// ALL SKIP STATEMENTS THAT AFFECT THIS SHADER!!!
// ( $BUMPMAP == 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
#include "shaderlib/cshader.h"
class lightmappedpaint_ps20b_Static_Index
{
private:
	int m_nBUMPMAP;
#ifdef _DEBUG
	bool m_bBUMPMAP;
#endif
public:
	void SetBUMPMAP( int i )
	{
		Assert( i >= 0 && i <= 2 );
		m_nBUMPMAP = i;
#ifdef _DEBUG
		m_bBUMPMAP = true;
#endif
	}
	void SetBUMPMAP( bool i )
	{
		Assert( ( i ? 1 : 0 ) >= 0 && ( i ? 1 : 0 ) <= 2 );
		m_nBUMPMAP = i ? 1 : 0;
#ifdef _DEBUG
		m_bBUMPMAP = true;
#endif
	}
private:
	int m_nCUBEMAP;
#ifdef _DEBUG
	bool m_bCUBEMAP;
#endif
public:
	void SetCUBEMAP( int i )
	{
		Assert( i >= 0 && i <= 2 );
		m_nCUBEMAP = i;
#ifdef _DEBUG
		m_bCUBEMAP = true;
#endif
	}
	void SetCUBEMAP( bool i )
	{
		Assert( ( i ? 1 : 0 ) >= 0 && ( i ? 1 : 0 ) <= 2 );
		m_nCUBEMAP = i ? 1 : 0;
#ifdef _DEBUG
		m_bCUBEMAP = 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_nTHICKPAINT;
#ifdef _DEBUG
	bool m_bTHICKPAINT;
#endif
public:
	void SetTHICKPAINT( int i )
	{
		Assert( i >= 0 && i <= 1 );
		m_nTHICKPAINT = i;
#ifdef _DEBUG
		m_bTHICKPAINT = true;
#endif
	}
	void SetTHICKPAINT( bool i )
	{
		Assert( ( i ? 1 : 0 ) >= 0 && ( i ? 1 : 0 ) <= 1 );
		m_nTHICKPAINT = i ? 1 : 0;
#ifdef _DEBUG
		m_bTHICKPAINT = 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
	lightmappedpaint_ps20b_Static_Index( IShaderShadow *pShaderShadow, IMaterialVar **params )
	{
#ifdef _DEBUG
		m_bBUMPMAP = false;
#endif // _DEBUG
		m_nBUMPMAP = 0;
#ifdef _DEBUG
		m_bCUBEMAP = false;
#endif // _DEBUG
		m_nCUBEMAP = 0;
#ifdef _DEBUG
		m_bSEAMLESS = false;
#endif // _DEBUG
		m_nSEAMLESS = 0;
#ifdef _DEBUG
		m_bTHICKPAINT = false;
#endif // _DEBUG
		m_nTHICKPAINT = 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_bBUMPMAP && m_bCUBEMAP && m_bSEAMLESS && m_bTHICKPAINT && m_bDOPIXELFOG;
		Assert( bAllStaticVarsDefined );
#endif // _DEBUG
		return ( 8 * m_nBUMPMAP ) + ( 24 * m_nCUBEMAP ) + ( 72 * m_nSEAMLESS ) + ( 144 * m_nTHICKPAINT ) + ( 288 * m_nDOPIXELFOG ) + 0;
	}
};
#define shaderStaticTest_lightmappedpaint_ps20b psh_forgot_to_set_static_BUMPMAP + psh_forgot_to_set_static_CUBEMAP + psh_forgot_to_set_static_SEAMLESS + psh_forgot_to_set_static_THICKPAINT + 0
class lightmappedpaint_ps20b_Dynamic_Index
{
private:
	int m_nFASTPATHENVMAPCONTRAST;
#ifdef _DEBUG
	bool m_bFASTPATHENVMAPCONTRAST;
#endif
public:
	void SetFASTPATHENVMAPCONTRAST( int i )
	{
		Assert( i >= 0 && i <= 1 );
		m_nFASTPATHENVMAPCONTRAST = i;
#ifdef _DEBUG
		m_bFASTPATHENVMAPCONTRAST = true;
#endif
	}
	void SetFASTPATHENVMAPCONTRAST( bool i )
	{
		Assert( ( i ? 1 : 0 ) >= 0 && ( i ? 1 : 0 ) <= 1 );
		m_nFASTPATHENVMAPCONTRAST = i ? 1 : 0;
#ifdef _DEBUG
		m_bFASTPATHENVMAPCONTRAST = true;
#endif
	}
private:
	int m_nFASTPATH;
#ifdef _DEBUG
	bool m_bFASTPATH;
#endif
public:
	void SetFASTPATH( int i )
	{
		Assert( i >= 0 && i <= 1 );
		m_nFASTPATH = i;
#ifdef _DEBUG
		m_bFASTPATH = true;
#endif
	}
	void SetFASTPATH( bool i )
	{
		Assert( ( i ? 1 : 0 ) >= 0 && ( i ? 1 : 0 ) <= 1 );
		m_nFASTPATH = i ? 1 : 0;
#ifdef _DEBUG
		m_bFASTPATH = 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
	lightmappedpaint_ps20b_Dynamic_Index( IShaderDynamicAPI *pShaderAPI )
	{
#ifdef _DEBUG
		m_bFASTPATHENVMAPCONTRAST = false;
#endif // _DEBUG
		m_nFASTPATHENVMAPCONTRAST = 0;
#ifdef _DEBUG
		m_bFASTPATH = false;
#endif // _DEBUG
		m_nFASTPATH = 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_bFASTPATHENVMAPCONTRAST && m_bFASTPATH && m_bPIXELFOGTYPE;
		Assert( bAllDynamicVarsDefined );
#endif // _DEBUG
		return ( 1 * m_nFASTPATHENVMAPCONTRAST ) + ( 2 * m_nFASTPATH ) + ( 4 * m_nPIXELFOGTYPE ) + 0;
	}
};
#define shaderDynamicTest_lightmappedpaint_ps20b psh_forgot_to_set_dynamic_FASTPATHENVMAPCONTRAST + psh_forgot_to_set_dynamic_FASTPATH + 0

static const ShaderComboInformation_t s_DynamicComboArray_lightmappedpaint_ps20b[3] = 
{
	{ "FASTPATHENVMAPCONTRAST", 0, 1 },
	{ "FASTPATH", 0, 1 },
	{ "PIXELFOGTYPE", 0, 1 },
};

static const ShaderComboInformation_t s_StaticComboArray_lightmappedpaint_ps20b[5] = 
{
	{ "BUMPMAP", 0, 2 },
	{ "CUBEMAP", 0, 2 },
	{ "SEAMLESS", 0, 1 },
	{ "THICKPAINT", 0, 1 },
	{ "DOPIXELFOG", 0, 1 },
};
static const ShaderComboSemantics_t lightmappedpaint_ps20b_combos =
{
	"lightmappedpaint_ps20b", s_DynamicComboArray_lightmappedpaint_ps20b, 3, s_StaticComboArray_lightmappedpaint_ps20b, 5 
};

class ConstructMe_lightmappedpaint_ps20b
{
public:
	ConstructMe_lightmappedpaint_ps20b()
	{
		GetShaderDLL()->AddShaderComboInformation( &lightmappedpaint_ps20b_combos );
	}
};

static ConstructMe_lightmappedpaint_ps20b s_ConstructMe_lightmappedpaint_ps20b;