#include "shaderlib/cshader.h"
class lightmappedgeneric_vs20_Static_Index
{
private:
	int m_nENVMAP_MASK;
#ifdef _DEBUG
	bool m_bENVMAP_MASK;
#endif
public:
	void SetENVMAP_MASK( int i )
	{
		Assert( i >= 0 && i <= 1 );
		m_nENVMAP_MASK = i;
#ifdef _DEBUG
		m_bENVMAP_MASK = true;
#endif
	}
	void SetENVMAP_MASK( bool i )
	{
		m_nENVMAP_MASK = i ? 1 : 0;
#ifdef _DEBUG
		m_bENVMAP_MASK = true;
#endif
	}
private:
	int m_nTANGENTSPACE;
#ifdef _DEBUG
	bool m_bTANGENTSPACE;
#endif
public:
	void SetTANGENTSPACE( int i )
	{
		Assert( i >= 0 && i <= 1 );
		m_nTANGENTSPACE = i;
#ifdef _DEBUG
		m_bTANGENTSPACE = true;
#endif
	}
	void SetTANGENTSPACE( bool i )
	{
		m_nTANGENTSPACE = i ? 1 : 0;
#ifdef _DEBUG
		m_bTANGENTSPACE = true;
#endif
	}
private:
	int m_nBUMPMAP;
#ifdef _DEBUG
	bool m_bBUMPMAP;
#endif
public:
	void SetBUMPMAP( int i )
	{
		Assert( i >= 0 && i <= 1 );
		m_nBUMPMAP = i;
#ifdef _DEBUG
		m_bBUMPMAP = true;
#endif
	}
	void SetBUMPMAP( bool i )
	{
		m_nBUMPMAP = i ? 1 : 0;
#ifdef _DEBUG
		m_bBUMPMAP = true;
#endif
	}
private:
	int m_nDIFFUSEBUMPMAP;
#ifdef _DEBUG
	bool m_bDIFFUSEBUMPMAP;
#endif
public:
	void SetDIFFUSEBUMPMAP( int i )
	{
		Assert( i >= 0 && i <= 1 );
		m_nDIFFUSEBUMPMAP = i;
#ifdef _DEBUG
		m_bDIFFUSEBUMPMAP = true;
#endif
	}
	void SetDIFFUSEBUMPMAP( bool i )
	{
		m_nDIFFUSEBUMPMAP = i ? 1 : 0;
#ifdef _DEBUG
		m_bDIFFUSEBUMPMAP = true;
#endif
	}
private:
	int m_nVERTEXCOLOR;
#ifdef _DEBUG
	bool m_bVERTEXCOLOR;
#endif
public:
	void SetVERTEXCOLOR( int i )
	{
		Assert( i >= 0 && i <= 1 );
		m_nVERTEXCOLOR = i;
#ifdef _DEBUG
		m_bVERTEXCOLOR = true;
#endif
	}
	void SetVERTEXCOLOR( bool i )
	{
		m_nVERTEXCOLOR = i ? 1 : 0;
#ifdef _DEBUG
		m_bVERTEXCOLOR = true;
#endif
	}
private:
	int m_nVERTEXALPHATEXBLENDFACTOR;
#ifdef _DEBUG
	bool m_bVERTEXALPHATEXBLENDFACTOR;
#endif
public:
	void SetVERTEXALPHATEXBLENDFACTOR( int i )
	{
		Assert( i >= 0 && i <= 1 );
		m_nVERTEXALPHATEXBLENDFACTOR = i;
#ifdef _DEBUG
		m_bVERTEXALPHATEXBLENDFACTOR = true;
#endif
	}
	void SetVERTEXALPHATEXBLENDFACTOR( bool i )
	{
		m_nVERTEXALPHATEXBLENDFACTOR = i ? 1 : 0;
#ifdef _DEBUG
		m_bVERTEXALPHATEXBLENDFACTOR = true;
#endif
	}
private:
	int m_nRELIEF_MAPPING;
#ifdef _DEBUG
	bool m_bRELIEF_MAPPING;
#endif
public:
	void SetRELIEF_MAPPING( int i )
	{
		Assert( i >= 0 && i <= 0 );
		m_nRELIEF_MAPPING = i;
#ifdef _DEBUG
		m_bRELIEF_MAPPING = true;
#endif
	}
	void SetRELIEF_MAPPING( bool i )
	{
		m_nRELIEF_MAPPING = i ? 1 : 0;
#ifdef _DEBUG
		m_bRELIEF_MAPPING = true;
#endif
	}
private:
	int m_nSEAMLESS;
#ifdef _DEBUG
	bool m_bSEAMLESS;
#endif
public:
	void SetSEAMLESS( int i )
	{
		Assert( i >= 0 && i <= 1 );
		m_nSEAMLESS = i;
#ifdef _DEBUG
		m_bSEAMLESS = true;
#endif
	}
	void SetSEAMLESS( bool i )
	{
		m_nSEAMLESS = i ? 1 : 0;
#ifdef _DEBUG
		m_bSEAMLESS = true;
#endif
	}
private:
	int m_nBUMPMASK;
#ifdef _DEBUG
	bool m_bBUMPMASK;
#endif
public:
	void SetBUMPMASK( int i )
	{
		Assert( i >= 0 && i <= 1 );
		m_nBUMPMASK = i;
#ifdef _DEBUG
		m_bBUMPMASK = true;
#endif
	}
	void SetBUMPMASK( bool i )
	{
		m_nBUMPMASK = i ? 1 : 0;
#ifdef _DEBUG
		m_bBUMPMASK = true;
#endif
	}
private:
	int m_nFLASHLIGHT;
#ifdef _DEBUG
	bool m_bFLASHLIGHT;
#endif
public:
	void SetFLASHLIGHT( int i )
	{
		Assert( i >= 0 && i <= 1 );
		m_nFLASHLIGHT = i;
#ifdef _DEBUG
		m_bFLASHLIGHT = true;
#endif
	}
	void SetFLASHLIGHT( bool i )
	{
		m_nFLASHLIGHT = i ? 1 : 0;
#ifdef _DEBUG
		m_bFLASHLIGHT = true;
#endif
	}
public:
	lightmappedgeneric_vs20_Static_Index( )
	{
#ifdef _DEBUG
		m_bENVMAP_MASK = false;
#endif // _DEBUG
		m_nENVMAP_MASK = 0;
#ifdef _DEBUG
		m_bTANGENTSPACE = false;
#endif // _DEBUG
		m_nTANGENTSPACE = 0;
#ifdef _DEBUG
		m_bBUMPMAP = false;
#endif // _DEBUG
		m_nBUMPMAP = 0;
#ifdef _DEBUG
		m_bDIFFUSEBUMPMAP = false;
#endif // _DEBUG
		m_nDIFFUSEBUMPMAP = 0;
#ifdef _DEBUG
		m_bVERTEXCOLOR = false;
#endif // _DEBUG
		m_nVERTEXCOLOR = 0;
#ifdef _DEBUG
		m_bVERTEXALPHATEXBLENDFACTOR = false;
#endif // _DEBUG
		m_nVERTEXALPHATEXBLENDFACTOR = 0;
#ifdef _DEBUG
		m_bRELIEF_MAPPING = false;
#endif // _DEBUG
		m_nRELIEF_MAPPING = 0;
#ifdef _DEBUG
		m_bSEAMLESS = false;
#endif // _DEBUG
		m_nSEAMLESS = 0;
#ifdef _DEBUG
		m_bBUMPMASK = false;
#endif // _DEBUG
		m_nBUMPMASK = 0;
#ifdef _DEBUG
		m_bFLASHLIGHT = false;
#endif // _DEBUG
		m_nFLASHLIGHT = 0;
	}
	int GetIndex()
	{
		// Asserts to make sure that we aren't using any skipped combinations.
		// Asserts to make sure that we are setting all of the combination vars.
#ifdef _DEBUG
		bool bAllStaticVarsDefined = m_bENVMAP_MASK && m_bTANGENTSPACE && m_bBUMPMAP && m_bDIFFUSEBUMPMAP && m_bVERTEXCOLOR && m_bVERTEXALPHATEXBLENDFACTOR && m_bRELIEF_MAPPING && m_bSEAMLESS && m_bBUMPMASK && m_bFLASHLIGHT;
		Assert( bAllStaticVarsDefined );
#endif // _DEBUG
		return ( 4 * m_nENVMAP_MASK ) + ( 8 * m_nTANGENTSPACE ) + ( 16 * m_nBUMPMAP ) + ( 32 * m_nDIFFUSEBUMPMAP ) + ( 64 * m_nVERTEXCOLOR ) + ( 128 * m_nVERTEXALPHATEXBLENDFACTOR ) + ( 256 * m_nRELIEF_MAPPING ) + ( 256 * m_nSEAMLESS ) + ( 512 * m_nBUMPMASK ) + ( 1024 * m_nFLASHLIGHT ) + 0;
	}
};
#define shaderStaticTest_lightmappedgeneric_vs20 vsh_forgot_to_set_static_ENVMAP_MASK + vsh_forgot_to_set_static_TANGENTSPACE + vsh_forgot_to_set_static_BUMPMAP + vsh_forgot_to_set_static_DIFFUSEBUMPMAP + vsh_forgot_to_set_static_VERTEXCOLOR + vsh_forgot_to_set_static_VERTEXALPHATEXBLENDFACTOR + vsh_forgot_to_set_static_RELIEF_MAPPING + vsh_forgot_to_set_static_SEAMLESS + vsh_forgot_to_set_static_BUMPMASK + vsh_forgot_to_set_static_FLASHLIGHT + 0
class lightmappedgeneric_vs20_Dynamic_Index
{
private:
	int m_nFASTPATH;
#ifdef _DEBUG
	bool m_bFASTPATH;
#endif
public:
	void SetFASTPATH( int i )
	{
		Assert( i >= 0 && i <= 1 );
		m_nFASTPATH = i;
#ifdef _DEBUG
		m_bFASTPATH = true;
#endif
	}
	void SetFASTPATH( bool i )
	{
		m_nFASTPATH = i ? 1 : 0;
#ifdef _DEBUG
		m_bFASTPATH = true;
#endif
	}
private:
	int m_nDOWATERFOG;
#ifdef _DEBUG
	bool m_bDOWATERFOG;
#endif
public:
	void SetDOWATERFOG( int i )
	{
		Assert( i >= 0 && i <= 1 );
		m_nDOWATERFOG = i;
#ifdef _DEBUG
		m_bDOWATERFOG = true;
#endif
	}
	void SetDOWATERFOG( bool i )
	{
		m_nDOWATERFOG = i ? 1 : 0;
#ifdef _DEBUG
		m_bDOWATERFOG = true;
#endif
	}
private:
	int m_nLIGHTING_PREVIEW;
#ifdef _DEBUG
	bool m_bLIGHTING_PREVIEW;
#endif
public:
	void SetLIGHTING_PREVIEW( int i )
	{
		Assert( i >= 0 && i <= 0 );
		m_nLIGHTING_PREVIEW = i;
#ifdef _DEBUG
		m_bLIGHTING_PREVIEW = true;
#endif
	}
	void SetLIGHTING_PREVIEW( bool i )
	{
		m_nLIGHTING_PREVIEW = i ? 1 : 0;
#ifdef _DEBUG
		m_bLIGHTING_PREVIEW = true;
#endif
	}
public:
	lightmappedgeneric_vs20_Dynamic_Index()
	{
#ifdef _DEBUG
		m_bFASTPATH = false;
#endif // _DEBUG
		m_nFASTPATH = 0;
#ifdef _DEBUG
		m_bDOWATERFOG = false;
#endif // _DEBUG
		m_nDOWATERFOG = 0;
#ifdef _DEBUG
		m_bLIGHTING_PREVIEW = false;
#endif // _DEBUG
		m_nLIGHTING_PREVIEW = 0;
	}
	int GetIndex()
	{
		// Asserts to make sure that we aren't using any skipped combinations.
		// Asserts to make sure that we are setting all of the combination vars.
#ifdef _DEBUG
		bool bAllDynamicVarsDefined = m_bFASTPATH && m_bDOWATERFOG && m_bLIGHTING_PREVIEW;
		Assert( bAllDynamicVarsDefined );
#endif // _DEBUG
		return ( 1 * m_nFASTPATH ) + ( 2 * m_nDOWATERFOG ) + ( 4 * m_nLIGHTING_PREVIEW ) + 0;
	}
};
#define shaderDynamicTest_lightmappedgeneric_vs20 vsh_forgot_to_set_dynamic_FASTPATH + vsh_forgot_to_set_dynamic_DOWATERFOG + vsh_forgot_to_set_dynamic_LIGHTING_PREVIEW + 0
