUG
	bool m_bNORMALMAPALPHAENVMAPMASK;
#endif
public:
	void SetNORMALMAPALPHAENVMAPMASK( int i )
	{
		Assert( i >= 0 && i <= 1 );
		m_nNORMALMAPALPHAENVMAPMASK = i;
#ifdef _DEBUG
		m_bNORMALMAPALPHAENVMAPMASK = true;
#endif
	}
	void SetNORMALMAPALPHAENVMAPMASK( bool i )
	{
		Assert( ( i ? 1 : 0 ) >= 0 && ( i ? 1 : 0 ) <= 1 );
		m_nNORMALMAPALPHAENVMAPMASK = i ? 1 : 0;
#ifdef _DEBUG
		m_bNORMALMAPALPHAENVMAPMASK = true;
#endif
	}
private:
	int m_nHALFLAMBERT;
#ifdef _DEBUG
	bool m_bHALFLAMBERT;
#endif
public:
	void SetHALFLAMBERT( int i )
	{
		Assert( i >= 0 && i <= 1 );
		m_nHALFLAMBERT = i;
#ifdef _DEBUG
		m_bHALFLAMBERT = true;
#endif
	}
	void SetHALFLAMBERT( bool i )
	{
		Assert( ( i ? 1 : 0 ) >= 0 && ( i ? 1 : 0 ) <= 1 );
		m_nHALFLAMBERT = i ? 1 : 0;
#ifdef _DEBUG
		m_bHALFLAMBERT = true;
#endif
	}
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_nTRANSLUCENT;
#ifdef _DEBUG
	bool m_bTRANSLUCENT;
#endif
public:
	void SetTRANSLUCENT( int i )
	{
		Assert( i >= 0 && i <= 1 );
		m_nTRANSLUCENT = i;
#ifdef _DEBUG
		m_bTRANSLUCENT = true;
#endif
	}
	void SetTRANSLUCENT( bool i )
	{
		Assert( ( i ? 1 : 0 ) >= 0 && ( i ? 1 : 0 ) <= 1 );
		m_nTRANSLUCENT = i ? 1 : 0;
#ifdef _DEBUG
		m_bTRANSLUCENT = true;
#endif
	}
public:
	// CONSTRUCTOR
	vortwarp_ps20b_Static_Index( IShaderShadow *pShaderShadow, IMaterialVar **params )
	{
#ifdef _DEBUG
		m_bBASETEXTURE = false;
#endif // _DEBUG
		m_nBASETEXTURE = 0;
#ifdef _DEBUG
		m_bCUBEMAP = false;
#endif // _DEBUG
		m_nCUBEMAP = 0;
#ifdef _DEBUG
		m_bDIFFUSELIGHTING = false;
#endif // _DEBUG
		m_nDIFFUSELIGHTING = 0;
#ifdef _DEBUG
		m_bNORMALMAPALPHAENVMAPMASK = false;
#endif // _DEBUG
		m_nNORMALMAPALPHAENVMAPMASK = 0;
#ifdef _DEBUG
		m_bHALFLAMBERT = false;
#endif // _DEBUG
		m_nHALFLAMBERT = 0;
#ifdef _DEBUG
		m_bFLASHLIGHT = false;
#endif // _DEBUG
		m_nFLASHLIGHT = 0;
#ifdef _DEBUG
		m_bTRANSLUCENT = false;
#endif // _DEBUG
		m_nTRANSLUCENT = 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_bBASETEXTURE && m_bCUBEMAP && m_bDIFFUSELIGHTING && m_bNORMALMAPALPHAENVMAPMASK && m_bHALFLAMBERT && m_bFLASHLIGHT && m_bTRANSLUCENT;
		Assert( bAllStaticVarsDefined );
#endif // _DEBUG
		return ( 80 * m_nBASETEXTURE ) + ( 160 * m_nCUBEMAP ) + ( 320 * m_nDIFFUSELIGHTING ) + ( 640 * m_nNORMALMAPALPHAENVMAPMASK ) + ( 1280 * m_nHALFLAMBERT ) + ( 2560 * m_nFLASHLIGHT ) + ( 5120 * m_nTRANSLUCENT ) + 0;
	}
};
#define shaderStaticTest_vortwarp_ps20b psh_forgot_to_set_static_BASETEXTURE + psh_forgot_to_set_static_CUBEMAP + psh_forgot_to_set_static_DIFFUSELIGHTING + psh_forgot_to_set_static_NORMALMAPALPHAENVMAPMASK + psh_forgot_to_set_static_HALFLAMBERT + psh_forgot_to_set_static_FLASHLIGHT + psh_forgot_to_set_static_TRANSLUCENT + 0
class vortwarp_ps20b_Dynamic_Index
{
private:
	int m_nWRITEWATERFOGTODESTALPHA;
#ifdef _DEBUG
	bool m_bWRITEWATERFOGTODESTALPHA;
#endif
public:
	void SetWRITEWATERFOGTODESTALPHA( int i )
	{
		Assert( i >= 0 && i <= 1 );
		m_nWRITEWATERFOGTODESTALPHA = i;
#ifdef _DEBUG
		m_bWRITEWATERFOGTODESTALPHA = true;
#endif
	}
	void SetWRITEWATERFOGTODESTALPHA( bool i )
	{
		Assert( ( i ? 1 : 0 ) >= 0 && ( i ? 1 : 0 ) <= 1 );
		m_nWRITEWATERFOGTODESTALPHA = i ? 1 : 0;
#ifdef _DEBUG
		m_bWRITEWATERFOGTODESTALPHA = 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
	}
private:
	int m_nWARPINGIN;
#ifdef _DEBUG
	bool m_bWARPINGIN;
#endif
public:
	void SetWARPINGIN( int i )
	{
		Assert( i >= 0 && i <= 1 );
		m_nWARPINGIN = i;
#ifdef _DEBUG
		m_bWARPINGIN = true;
#endif
	}
	void SetWARPINGIN( bool i )
	{
		Assert( ( i ? 1 : 0 ) >= 0 && ( i ? 1 : 0 ) <= 1 );
		m_nWARPINGIN = i ? 1 : 0;
#ifdef _DEBUG
		m_bWARPINGIN = true;
#endif
	}
private:
	int m_nAMBIENT_LIGHT;
#ifdef _DEBUG
	bool m_bAMBIENT_LIGHT;
#endif
public:
	void SetAMBIENT_LIGHT( int i )
	{
		Assert( i >= 0 && i <= 1 );
		m_nAMBIENT_LIGHT = i;
#ifdef _DEBUG
		m_bAMBIENT_LIGHT = true;
#endif
	}
	void SetAMBIENT_LIGHT( bool i )
	{
		Assert( ( i ? 1 : 0 ) >= 0 && ( i ? 1 : 0 ) <= 1 );
		m_nAMBIENT_LIGHT = i ? 1 : 0;
#ifdef _DEBUG
		m_bAMBIENT_LIGHT = true;
#endif
	}
private:
	int m_nNUM_LIGHTS;
#ifdef _DEBUG
	bool m_bNUM_LIGHTS;
#endif
public:
	void SetNUM_LIGHTS( int i )
	{
		Assert( i >= 0 && i <= 4 );
		m_nNUM_LIGHTS = i;
#ifdef _DEBUG
		m_bNUM_LIGHTS = true;
#endif
	}
	void SetNUM_LIGHTS( bool i )
	{
		Assert( ( i ? 1 : 0 ) >= 0 && ( i ? 1 : 0 ) <= 4 );
		m_nNUM_LIGHTS = i ? 1 : 0;
#ifdef _DEBUG
		m_bNUM_LIGHTS = true;
#endif
	}
public:
	// CONSTRUCTOR
	vortwarp_ps20b_Dynamic_Index( IShaderDynamicAPI *pShaderAPI )
	{
#ifdef _DEBUG
		m_bWRITEWATERFOGTODESTALPHA = false;
#endif // _DEBUG
		m_nWRITEWATERFOGTODESTALPHA = 0;
#ifdef _DEBUG
		m_bPIXELFOGTYPE = true;
#endif // _DEBUG
		m_nPIXELFOGTYPE = ( pShaderAPI->GetSceneFogMode() == MATERIAL_FOG_LINEAR_BELOW_FOG_Z ) ;
#ifdef _DEBUG
		m_bWARPINGIN = false;
#endif // _DEBUG
		m_nWARPINGIN = 0;
#ifdef _DEBUG
		m_bAMBIENT_LIGHT = false;
#endif // _DEBUG
		m_nAMBIENT_LIGHT = 0;
#ifdef _DEBUG
		m_bNUM_LIGHTS = false;
#endif // _DEBUG
		m_nNUM_LIGHTS = 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_bWRITEWATERFOGTODESTALPHA && m_bPIXELFOGTYPE && m_bWARPINGIN && m_bAMBIENT_LIGHT && m_bNUM_LIGHTS;
		Assert( bAllDynamicVarsDefined );
#endif // _DEBUG
		return ( 1 * m_nWRITEWATERFOGTODESTALPHA ) + ( 2 * m_nPIXELFOGTYPE ) + ( 4 * m_nWARPINGIN ) + ( 8 * m_nAMBIENT_LIGHT ) + ( 16 * m_nNUM_LIGHTS ) + 0;
	}
};
#define shaderDynamicTest_vortwarp_ps20b psh_forgot_to_set_dynamic_WRITEWATERFOGTODESTALPHA + psh_forgot_to_set_dynamic_WARPINGIN + psh_forgot_to_set_dynamic_AMBIENT_LIGHT + psh_forgot_to_set_dynamic_NUM_LIGHTS + 0

static const ShaderComboInformation_t s_DynamicComboArray_vortwarp_ps20b[5] = 
{
	{ "WRITEWATERFOGTODESTALPHA", 0, 1 },
	{ "PIXELFOGTYPE", 0, 1 },
	{ "WARPINGIN", 0, 1 },
	{ "AMBIENT_LIGHT", 0, 1 },
	{ "NUM_LIGHTS", 0, 4 },
};

static const ShaderComboInformation_t s_StaticComboArray_vortwarp_ps20b[7] = 
{
	{ "BASETEXTURE", 0, 1 },
	{ "CUBEMAP", 0, 1 },
	{ "DIFFUSELIGHTING", 0, 1 },
	{ "NORMALMAPALPHAENVMAPMASK", 0, 1 },
	{ "HALFLAMBERT", 0, 1 },
	{ "FLASHLIGHT", 0, 1 },
	{ "TRANSLUCENT", 0, 1 },
};
static const ShaderComboSemantics_t vortwarp_ps20b_combos =
{
	"vortwarp_ps20b", s_DynamicComboArray_vortwarp_ps20b, 5, s_StaticComboArray_vortwarp_ps20b, 7 
};

class ConstructMe_vortwarp_ps20b
{
public:
	ConstructMe_vortwarp_ps20b()
	{
		GetShaderDLL()->AddShaderComboInformation( &vortwarp_ps20b_combos );
	}
};

static ConstructMe_vortwarp_ps20b s_ConstructMe_vortwarp_ps20b;