#include "shaderlib/cshader.h"
class vertexlit_and_unlit_generic_vs30_Static_Index
{
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_nCUBEMAP;
#ifdef _DEBUG
	bool m_bCUBEMAP;
#endif
public:
	void SetCUBEMAP( int i )
	{
		Assert( i >= 0 && i <= 1 );
		m_nCUBEMAP = i;
#ifdef _DEBUG
		m_bCUBEMAP = true;
#endif
	}
	void SetCUBEMAP( bool i )
	{
		m_nCUBEMAP = i ? 1 : 0;
#ifdef _DEBUG
		m_bCUBEMAP = true;
#endif
	}
private:
	int m_nHALFLAMBERT;
#ifdef _DEBUG
	bool m_bHALFLAMBERT;
#endif
public:
	void SetHALFLAMBERT( int i )
	{
		Assert( i >= 0 && i <= 1 );
		m_nHALFLAMBERT = i;
#ifdef _DEBUG
		m_bHALFLAMBERT = true;
#endif
	}
	void SetHALFLAMBERT( bool i )
	{
		m_nHALFLAMBERT = i ? 1 : 0;
#ifdef _DEBUG
		m_bHALFLAMBERT = 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
	}
private:
	int m_nSEAMLESS_BASE;
#ifdef _DEBUG
	bool m_bSEAMLESS_BASE;
#endif
public:
	void SetSEAMLESS_BASE( int i )
	{
		Assert( i >= 0 && i <= 1 );
		m_nSEAMLESS_BASE = i;
#ifdef _DEBUG
		m_bSEAMLESS_BASE = true;
#endif
	}
	void SetSEAMLESS_BASE( bool i )
	{
		m_nSEAMLESS_BASE = i ? 1 : 0;
#ifdef _DEBUG
		m_bSEAMLESS_BASE = true;
#endif
	}
private:
	int m_nSEAMLESS_DETAIL;
#ifdef _DEBUG
	bool m_bSEAMLESS_DETAIL;
#endif
public:
	void SetSEAMLESS_DETAIL( int i )
	{
		Assert( i >= 0 && i <= 1 );
		m_nSEAMLESS_DETAIL = i;
#ifdef _DEBUG
		m_bSEAMLESS_DETAIL = true;
#endif
	}
	void SetSEAMLESS_DETAIL( bool i )
	{
		m_nSEAMLESS_DETAIL = i ? 1 : 0;
#ifdef _DEBUG
		m_bSEAMLESS_DETAIL = true;
#endif
	}
private:
	int m_nSEPARATE_DETAIL_UVS;
#ifdef _DEBUG
	bool m_bSEPARATE_DETAIL_UVS;
#endif
public:
	void SetSEPARATE_DETAIL_UVS( int i )
	{
		Assert( i >= 0 && i <= 1 );
		m_nSEPARATE_DETAIL_UVS = i;
#ifdef _DEBUG
		m_bSEPARATE_DETAIL_UVS = true;
#endif
	}
	void SetSEPARATE_DETAIL_UVS( bool i )
	{
		m_nSEPARATE_DETAIL_UVS = i ? 1 : 0;
#ifdef _DEBUG
		m_bSEPARATE_DETAIL_UVS = true;
#endif
	}
private:
	int m_nDECAL;
#ifdef _DEBUG
	bool m_bDECAL;
#endif
public:
	void SetDECAL( int i )
	{
		Assert( i >= 0 && i <= 1 );
		m_nDECAL = i;
#ifdef _DEBUG
		m_bDECAL = true;
#endif
	}
	void SetDECAL( bool i )
	{
		m_nDECAL = i ? 1 : 0;
#ifdef _DEBUG
		m_bDECAL = true;
#endif
	}
private:
	int m_nDONT_GAMMA_CONVERT_VERTEX_COLOR;
#ifdef _DEBUG
	bool m_bDONT_GAMMA_CONVERT_VERTEX_COLOR;
#endif
public:
	void SetDONT_GAMMA_CONVERT_VERTEX_COLOR( int i )
	{
		Assert( i >= 0 && i <= 1 );
		m_nDONT_GAMMA_CONVERT_VERTEX_COLOR = i;
#ifdef _DEBUG
		m_bDONT_GAMMA_CONVERT_VERTEX_COLOR = true;
#endif
	}
	void SetDONT_GAMMA_CONVERT_VERTEX_COLOR( bool i )
	{
		m_nDONT_GAMMA_CONVERT_VERTEX_COLOR = i ? 1 : 0;
#ifdef _DEBUG
		m_bDONT_GAMMA_CONVERT_VERTEX_COLOR = true;
#endif
	}
public:
	vertexlit_and_unlit_generic_vs30_Static_Index( )
	{
#ifdef _DEBUG
		m_bVERTEXCOLOR = false;
#endif // _DEBUG
		m_nVERTEXCOLOR = 0;
#ifdef _DEBUG
		m_bCUBEMAP = false;
#endif // _DEBUG
		m_nCUBEMAP = 0;
#ifdef _DEBUG
		m_bHALFLAMBERT = false;
#endif // _DEBUG
		m_nHALFLAMBERT = 0;
#ifdef _DEBUG
		m_bFLASHLIGHT = false;
#endif // _DEBUG
		m_nFLASHLIGHT = 0;
#ifdef _DEBUG
		m_bSEAMLESS_BASE = false;
#endif // _DEBUG
		m_nSEAMLESS_BASE = 0;
#ifdef _DEBUG
		m_bSEAMLESS_DETAIL = false;
#endif // _DEBUG
		m_nSEAMLESS_DETAIL = 0;
#ifdef _DEBUG
		m_bSEPARATE_DETAIL_UVS = false;
#endif // _DEBUG
		m_nSEPARATE_DETAIL_UVS = 0;
#ifdef _DEBUG
		m_bDECAL = false;
#endif // _DEBUG
		m_nDECAL = 0;
#ifdef _DEBUG
		m_bDONT_GAMMA_CONVERT_VERTEX_COLOR = false;
#endif // _DEBUG
		m_nDONT_GAMMA_CONVERT_VERTEX_COLOR = 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_bVERTEXCOLOR && m_bCUBEMAP && m_bHALFLAMBERT && m_bFLASHLIGHT && m_bSEAMLESS_BASE && m_bSEAMLESS_DETAIL && m_bSEPARATE_DETAIL_UVS && m_bDECAL && m_bDONT_GAMMA_CONVERT_VERTEX_COLOR;
		Assert( bAllStaticVarsDefined );
#endif // _DEBUG
		return ( 256 * m_nVERTEXCOLOR ) + ( 512 * m_nCUBEMAP ) + ( 1024 * m_nHALFLAMBERT ) + ( 2048 * m_nFLASHLIGHT ) + ( 4096 * m_nSEAMLESS_BASE ) + ( 8192 * m_nSEAMLESS_DETAIL ) + ( 16384 * m_nSEPARATE_DETAIL_UVS ) + ( 32768 * m_nDECAL ) + ( 65536 * m_nDONT_GAMMA_CONVERT_VERTEX_COLOR ) + 0;
	}
};
#define shaderStaticTest_vertexlit_and_unlit_generic_vs30 vsh_forgot_to_set_static_VERTEXCOLOR + vsh_forgot_to_set_static_CUBEMAP + vsh_forgot_to_set_static_HALFLAMBERT + vsh_forgot_to_set_static_FLASHLIGHT + vsh_forgot_to_set_static_SEAMLESS_BASE + vsh_forgot_to_set_static_SEAMLESS_DETAIL + vsh_forgot_to_set_static_SEPARATE_DETAIL_UVS + vsh_forgot_to_set_static_DECAL + vsh_forgot_to_set_static_DONT_GAMMA_CONVERT_VERTEX_COLOR + 0
class vertexlit_and_unlit_generic_vs30_Dynamic_Index
{
private:
	int m_nCOMPRESSED_VERTS;
#ifdef _DEBUG
	bool m_bCOMPRESSED_VERTS;
#endif
public:
	void SetCOMPRESSED_VERTS( int i )
	{
		Assert( i >= 0 && i <= 1 );
		m_nCOMPRESSED_VERTS = i;
#ifdef _DEBUG
		m_bCOMPRESSED_VERTS = true;
#endif
	}
	void SetCOMPRESSED_VERTS( bool i )
	{
		m_nCOMPRESSED_VERTS = i ? 1 : 0;
#ifdef _DEBUG
		m_bCOMPRESSED_VERTS = true;
#endif
	}
private:
	int m_nDYNAMIC_LIGHT;
#ifdef _DEBUG
	bool m_bDYNAMIC_LIGHT;
#endif
public:
	void SetDYNAMIC_LIGHT( int i )
	{
		Assert( i >= 0 && i <= 1 );
		m_nDYNAMIC_LIGHT = i;
#ifdef _DEBUG
		m_bDYNAMIC_LIGHT = true;
#endif
	}
	void SetDYNAMIC_LIGHT( bool i )
	{
		m_nDYNAMIC_LIGHT = i ? 1 : 0;
#ifdef _DEBUG
		m_bDYNAMIC_LIGHT = true;
#endif
	}
private:
	int m_nSTATIC_LIGHT_VERTEX;
#ifdef _DEBUG
	bool m_bSTATIC_LIGHT_VERTEX;
#endif
public:
	void SetSTATIC_LIGHT_VERTEX( int i )
	{
		Assert( i >= 0 && i <= 1 );
		m_nSTATIC_LIGHT_VERTEX = i;
#ifdef _DEBUG
		m_bSTATIC_LIGHT_VERTEX = true;
#endif
	}
	void SetSTATIC_LIGHT_VERTEX( bool i )
	{
		m_nSTATIC_LIGHT_VERTEX = i ? 1 : 0;
#ifdef _DEBUG
		m_bSTATIC_LIGHT_VERTEX = true;
#endif
	}
private:
	int m_nSTATIC_LIGHT_LIGHTMAP;
#ifdef _DEBUG
	bool m_bSTATIC_LIGHT_LIGHTMAP;
#endif
public:
	void SetSTATIC_LIGHT_LIGHTMAP( int i )
	{
		Assert( i >= 0 && i <= 1 );
		m_nSTATIC_LIGHT_LIGHTMAP = i;
#ifdef _DEBUG
		m_bSTATIC_LIGHT_LIGHTMAP = true;
#endif
	}
	void SetSTATIC_LIGHT_LIGHTMAP( bool i )
	{
		m_nSTATIC_LIGHT_LIGHTMAP = i ? 1 : 0;
#ifdef _DEBUG
		m_bSTATIC_LIGHT_LIGHTMAP = 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_nSKINNING;
#ifdef _DEBUG
	bool m_bSKINNING;
#endif
public:
	void SetSKINNING( int i )
	{
		Assert( i >= 0 && i <= 1 );
		m_nSKINNING = i;
#ifdef _DEBUG
		m_bSKINNING = true;
#endif
	}
	void SetSKINNING( bool i )
	{
		m_nSKINNING = i ? 1 : 0;
#ifdef _DEBUG
		m_bSKINNING = true;
#endif
	}
private:
	int m_nLIGHTING_PREVIEW;
#ifdef _DEBUG
	bool m_bLIGHTING_PREVIEW;
#endif
public:
	void SetLIGHTING_PREVIEW( int i )
	{
		Assert( i >= 0 && i <= 1 );
		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
	}
private:
	int m_nMORPHING;
#ifdef _DEBUG
	bool m_bMORPHING;
#endif
public:
	void SetMORPHING( int i )
	{
		Assert( i >= 0 && i <= 1 );
		m_nMORPHING = i;
#ifdef _DEBUG
		m_bMORPHING = true;
#endif
	}
	void SetMORPHING( bool i )
	{
		m_nMORPHING = i ? 1 : 0;
#ifdef _DEBUG
		m_bMORPHING = true;
#endif
	}
public:
	vertexlit_and_unlit_generic_vs30_Dynamic_Index()
	{
#ifdef _DEBUG
		m_bCOMPRESSED_VERTS = false;
#endif // _DEBUG
		m_nCOMPRESSED_VERTS = 0;
#ifdef _DEBUG
		m_bDYNAMIC_LIGHT = false;
#endif // _DEBUG
		m_nDYNAMIC_LIGHT = 0;
#ifdef _DEBUG
		m_bSTATIC_LIGHT_VERTEX = false;
#endif // _DEBUG
		m_nSTATIC_LIGHT_VERTEX = 0;
#ifdef _DEBUG
		m_bSTATIC_LIGHT_LIGHTMAP = false;
#endif // _DEBUG
		m_nSTATIC_LIGHT_LIGHTMAP = 0;
#ifdef _DEBUG
		m_bDOWATERFOG = false;
#endif // _DEBUG
		m_nDOWATERFOG = 0;
#ifdef _DEBUG
		m_bSKINNING = false;
#endif // _DEBUG
		m_nSKINNING = 0;
#ifdef _DEBUG
		m_bLIGHTING_PREVIEW = false;
#endif // _DEBUG
		m_nLIGHTING_PREVIEW = 0;
#ifdef _DEBUG
		m_bMORPHING = false;
#endif // _DEBUG
		m_nMORPHING = 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_bCOMPRESSED_VERTS && m_bDYNAMIC_LIGHT && m_bSTATIC_LIGHT_VERTEX && m_bSTATIC_LIGHT_LIGHTMAP && m_bDOWATERFOG && m_bSKINNING && m_bLIGHTING_PREVIEW && m_bMORPHING;
		Assert( bAllDynamicVarsDefined );
#endif // _DEBUG
		return ( 1 * m_nCOMPRESSED_VERTS ) + ( 2 * m_nDYNAMIC_LIGHT ) + ( 4 * m_nSTATIC_LIGHT_VERTEX ) + ( 8 * m_nSTATIC_LIGHT_LIGHTMAP ) + ( 16 * m_nDOWATERFOG ) + ( 32 * m_nSKINNING ) + ( 64 * m_nLIGHTING_PREVIEW ) + ( 128 * m_nMORPHING ) + 0;
	}
};
#define shaderDynamicTest_vertexlit_and_unlit_generic_vs30 vsh_forgot_to_set_dynamic_COMPRESSED_VERTS + vsh_forgot_to_set_dynamic_DYNAMIC_LIGHT + vsh_forgot_to_set_dynamic_STATIC_LIGHT_VERTEX + vsh_forgot_to_set_dynamic_STATIC_LIGHT_LIGHTMAP + vsh_forgot_to_set_dynamic_DOWATERFOG + vsh_forgot_to_set_dynamic_SKINNING + vsh_forgot_to_set_dynamic_LIGHTING_PREVIEW + vsh_forgot_to_set_dynamic_MORPHING + 0