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308 lines
7.0 KiB
308 lines
7.0 KiB
// ALL SKIP STATEMENTS THAT AFFECT THIS SHADER!!!
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// ( $DOWATERFOG == 0 ) && ( $DOPIXELFOG && $HARDWAREFOGBLEND )
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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 character_vs30_Static_Index
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{
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private:
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int m_nUSEBOUNCECOLOR;
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#ifdef _DEBUG
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bool m_bUSEBOUNCECOLOR;
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#endif
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public:
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void SetUSEBOUNCECOLOR( int i )
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{
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Assert( i >= 0 && i <= 1 );
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m_nUSEBOUNCECOLOR = i;
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#ifdef _DEBUG
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m_bUSEBOUNCECOLOR = true;
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#endif
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}
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void SetUSEBOUNCECOLOR( bool i )
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{
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Assert( ( i ? 1 : 0 ) >= 0 && ( i ? 1 : 0 ) <= 1 );
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m_nUSEBOUNCECOLOR = i ? 1 : 0;
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#ifdef _DEBUG
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m_bUSEBOUNCECOLOR = true;
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#endif
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}
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private:
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int m_nFLASHLIGHT;
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#ifdef _DEBUG
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bool m_bFLASHLIGHT;
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#endif
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public:
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void SetFLASHLIGHT( int i )
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{
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Assert( i >= 0 && i <= 1 );
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m_nFLASHLIGHT = i;
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#ifdef _DEBUG
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m_bFLASHLIGHT = true;
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#endif
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}
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void SetFLASHLIGHT( bool i )
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{
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Assert( ( i ? 1 : 0 ) >= 0 && ( i ? 1 : 0 ) <= 1 );
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m_nFLASHLIGHT = i ? 1 : 0;
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#ifdef _DEBUG
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m_bFLASHLIGHT = 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 <= 1 );
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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 ) <= 1 );
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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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private:
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int m_nDOPIXELFOG;
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#ifdef _DEBUG
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bool m_bDOPIXELFOG;
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#endif
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public:
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void SetDOPIXELFOG( int i )
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{
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Assert( i >= 0 && i <= 1 );
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m_nDOPIXELFOG = i;
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#ifdef _DEBUG
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m_bDOPIXELFOG = true;
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#endif
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}
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void SetDOPIXELFOG( bool i )
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{
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Assert( ( i ? 1 : 0 ) >= 0 && ( i ? 1 : 0 ) <= 1 );
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m_nDOPIXELFOG = i ? 1 : 0;
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#ifdef _DEBUG
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m_bDOPIXELFOG = true;
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#endif
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}
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private:
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int m_nHARDWAREFOGBLEND;
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#ifdef _DEBUG
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bool m_bHARDWAREFOGBLEND;
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#endif
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public:
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void SetHARDWAREFOGBLEND( int i )
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{
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Assert( i >= 0 && i <= 0 );
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m_nHARDWAREFOGBLEND = i;
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#ifdef _DEBUG
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m_bHARDWAREFOGBLEND = true;
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#endif
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}
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void SetHARDWAREFOGBLEND( bool i )
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{
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Assert( ( i ? 1 : 0 ) >= 0 && ( i ? 1 : 0 ) <= 0 );
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m_nHARDWAREFOGBLEND = i ? 1 : 0;
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#ifdef _DEBUG
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m_bHARDWAREFOGBLEND = true;
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#endif
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}
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public:
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// CONSTRUCTOR
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character_vs30_Static_Index( IShaderShadow *pShaderShadow, IMaterialVar **params )
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{
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#ifdef _DEBUG
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m_bUSEBOUNCECOLOR = false;
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#endif // _DEBUG
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m_nUSEBOUNCECOLOR = 0;
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#ifdef _DEBUG
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m_bFLASHLIGHT = false;
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#endif // _DEBUG
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m_nFLASHLIGHT = 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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#ifdef _DEBUG
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m_bDOPIXELFOG = true;
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#endif // _DEBUG
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m_nDOPIXELFOG = ( g_pHardwareConfig->SupportsPixelShaders_2_b() && !IS_FLAG_SET( MATERIAL_VAR_VERTEXFOG ) ) ? 1 : 0 ;
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#ifdef _DEBUG
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m_bHARDWAREFOGBLEND = true;
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#endif // _DEBUG
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m_nHARDWAREFOGBLEND = 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_bUSEBOUNCECOLOR && m_bFLASHLIGHT && m_bFLATTEN_STATIC_CONTROL_FLOW && m_bDOPIXELFOG && m_bHARDWAREFOGBLEND;
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Assert( bAllStaticVarsDefined );
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#endif // _DEBUG
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return ( 40 * m_nUSEBOUNCECOLOR ) + ( 80 * m_nFLASHLIGHT ) + ( 160 * m_nFLATTEN_STATIC_CONTROL_FLOW ) + ( 320 * m_nDOPIXELFOG ) + ( 640 * m_nHARDWAREFOGBLEND ) + 0;
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}
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};
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#define shaderStaticTest_character_vs30 vsh_forgot_to_set_static_USEBOUNCECOLOR + vsh_forgot_to_set_static_FLASHLIGHT + vsh_forgot_to_set_static_FLATTEN_STATIC_CONTROL_FLOW + 0
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class character_vs30_Dynamic_Index
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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_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_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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private:
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int m_nDOWATERFOG;
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#ifdef _DEBUG
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bool m_bDOWATERFOG;
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#endif
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public:
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void SetDOWATERFOG( int i )
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{
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Assert( i >= 0 && i <= 1 );
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m_nDOWATERFOG = i;
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#ifdef _DEBUG
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m_bDOWATERFOG = true;
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#endif
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}
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void SetDOWATERFOG( bool i )
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{
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Assert( ( i ? 1 : 0 ) >= 0 && ( i ? 1 : 0 ) <= 1 );
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m_nDOWATERFOG = i ? 1 : 0;
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#ifdef _DEBUG
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m_bDOWATERFOG = true;
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#endif
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}
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public:
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// CONSTRUCTOR
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character_vs30_Dynamic_Index( IShaderDynamicAPI *pShaderAPI )
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{
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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_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_bNUM_LIGHTS = false;
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#endif // _DEBUG
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m_nNUM_LIGHTS = 0;
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#ifdef _DEBUG
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m_bDOWATERFOG = true;
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#endif // _DEBUG
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m_nDOWATERFOG = ( pShaderAPI->GetSceneFogMode() == MATERIAL_FOG_LINEAR_BELOW_FOG_Z ) ;
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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_bCOMPRESSED_VERTS && m_bSKINNING && m_bNUM_LIGHTS && m_bDOWATERFOG;
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Assert( bAllDynamicVarsDefined );
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#endif // _DEBUG
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return ( 1 * m_nCOMPRESSED_VERTS ) + ( 2 * m_nSKINNING ) + ( 4 * m_nNUM_LIGHTS ) + ( 20 * m_nDOWATERFOG ) + 0;
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}
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};
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#define shaderDynamicTest_character_vs30 vsh_forgot_to_set_dynamic_COMPRESSED_VERTS + vsh_forgot_to_set_dynamic_SKINNING + vsh_forgot_to_set_dynamic_NUM_LIGHTS + 0
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static const ShaderComboInformation_t s_DynamicComboArray_character_vs30[4] =
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{
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{ "COMPRESSED_VERTS", 0, 1 },
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{ "SKINNING", 0, 1 },
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{ "NUM_LIGHTS", 0, 4 },
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{ "DOWATERFOG", 0, 1 },
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};
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static const ShaderComboInformation_t s_StaticComboArray_character_vs30[5] =
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{
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{ "USEBOUNCECOLOR", 0, 1 },
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{ "FLASHLIGHT", 0, 1 },
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{ "FLATTEN_STATIC_CONTROL_FLOW", 0, 1 },
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{ "DOPIXELFOG", 0, 1 },
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{ "HARDWAREFOGBLEND", 0, 0 },
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};
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static const ShaderComboSemantics_t character_vs30_combos =
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{
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"character_vs30", s_DynamicComboArray_character_vs30, 4, s_StaticComboArray_character_vs30, 5
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};
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class ConstructMe_character_vs30
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{
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public:
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ConstructMe_character_vs30()
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{
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GetShaderDLL()->AddShaderComboInformation( &character_vs30_combos );
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}
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};
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static ConstructMe_character_vs30 s_ConstructMe_character_vs30;
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