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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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#include "shaderlib/cshader.h"
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class depth_of_field_ps20b_Static_Index
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{
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public:
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// CONSTRUCTOR
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depth_of_field_ps20b_Static_Index( IShaderShadow *pShaderShadow, IMaterialVar **params )
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{
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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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#endif // _DEBUG
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return 0;
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}
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};
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#define shaderStaticTest_depth_of_field_ps20b 0
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class depth_of_field_ps20b_Dynamic_Index
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{
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private:
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int m_nQUALITY;
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#ifdef _DEBUG
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bool m_bQUALITY;
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#endif
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public:
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void SetQUALITY( int i )
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{
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Assert( i >= 0 && i <= 3 );
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m_nQUALITY = i;
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#ifdef _DEBUG
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m_bQUALITY = true;
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#endif
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}
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void SetQUALITY( bool i )
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{
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Assert( ( i ? 1 : 0 ) >= 0 && ( i ? 1 : 0 ) <= 3 );
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m_nQUALITY = i ? 1 : 0;
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#ifdef _DEBUG
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m_bQUALITY = true;
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#endif
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}
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public:
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// CONSTRUCTOR
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depth_of_field_ps20b_Dynamic_Index( IShaderDynamicAPI *pShaderAPI )
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{
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#ifdef _DEBUG
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m_bQUALITY = false;
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#endif // _DEBUG
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m_nQUALITY = 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_bQUALITY;
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Assert( bAllDynamicVarsDefined );
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#endif // _DEBUG
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return ( 1 * m_nQUALITY ) + 0;
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}
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};
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#define shaderDynamicTest_depth_of_field_ps20b psh_forgot_to_set_dynamic_QUALITY + 0
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static const ShaderComboInformation_t s_DynamicComboArray_depth_of_field_ps20b[1] =
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{
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{ "QUALITY", 0, 3 },
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};
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static const ShaderComboSemantics_t depth_of_field_ps20b_combos =
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{
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"depth_of_field_ps20b", s_DynamicComboArray_depth_of_field_ps20b, 1, NULL, 0
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};
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class ConstructMe_depth_of_field_ps20b
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{
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public:
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ConstructMe_depth_of_field_ps20b()
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{
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GetShaderDLL()->AddShaderComboInformation( &depth_of_field_ps20b_combos );
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}
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};
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static ConstructMe_depth_of_field_ps20b s_ConstructMe_depth_of_field_ps20b;
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