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235
materialsystem/stdshaders/fxctmp9_ps3/sprite_ps20.inc
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235
materialsystem/stdshaders/fxctmp9_ps3/sprite_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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// 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 sprite_ps20_Static_Index
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{
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private:
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int m_nVERTEXCOLOR;
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#ifdef _DEBUG
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bool m_bVERTEXCOLOR;
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#endif
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public:
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void SetVERTEXCOLOR( int i )
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{
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Assert( i >= 0 && i <= 1 );
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m_nVERTEXCOLOR = i;
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#ifdef _DEBUG
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m_bVERTEXCOLOR = true;
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#endif
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}
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void SetVERTEXCOLOR( bool i )
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{
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Assert( ( i ? 1 : 0 ) >= 0 && ( i ? 1 : 0 ) <= 1 );
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m_nVERTEXCOLOR = i ? 1 : 0;
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#ifdef _DEBUG
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m_bVERTEXCOLOR = true;
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#endif
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}
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private:
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int m_nCONSTANTCOLOR;
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#ifdef _DEBUG
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bool m_bCONSTANTCOLOR;
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#endif
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public:
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void SetCONSTANTCOLOR( int i )
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{
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Assert( i >= 0 && i <= 1 );
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m_nCONSTANTCOLOR = i;
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#ifdef _DEBUG
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m_bCONSTANTCOLOR = true;
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#endif
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}
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void SetCONSTANTCOLOR( bool i )
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{
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Assert( ( i ? 1 : 0 ) >= 0 && ( i ? 1 : 0 ) <= 1 );
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m_nCONSTANTCOLOR = i ? 1 : 0;
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#ifdef _DEBUG
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m_bCONSTANTCOLOR = true;
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#endif
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}
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private:
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int m_nHDRTYPE;
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#ifdef _DEBUG
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bool m_bHDRTYPE;
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#endif
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public:
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void SetHDRTYPE( int i )
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{
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Assert( i >= 0 && i <= 2 );
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m_nHDRTYPE = i;
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#ifdef _DEBUG
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m_bHDRTYPE = true;
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#endif
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}
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void SetHDRTYPE( bool i )
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{
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Assert( ( i ? 1 : 0 ) >= 0 && ( i ? 1 : 0 ) <= 2 );
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m_nHDRTYPE = i ? 1 : 0;
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#ifdef _DEBUG
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m_bHDRTYPE = true;
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#endif
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}
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private:
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int m_nSRGB;
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#ifdef _DEBUG
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bool m_bSRGB;
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#endif
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public:
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void SetSRGB( int i )
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{
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Assert( i >= 0 && i <= 1 );
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m_nSRGB = i;
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#ifdef _DEBUG
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m_bSRGB = true;
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#endif
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}
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void SetSRGB( bool i )
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{
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Assert( ( i ? 1 : 0 ) >= 0 && ( i ? 1 : 0 ) <= 1 );
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m_nSRGB = i ? 1 : 0;
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#ifdef _DEBUG
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m_bSRGB = true;
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#endif
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}
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public:
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// CONSTRUCTOR
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sprite_ps20_Static_Index( IShaderShadow *pShaderShadow, IMaterialVar **params )
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{
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#ifdef _DEBUG
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m_bVERTEXCOLOR = false;
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#endif // _DEBUG
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m_nVERTEXCOLOR = 0;
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#ifdef _DEBUG
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m_bCONSTANTCOLOR = false;
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#endif // _DEBUG
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m_nCONSTANTCOLOR = 0;
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#ifdef _DEBUG
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m_bHDRTYPE = false;
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#endif // _DEBUG
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m_nHDRTYPE = 0;
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#ifdef _DEBUG
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m_bSRGB = false;
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#endif // _DEBUG
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m_nSRGB = 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_bVERTEXCOLOR && m_bCONSTANTCOLOR && m_bHDRTYPE && m_bSRGB;
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Assert( bAllStaticVarsDefined );
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#endif // _DEBUG
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return ( 4 * m_nVERTEXCOLOR ) + ( 8 * m_nCONSTANTCOLOR ) + ( 16 * m_nHDRTYPE ) + ( 48 * m_nSRGB ) + 0;
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}
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};
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#define shaderStaticTest_sprite_ps20 psh_forgot_to_set_static_VERTEXCOLOR + psh_forgot_to_set_static_CONSTANTCOLOR + psh_forgot_to_set_static_HDRTYPE + psh_forgot_to_set_static_SRGB + 0
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class sprite_ps20_Dynamic_Index
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{
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private:
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int m_nHDRENABLED;
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#ifdef _DEBUG
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bool m_bHDRENABLED;
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#endif
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public:
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void SetHDRENABLED( int i )
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{
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Assert( i >= 0 && i <= 1 );
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m_nHDRENABLED = i;
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#ifdef _DEBUG
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m_bHDRENABLED = true;
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#endif
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}
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void SetHDRENABLED( bool i )
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{
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Assert( ( i ? 1 : 0 ) >= 0 && ( i ? 1 : 0 ) <= 1 );
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m_nHDRENABLED = i ? 1 : 0;
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#ifdef _DEBUG
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m_bHDRENABLED = true;
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#endif
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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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sprite_ps20_Dynamic_Index( IShaderDynamicAPI *pShaderAPI )
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{
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#ifdef _DEBUG
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m_bHDRENABLED = false;
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#endif // _DEBUG
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m_nHDRENABLED = 0;
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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_bHDRENABLED && m_bPIXELFOGTYPE;
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Assert( bAllDynamicVarsDefined );
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#endif // _DEBUG
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return ( 1 * m_nHDRENABLED ) + ( 2 * m_nPIXELFOGTYPE ) + 0;
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}
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};
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#define shaderDynamicTest_sprite_ps20 psh_forgot_to_set_dynamic_HDRENABLED + 0
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static const ShaderComboInformation_t s_DynamicComboArray_sprite_ps20[2] =
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{
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{ "HDRENABLED", 0, 1 },
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{ "PIXELFOGTYPE", 0, 1 },
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};
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static const ShaderComboInformation_t s_StaticComboArray_sprite_ps20[4] =
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{
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{ "VERTEXCOLOR", 0, 1 },
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{ "CONSTANTCOLOR", 0, 1 },
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{ "HDRTYPE", 0, 2 },
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{ "SRGB", 0, 1 },
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};
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static const ShaderComboSemantics_t sprite_ps20_combos =
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{
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"sprite_ps20", s_DynamicComboArray_sprite_ps20, 2, s_StaticComboArray_sprite_ps20, 4
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};
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class ConstructMe_sprite_ps20
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{
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public:
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ConstructMe_sprite_ps20()
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{
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GetShaderDLL()->AddShaderComboInformation( &sprite_ps20_combos );
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}
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};
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static ConstructMe_sprite_ps20 s_ConstructMe_sprite_ps20;
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