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154
materialsystem/stdshaders/fxctmp9/lightshafts_ps30.inc
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154
materialsystem/stdshaders/fxctmp9/lightshafts_ps30.inc
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// ALL SKIP STATEMENTS THAT AFFECT THIS SHADER!!!
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// defined $PIXELFOGTYPE && defined $WRITEWATERFOGTODESTALPHA && ( $PIXELFOGTYPE != 1 ) && $WRITEWATERFOGTODESTALPHA
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// defined $LIGHTING_PREVIEW && defined $FASTPATHENVMAPTINT && $LIGHTING_PREVIEW && $FASTPATHENVMAPTINT
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// defined $LIGHTING_PREVIEW && defined $FASTPATHENVMAPCONTRAST && $LIGHTING_PREVIEW && $FASTPATHENVMAPCONTRAST
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// defined $LIGHTING_PREVIEW && defined $FASTPATH && $LIGHTING_PREVIEW && $FASTPATH
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// ($FLASHLIGHT || $FLASHLIGHTSHADOWS) && $LIGHTING_PREVIEW
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// defined $PIXELFOGTYPE && defined $WRITEWATERFOGTODESTALPHA && ( $PIXELFOGTYPE != 1 ) && $WRITEWATERFOGTODESTALPHA
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// defined $LIGHTING_PREVIEW && defined $FASTPATHENVMAPTINT && $LIGHTING_PREVIEW && $FASTPATHENVMAPTINT
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// defined $LIGHTING_PREVIEW && defined $FASTPATHENVMAPCONTRAST && $LIGHTING_PREVIEW && $FASTPATHENVMAPCONTRAST
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// defined $LIGHTING_PREVIEW && defined $FASTPATH && $LIGHTING_PREVIEW && $FASTPATH
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// ($FLASHLIGHT || $FLASHLIGHTSHADOWS) && $LIGHTING_PREVIEW
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#include "shaderlib/cshader.h"
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class lightshafts_ps30_Static_Index
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{
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private:
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int m_nFLASHLIGHTDEPTHFILTERMODE;
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#ifdef _DEBUG
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bool m_bFLASHLIGHTDEPTHFILTERMODE;
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#endif
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public:
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void SetFLASHLIGHTDEPTHFILTERMODE( int i )
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{
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Assert( i >= 0 && i <= 2 );
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m_nFLASHLIGHTDEPTHFILTERMODE = i;
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#ifdef _DEBUG
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m_bFLASHLIGHTDEPTHFILTERMODE = true;
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#endif
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}
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void SetFLASHLIGHTDEPTHFILTERMODE( bool i )
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{
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Assert( ( i ? 1 : 0 ) >= 0 && ( i ? 1 : 0 ) <= 2 );
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m_nFLASHLIGHTDEPTHFILTERMODE = i ? 1 : 0;
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#ifdef _DEBUG
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m_bFLASHLIGHTDEPTHFILTERMODE = true;
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#endif
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}
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public:
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// CONSTRUCTOR
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lightshafts_ps30_Static_Index( IShaderShadow *pShaderShadow, IMaterialVar **params )
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{
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#ifdef _DEBUG
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m_bFLASHLIGHTDEPTHFILTERMODE = false;
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#endif // _DEBUG
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m_nFLASHLIGHTDEPTHFILTERMODE = 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_bFLASHLIGHTDEPTHFILTERMODE;
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Assert( bAllStaticVarsDefined );
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#endif // _DEBUG
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return ( 4 * m_nFLASHLIGHTDEPTHFILTERMODE ) + 0;
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}
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};
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#define shaderStaticTest_lightshafts_ps30 psh_forgot_to_set_static_FLASHLIGHTDEPTHFILTERMODE + 0
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class lightshafts_ps30_Dynamic_Index
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{
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private:
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int m_nFLASHLIGHTSHADOWS;
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#ifdef _DEBUG
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bool m_bFLASHLIGHTSHADOWS;
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#endif
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public:
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void SetFLASHLIGHTSHADOWS( int i )
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{
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Assert( i >= 0 && i <= 1 );
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m_nFLASHLIGHTSHADOWS = i;
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#ifdef _DEBUG
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m_bFLASHLIGHTSHADOWS = true;
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#endif
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}
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void SetFLASHLIGHTSHADOWS( bool i )
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{
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Assert( ( i ? 1 : 0 ) >= 0 && ( i ? 1 : 0 ) <= 1 );
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m_nFLASHLIGHTSHADOWS = i ? 1 : 0;
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#ifdef _DEBUG
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m_bFLASHLIGHTSHADOWS = true;
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#endif
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}
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private:
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int m_nUBERLIGHT;
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#ifdef _DEBUG
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bool m_bUBERLIGHT;
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#endif
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public:
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void SetUBERLIGHT( int i )
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{
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Assert( i >= 0 && i <= 1 );
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m_nUBERLIGHT = i;
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#ifdef _DEBUG
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m_bUBERLIGHT = true;
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#endif
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}
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void SetUBERLIGHT( bool i )
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{
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Assert( ( i ? 1 : 0 ) >= 0 && ( i ? 1 : 0 ) <= 1 );
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m_nUBERLIGHT = i ? 1 : 0;
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#ifdef _DEBUG
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m_bUBERLIGHT = true;
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#endif
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}
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public:
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// CONSTRUCTOR
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lightshafts_ps30_Dynamic_Index( IShaderDynamicAPI *pShaderAPI )
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{
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#ifdef _DEBUG
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m_bFLASHLIGHTSHADOWS = false;
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#endif // _DEBUG
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m_nFLASHLIGHTSHADOWS = 0;
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#ifdef _DEBUG
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m_bUBERLIGHT = false;
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#endif // _DEBUG
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m_nUBERLIGHT = 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_bFLASHLIGHTSHADOWS && m_bUBERLIGHT;
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Assert( bAllDynamicVarsDefined );
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#endif // _DEBUG
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return ( 1 * m_nFLASHLIGHTSHADOWS ) + ( 2 * m_nUBERLIGHT ) + 0;
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}
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};
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#define shaderDynamicTest_lightshafts_ps30 psh_forgot_to_set_dynamic_FLASHLIGHTSHADOWS + psh_forgot_to_set_dynamic_UBERLIGHT + 0
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static const ShaderComboInformation_t s_DynamicComboArray_lightshafts_ps30[2] =
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{
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{ "FLASHLIGHTSHADOWS", 0, 1 },
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{ "UBERLIGHT", 0, 1 },
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};
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static const ShaderComboInformation_t s_StaticComboArray_lightshafts_ps30[1] =
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{
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{ "FLASHLIGHTDEPTHFILTERMODE", 0, 2 },
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};
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static const ShaderComboSemantics_t lightshafts_ps30_combos =
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{
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"lightshafts_ps30", s_DynamicComboArray_lightshafts_ps30, 2, s_StaticComboArray_lightshafts_ps30, 1
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};
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class ConstructMe_lightshafts_ps30
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{
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public:
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ConstructMe_lightshafts_ps30()
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{
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GetShaderDLL()->AddShaderComboInformation( &lightshafts_ps30_combos );
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}
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};
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static ConstructMe_lightshafts_ps30 s_ConstructMe_lightshafts_ps30;
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