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254
materialsystem/stdshaders/fxctmp9/depthwrite_vs20.inc
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254
materialsystem/stdshaders/fxctmp9/depthwrite_vs20.inc
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// ALL SKIP STATEMENTS THAT AFFECT THIS SHADER!!!
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// ( $MORPHING || $SKINNING || $COMPRESSED_VERTS ) && $TESSELLATION
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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 depthwrite_vs20_Static_Index
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{
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private:
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int m_nONLY_PROJECT_POSITION;
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#ifdef _DEBUG
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bool m_bONLY_PROJECT_POSITION;
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#endif
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public:
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void SetONLY_PROJECT_POSITION( int i )
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{
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Assert( i >= 0 && i <= 0 );
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m_nONLY_PROJECT_POSITION = i;
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#ifdef _DEBUG
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m_bONLY_PROJECT_POSITION = true;
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#endif
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}
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void SetONLY_PROJECT_POSITION( bool i )
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{
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Assert( ( i ? 1 : 0 ) >= 0 && ( i ? 1 : 0 ) <= 0 );
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m_nONLY_PROJECT_POSITION = i ? 1 : 0;
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#ifdef _DEBUG
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m_bONLY_PROJECT_POSITION = true;
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#endif
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}
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private:
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int m_nTREESWAY;
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#ifdef _DEBUG
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bool m_bTREESWAY;
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#endif
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public:
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void SetTREESWAY( int i )
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{
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Assert( i >= 0 && i <= 2 );
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m_nTREESWAY = i;
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#ifdef _DEBUG
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m_bTREESWAY = true;
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#endif
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}
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void SetTREESWAY( bool i )
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{
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Assert( ( i ? 1 : 0 ) >= 0 && ( i ? 1 : 0 ) <= 2 );
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m_nTREESWAY = i ? 1 : 0;
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#ifdef _DEBUG
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m_bTREESWAY = true;
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#endif
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}
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private:
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int m_nCOLOR_DEPTH;
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#ifdef _DEBUG
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bool m_bCOLOR_DEPTH;
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#endif
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public:
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void SetCOLOR_DEPTH( int i )
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{
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Assert( i >= 0 && i <= 1 );
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m_nCOLOR_DEPTH = i;
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#ifdef _DEBUG
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m_bCOLOR_DEPTH = true;
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#endif
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}
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void SetCOLOR_DEPTH( bool i )
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{
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Assert( ( i ? 1 : 0 ) >= 0 && ( i ? 1 : 0 ) <= 1 );
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m_nCOLOR_DEPTH = i ? 1 : 0;
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#ifdef _DEBUG
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m_bCOLOR_DEPTH = true;
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#endif
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}
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public:
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// CONSTRUCTOR
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depthwrite_vs20_Static_Index( IShaderShadow *pShaderShadow, IMaterialVar **params )
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{
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#ifdef _DEBUG
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m_bONLY_PROJECT_POSITION = false;
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#endif // _DEBUG
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m_nONLY_PROJECT_POSITION = 0;
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#ifdef _DEBUG
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m_bTREESWAY = false;
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#endif // _DEBUG
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m_nTREESWAY = 0;
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#ifdef _DEBUG
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m_bCOLOR_DEPTH = false;
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#endif // _DEBUG
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m_nCOLOR_DEPTH = 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_bONLY_PROJECT_POSITION && m_bTREESWAY && m_bCOLOR_DEPTH;
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Assert( bAllStaticVarsDefined );
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#endif // _DEBUG
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return ( 4 * m_nONLY_PROJECT_POSITION ) + ( 4 * m_nTREESWAY ) + ( 12 * m_nCOLOR_DEPTH ) + 0;
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}
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};
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#define shaderStaticTest_depthwrite_vs20 vsh_forgot_to_set_static_ONLY_PROJECT_POSITION + vsh_forgot_to_set_static_TREESWAY + vsh_forgot_to_set_static_COLOR_DEPTH + 0
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class depthwrite_vs20_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_nMORPHING;
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#ifdef _DEBUG
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bool m_bMORPHING;
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#endif
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public:
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void SetMORPHING( int i )
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{
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Assert( i >= 0 && i <= 0 );
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m_nMORPHING = i;
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#ifdef _DEBUG
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m_bMORPHING = true;
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#endif
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}
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void SetMORPHING( bool i )
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{
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Assert( ( i ? 1 : 0 ) >= 0 && ( i ? 1 : 0 ) <= 0 );
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m_nMORPHING = i ? 1 : 0;
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#ifdef _DEBUG
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m_bMORPHING = true;
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#endif
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}
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private:
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int m_nTESSELLATION;
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#ifdef _DEBUG
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bool m_bTESSELLATION;
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#endif
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public:
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void SetTESSELLATION( int i )
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{
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Assert( i >= 0 && i <= 0 );
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m_nTESSELLATION = i;
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#ifdef _DEBUG
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m_bTESSELLATION = true;
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#endif
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}
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void SetTESSELLATION( bool i )
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{
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Assert( ( i ? 1 : 0 ) >= 0 && ( i ? 1 : 0 ) <= 0 );
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m_nTESSELLATION = i ? 1 : 0;
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#ifdef _DEBUG
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m_bTESSELLATION = true;
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#endif
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}
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public:
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// CONSTRUCTOR
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depthwrite_vs20_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_bMORPHING = true;
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#endif // _DEBUG
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m_nMORPHING = false ;
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#ifdef _DEBUG
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m_bTESSELLATION = false;
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#endif // _DEBUG
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m_nTESSELLATION = 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_bCOMPRESSED_VERTS && m_bSKINNING && m_bMORPHING && m_bTESSELLATION;
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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_nMORPHING ) + ( 4 * m_nTESSELLATION ) + 0;
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}
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};
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#define shaderDynamicTest_depthwrite_vs20 vsh_forgot_to_set_dynamic_COMPRESSED_VERTS + vsh_forgot_to_set_dynamic_SKINNING + vsh_forgot_to_set_dynamic_TESSELLATION + 0
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static const ShaderComboInformation_t s_DynamicComboArray_depthwrite_vs20[4] =
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{
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{ "COMPRESSED_VERTS", 0, 1 },
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{ "SKINNING", 0, 1 },
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{ "MORPHING", 0, 0 },
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{ "TESSELLATION", 0, 0 },
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};
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static const ShaderComboInformation_t s_StaticComboArray_depthwrite_vs20[3] =
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{
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{ "ONLY_PROJECT_POSITION", 0, 0 },
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{ "TREESWAY", 0, 2 },
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{ "COLOR_DEPTH", 0, 1 },
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};
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static const ShaderComboSemantics_t depthwrite_vs20_combos =
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{
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"depthwrite_vs20", s_DynamicComboArray_depthwrite_vs20, 4, s_StaticComboArray_depthwrite_vs20, 3
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};
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class ConstructMe_depthwrite_vs20
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{
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public:
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ConstructMe_depthwrite_vs20()
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{
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GetShaderDLL()->AddShaderComboInformation( &depthwrite_vs20_combos );
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}
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};
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static ConstructMe_depthwrite_vs20 s_ConstructMe_depthwrite_vs20;
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