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https://github.com/nillerusr/source-engine.git
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#include "shaderlib/cshader.h"
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class depthwrite_vs30_Static_Index
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{
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private:
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int m_nONLY_PROJECT_POSITION;
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#ifdef _DEBUG
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bool m_bONLY_PROJECT_POSITION;
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#endif
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public:
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void SetONLY_PROJECT_POSITION( int i )
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{
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Assert( i >= 0 && i <= 0 );
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m_nONLY_PROJECT_POSITION = i;
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#ifdef _DEBUG
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m_bONLY_PROJECT_POSITION = true;
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#endif
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}
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void SetONLY_PROJECT_POSITION( bool i )
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{
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m_nONLY_PROJECT_POSITION = i ? 1 : 0;
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#ifdef _DEBUG
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m_bONLY_PROJECT_POSITION = true;
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#endif
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}
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private:
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int m_nCOLOR_DEPTH;
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#ifdef _DEBUG
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bool m_bCOLOR_DEPTH;
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#endif
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public:
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void SetCOLOR_DEPTH( int i )
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{
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Assert( i >= 0 && i <= 1 );
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m_nCOLOR_DEPTH = i;
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#ifdef _DEBUG
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m_bCOLOR_DEPTH = true;
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#endif
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}
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void SetCOLOR_DEPTH( bool i )
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{
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m_nCOLOR_DEPTH = i ? 1 : 0;
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#ifdef _DEBUG
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m_bCOLOR_DEPTH = true;
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#endif
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}
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public:
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depthwrite_vs30_Static_Index( )
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{
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#ifdef _DEBUG
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m_bONLY_PROJECT_POSITION = false;
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#endif // _DEBUG
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m_nONLY_PROJECT_POSITION = 0;
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#ifdef _DEBUG
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m_bCOLOR_DEPTH = false;
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#endif // _DEBUG
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m_nCOLOR_DEPTH = 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_bONLY_PROJECT_POSITION && m_bCOLOR_DEPTH;
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Assert( bAllStaticVarsDefined );
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#endif // _DEBUG
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return ( 8 * m_nONLY_PROJECT_POSITION ) + ( 8 * m_nCOLOR_DEPTH ) + 0;
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}
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};
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#define shaderStaticTest_depthwrite_vs30 vsh_forgot_to_set_static_ONLY_PROJECT_POSITION + vsh_forgot_to_set_static_COLOR_DEPTH + 0
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class depthwrite_vs30_Dynamic_Index
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{
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private:
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int m_nCOMPRESSED_VERTS;
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#ifdef _DEBUG
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bool m_bCOMPRESSED_VERTS;
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#endif
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public:
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void SetCOMPRESSED_VERTS( int i )
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{
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Assert( i >= 0 && i <= 1 );
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m_nCOMPRESSED_VERTS = i;
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#ifdef _DEBUG
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m_bCOMPRESSED_VERTS = true;
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#endif
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}
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void SetCOMPRESSED_VERTS( bool i )
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{
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m_nCOMPRESSED_VERTS = i ? 1 : 0;
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#ifdef _DEBUG
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m_bCOMPRESSED_VERTS = true;
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#endif
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}
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private:
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int m_nSKINNING;
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#ifdef _DEBUG
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bool m_bSKINNING;
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#endif
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public:
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void SetSKINNING( int i )
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{
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Assert( i >= 0 && i <= 1 );
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m_nSKINNING = i;
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#ifdef _DEBUG
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m_bSKINNING = true;
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#endif
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}
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void SetSKINNING( bool i )
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{
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m_nSKINNING = i ? 1 : 0;
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#ifdef _DEBUG
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m_bSKINNING = true;
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#endif
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}
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private:
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int m_nMORPHING;
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#ifdef _DEBUG
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bool m_bMORPHING;
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#endif
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public:
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void SetMORPHING( int i )
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{
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Assert( i >= 0 && i <= 1 );
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m_nMORPHING = i;
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#ifdef _DEBUG
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m_bMORPHING = true;
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#endif
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}
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void SetMORPHING( bool i )
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{
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m_nMORPHING = i ? 1 : 0;
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#ifdef _DEBUG
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m_bMORPHING = true;
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#endif
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}
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public:
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depthwrite_vs30_Dynamic_Index()
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{
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#ifdef _DEBUG
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m_bCOMPRESSED_VERTS = false;
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#endif // _DEBUG
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m_nCOMPRESSED_VERTS = 0;
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#ifdef _DEBUG
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m_bSKINNING = false;
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#endif // _DEBUG
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m_nSKINNING = 0;
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#ifdef _DEBUG
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m_bMORPHING = false;
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#endif // _DEBUG
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m_nMORPHING = 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_bCOMPRESSED_VERTS && m_bSKINNING && m_bMORPHING;
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Assert( bAllDynamicVarsDefined );
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#endif // _DEBUG
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return ( 1 * m_nCOMPRESSED_VERTS ) + ( 2 * m_nSKINNING ) + ( 4 * m_nMORPHING ) + 0;
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}
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};
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#define shaderDynamicTest_depthwrite_vs30 vsh_forgot_to_set_dynamic_COMPRESSED_VERTS + vsh_forgot_to_set_dynamic_SKINNING + vsh_forgot_to_set_dynamic_MORPHING + 0
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