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149
materialsystem/stdshaders/fxctmp9_ps3/shadow_ps20.inc
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149
materialsystem/stdshaders/fxctmp9_ps3/shadow_ps20.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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#include "shaderlib/cshader.h"
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class shadow_ps20_Static_Index
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{
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private:
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int m_nDEFERRED_SHADOWS;
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#ifdef _DEBUG
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bool m_bDEFERRED_SHADOWS;
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#endif
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public:
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void SetDEFERRED_SHADOWS( int i )
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{
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Assert( i >= 0 && i <= 1 );
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m_nDEFERRED_SHADOWS = i;
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#ifdef _DEBUG
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m_bDEFERRED_SHADOWS = true;
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#endif
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}
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void SetDEFERRED_SHADOWS( bool i )
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{
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Assert( ( i ? 1 : 0 ) >= 0 && ( i ? 1 : 0 ) <= 1 );
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m_nDEFERRED_SHADOWS = i ? 1 : 0;
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#ifdef _DEBUG
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m_bDEFERRED_SHADOWS = true;
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#endif
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}
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private:
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int m_nBLOBBY_SHADOWS;
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#ifdef _DEBUG
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bool m_bBLOBBY_SHADOWS;
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#endif
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public:
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void SetBLOBBY_SHADOWS( int i )
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{
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Assert( i >= 0 && i <= 1 );
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m_nBLOBBY_SHADOWS = i;
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#ifdef _DEBUG
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m_bBLOBBY_SHADOWS = true;
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#endif
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}
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void SetBLOBBY_SHADOWS( bool i )
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{
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Assert( ( i ? 1 : 0 ) >= 0 && ( i ? 1 : 0 ) <= 1 );
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m_nBLOBBY_SHADOWS = i ? 1 : 0;
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#ifdef _DEBUG
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m_bBLOBBY_SHADOWS = true;
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#endif
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}
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public:
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// CONSTRUCTOR
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shadow_ps20_Static_Index( IShaderShadow *pShaderShadow, IMaterialVar **params )
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{
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#ifdef _DEBUG
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m_bDEFERRED_SHADOWS = false;
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#endif // _DEBUG
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m_nDEFERRED_SHADOWS = 0;
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#ifdef _DEBUG
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m_bBLOBBY_SHADOWS = false;
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#endif // _DEBUG
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m_nBLOBBY_SHADOWS = 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_bDEFERRED_SHADOWS && m_bBLOBBY_SHADOWS;
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Assert( bAllStaticVarsDefined );
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#endif // _DEBUG
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return ( 2 * m_nDEFERRED_SHADOWS ) + ( 4 * m_nBLOBBY_SHADOWS ) + 0;
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}
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};
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#define shaderStaticTest_shadow_ps20 psh_forgot_to_set_static_DEFERRED_SHADOWS + psh_forgot_to_set_static_BLOBBY_SHADOWS + 0
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class shadow_ps20_Dynamic_Index
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{
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private:
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int m_nPIXELFOGTYPE;
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#ifdef _DEBUG
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bool m_bPIXELFOGTYPE;
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#endif
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public:
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void SetPIXELFOGTYPE( int i )
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{
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Assert( i >= 0 && i <= 1 );
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m_nPIXELFOGTYPE = i;
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#ifdef _DEBUG
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m_bPIXELFOGTYPE = true;
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#endif
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}
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void SetPIXELFOGTYPE( bool i )
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{
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Assert( ( i ? 1 : 0 ) >= 0 && ( i ? 1 : 0 ) <= 1 );
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m_nPIXELFOGTYPE = i ? 1 : 0;
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#ifdef _DEBUG
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m_bPIXELFOGTYPE = true;
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#endif
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}
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public:
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// CONSTRUCTOR
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shadow_ps20_Dynamic_Index( IShaderDynamicAPI *pShaderAPI )
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{
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#ifdef _DEBUG
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m_bPIXELFOGTYPE = true;
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#endif // _DEBUG
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m_nPIXELFOGTYPE = ( 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_bPIXELFOGTYPE;
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Assert( bAllDynamicVarsDefined );
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#endif // _DEBUG
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return ( 1 * m_nPIXELFOGTYPE ) + 0;
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}
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};
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#define shaderDynamicTest_shadow_ps20 0
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static const ShaderComboInformation_t s_DynamicComboArray_shadow_ps20[1] =
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{
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{ "PIXELFOGTYPE", 0, 1 },
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};
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static const ShaderComboInformation_t s_StaticComboArray_shadow_ps20[2] =
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{
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{ "DEFERRED_SHADOWS", 0, 1 },
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{ "BLOBBY_SHADOWS", 0, 1 },
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};
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static const ShaderComboSemantics_t shadow_ps20_combos =
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{
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"shadow_ps20", s_DynamicComboArray_shadow_ps20, 1, s_StaticComboArray_shadow_ps20, 2
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};
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class ConstructMe_shadow_ps20
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{
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public:
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ConstructMe_shadow_ps20()
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{
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GetShaderDLL()->AddShaderComboInformation( &shadow_ps20_combos );
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}
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};
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static ConstructMe_shadow_ps20 s_ConstructMe_shadow_ps20;
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