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253 lines
5.8 KiB
253 lines
5.8 KiB
// ALL SKIP STATEMENTS THAT AFFECT THIS SHADER!!!
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// defined $LIGHTING_PREVIEW && defined $FASTPATH && $LIGHTING_PREVIEW && $FASTPATH
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#include "shaderlib/cshader.h"
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class proto_ice_vs20_Static_Index
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{
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private:
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int m_nVERTEXCOLOR;
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#ifdef _DEBUG
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bool m_bVERTEXCOLOR;
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#endif
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public:
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void SetVERTEXCOLOR( int i )
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{
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Assert( i >= 0 && i <= 1 );
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m_nVERTEXCOLOR = i;
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#ifdef _DEBUG
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m_bVERTEXCOLOR = true;
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#endif
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}
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void SetVERTEXCOLOR( bool i )
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{
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Assert( ( i ? 1 : 0 ) >= 0 && ( i ? 1 : 0 ) <= 1 );
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m_nVERTEXCOLOR = i ? 1 : 0;
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#ifdef _DEBUG
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m_bVERTEXCOLOR = true;
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#endif
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}
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private:
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int m_nFLATTEN_STATIC_CONTROL_FLOW;
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#ifdef _DEBUG
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bool m_bFLATTEN_STATIC_CONTROL_FLOW;
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#endif
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public:
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void SetFLATTEN_STATIC_CONTROL_FLOW( int i )
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{
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Assert( i >= 0 && i <= 0 );
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m_nFLATTEN_STATIC_CONTROL_FLOW = i;
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#ifdef _DEBUG
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m_bFLATTEN_STATIC_CONTROL_FLOW = true;
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#endif
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}
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void SetFLATTEN_STATIC_CONTROL_FLOW( bool i )
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{
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Assert( ( i ? 1 : 0 ) >= 0 && ( i ? 1 : 0 ) <= 0 );
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m_nFLATTEN_STATIC_CONTROL_FLOW = i ? 1 : 0;
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#ifdef _DEBUG
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m_bFLATTEN_STATIC_CONTROL_FLOW = true;
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#endif
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}
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public:
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// CONSTRUCTOR
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proto_ice_vs20_Static_Index( IShaderShadow *pShaderShadow, IMaterialVar **params )
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{
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#ifdef _DEBUG
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m_bVERTEXCOLOR = false;
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#endif // _DEBUG
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m_nVERTEXCOLOR = 0;
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#ifdef _DEBUG
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m_bFLATTEN_STATIC_CONTROL_FLOW = false;
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#endif // _DEBUG
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m_nFLATTEN_STATIC_CONTROL_FLOW = 0;
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}
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int GetIndex()
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{
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// Asserts to make sure that we aren't using any skipped combinations.
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// Asserts to make sure that we are setting all of the combination vars.
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#ifdef _DEBUG
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bool bAllStaticVarsDefined = m_bVERTEXCOLOR && m_bFLATTEN_STATIC_CONTROL_FLOW;
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Assert( bAllStaticVarsDefined );
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#endif // _DEBUG
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return ( 80 * m_nVERTEXCOLOR ) + ( 160 * m_nFLATTEN_STATIC_CONTROL_FLOW ) + 0;
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}
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};
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#define shaderStaticTest_proto_ice_vs20 vsh_forgot_to_set_static_VERTEXCOLOR + vsh_forgot_to_set_static_FLATTEN_STATIC_CONTROL_FLOW + 0
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class proto_ice_vs20_Dynamic_Index
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{
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private:
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int m_nSKINNING;
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#ifdef _DEBUG
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bool m_bSKINNING;
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#endif
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public:
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void SetSKINNING( int i )
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{
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Assert( i >= 0 && i <= 1 );
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m_nSKINNING = i;
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#ifdef _DEBUG
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m_bSKINNING = true;
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#endif
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}
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void SetSKINNING( bool i )
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{
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Assert( ( i ? 1 : 0 ) >= 0 && ( i ? 1 : 0 ) <= 1 );
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m_nSKINNING = i ? 1 : 0;
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#ifdef _DEBUG
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m_bSKINNING = true;
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#endif
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}
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private:
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int m_nCOMPRESSED_VERTS;
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#ifdef _DEBUG
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bool m_bCOMPRESSED_VERTS;
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#endif
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public:
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void SetCOMPRESSED_VERTS( int i )
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{
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Assert( i >= 0 && i <= 1 );
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m_nCOMPRESSED_VERTS = i;
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#ifdef _DEBUG
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m_bCOMPRESSED_VERTS = true;
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#endif
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}
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void SetCOMPRESSED_VERTS( bool i )
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{
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Assert( ( i ? 1 : 0 ) >= 0 && ( i ? 1 : 0 ) <= 1 );
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m_nCOMPRESSED_VERTS = i ? 1 : 0;
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#ifdef _DEBUG
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m_bCOMPRESSED_VERTS = true;
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#endif
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}
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private:
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int m_nDYNAMIC_LIGHT;
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#ifdef _DEBUG
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bool m_bDYNAMIC_LIGHT;
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#endif
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public:
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void SetDYNAMIC_LIGHT( int i )
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{
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Assert( i >= 0 && i <= 1 );
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m_nDYNAMIC_LIGHT = i;
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#ifdef _DEBUG
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m_bDYNAMIC_LIGHT = true;
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#endif
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}
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void SetDYNAMIC_LIGHT( bool i )
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{
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Assert( ( i ? 1 : 0 ) >= 0 && ( i ? 1 : 0 ) <= 1 );
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m_nDYNAMIC_LIGHT = i ? 1 : 0;
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#ifdef _DEBUG
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m_bDYNAMIC_LIGHT = true;
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#endif
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}
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private:
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int m_nSTATIC_LIGHT;
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#ifdef _DEBUG
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bool m_bSTATIC_LIGHT;
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#endif
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public:
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void SetSTATIC_LIGHT( int i )
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{
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Assert( i >= 0 && i <= 1 );
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m_nSTATIC_LIGHT = i;
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#ifdef _DEBUG
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m_bSTATIC_LIGHT = true;
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#endif
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}
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void SetSTATIC_LIGHT( bool i )
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{
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Assert( ( i ? 1 : 0 ) >= 0 && ( i ? 1 : 0 ) <= 1 );
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m_nSTATIC_LIGHT = i ? 1 : 0;
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#ifdef _DEBUG
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m_bSTATIC_LIGHT = true;
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#endif
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}
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private:
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int m_nNUM_LIGHTS;
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#ifdef _DEBUG
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bool m_bNUM_LIGHTS;
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#endif
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public:
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void SetNUM_LIGHTS( int i )
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{
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Assert( i >= 0 && i <= 4 );
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m_nNUM_LIGHTS = i;
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#ifdef _DEBUG
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m_bNUM_LIGHTS = true;
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#endif
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}
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void SetNUM_LIGHTS( bool i )
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{
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Assert( ( i ? 1 : 0 ) >= 0 && ( i ? 1 : 0 ) <= 4 );
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m_nNUM_LIGHTS = i ? 1 : 0;
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#ifdef _DEBUG
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m_bNUM_LIGHTS = true;
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#endif
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}
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public:
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// CONSTRUCTOR
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proto_ice_vs20_Dynamic_Index( IShaderDynamicAPI *pShaderAPI )
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{
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#ifdef _DEBUG
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m_bSKINNING = false;
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#endif // _DEBUG
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m_nSKINNING = 0;
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#ifdef _DEBUG
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m_bCOMPRESSED_VERTS = false;
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#endif // _DEBUG
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m_nCOMPRESSED_VERTS = 0;
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#ifdef _DEBUG
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m_bDYNAMIC_LIGHT = false;
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#endif // _DEBUG
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m_nDYNAMIC_LIGHT = 0;
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#ifdef _DEBUG
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m_bSTATIC_LIGHT = false;
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#endif // _DEBUG
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m_nSTATIC_LIGHT = 0;
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#ifdef _DEBUG
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m_bNUM_LIGHTS = false;
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#endif // _DEBUG
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m_nNUM_LIGHTS = 0;
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}
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int GetIndex()
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{
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// Asserts to make sure that we aren't using any skipped combinations.
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// Asserts to make sure that we are setting all of the combination vars.
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#ifdef _DEBUG
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bool bAllDynamicVarsDefined = m_bSKINNING && m_bCOMPRESSED_VERTS && m_bDYNAMIC_LIGHT && m_bSTATIC_LIGHT && m_bNUM_LIGHTS;
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Assert( bAllDynamicVarsDefined );
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#endif // _DEBUG
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return ( 1 * m_nSKINNING ) + ( 2 * m_nCOMPRESSED_VERTS ) + ( 4 * m_nDYNAMIC_LIGHT ) + ( 8 * m_nSTATIC_LIGHT ) + ( 16 * m_nNUM_LIGHTS ) + 0;
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}
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};
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#define shaderDynamicTest_proto_ice_vs20 vsh_forgot_to_set_dynamic_SKINNING + vsh_forgot_to_set_dynamic_COMPRESSED_VERTS + vsh_forgot_to_set_dynamic_DYNAMIC_LIGHT + vsh_forgot_to_set_dynamic_STATIC_LIGHT + vsh_forgot_to_set_dynamic_NUM_LIGHTS + 0
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static const ShaderComboInformation_t s_DynamicComboArray_proto_ice_vs20[5] =
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{
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{ "SKINNING", 0, 1 },
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{ "COMPRESSED_VERTS", 0, 1 },
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{ "DYNAMIC_LIGHT", 0, 1 },
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{ "STATIC_LIGHT", 0, 1 },
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{ "NUM_LIGHTS", 0, 4 },
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};
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static const ShaderComboInformation_t s_StaticComboArray_proto_ice_vs20[2] =
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{
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{ "VERTEXCOLOR", 0, 1 },
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{ "FLATTEN_STATIC_CONTROL_FLOW", 0, 0 },
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};
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static const ShaderComboSemantics_t proto_ice_vs20_combos =
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{
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"proto_ice_vs20", s_DynamicComboArray_proto_ice_vs20, 5, s_StaticComboArray_proto_ice_vs20, 2
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};
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class ConstructMe_proto_ice_vs20
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{
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public:
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ConstructMe_proto_ice_vs20()
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{
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GetShaderDLL()->AddShaderComboInformation( &proto_ice_vs20_combos );
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}
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};
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static ConstructMe_proto_ice_vs20 s_ConstructMe_proto_ice_vs20;
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