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263 lines
5.2 KiB
C++
263 lines
5.2 KiB
C++
#include "shaderlib/cshader.h"
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class eyes_vs20_Static_Index
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{
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private:
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int m_nINTRO;
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#ifdef _DEBUG
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bool m_bINTRO;
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#endif
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public:
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void SetINTRO( int i )
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{
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Assert( i >= 0 && i <= 1 );
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m_nINTRO = i;
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#ifdef _DEBUG
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m_bINTRO = true;
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#endif
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}
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void SetINTRO( bool i )
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{
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m_nINTRO = i ? 1 : 0;
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#ifdef _DEBUG
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m_bINTRO = true;
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#endif
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}
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private:
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int m_nHALFLAMBERT;
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#ifdef _DEBUG
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bool m_bHALFLAMBERT;
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#endif
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public:
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void SetHALFLAMBERT( int i )
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{
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Assert( i >= 0 && i <= 1 );
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m_nHALFLAMBERT = i;
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#ifdef _DEBUG
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m_bHALFLAMBERT = true;
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#endif
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}
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void SetHALFLAMBERT( bool i )
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{
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m_nHALFLAMBERT = i ? 1 : 0;
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#ifdef _DEBUG
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m_bHALFLAMBERT = true;
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#endif
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}
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private:
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int m_nUSE_STATIC_CONTROL_FLOW;
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#ifdef _DEBUG
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bool m_bUSE_STATIC_CONTROL_FLOW;
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#endif
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public:
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void SetUSE_STATIC_CONTROL_FLOW( int i )
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{
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Assert( i >= 0 && i <= 1 );
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m_nUSE_STATIC_CONTROL_FLOW = i;
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#ifdef _DEBUG
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m_bUSE_STATIC_CONTROL_FLOW = true;
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#endif
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}
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void SetUSE_STATIC_CONTROL_FLOW( bool i )
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{
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m_nUSE_STATIC_CONTROL_FLOW = i ? 1 : 0;
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#ifdef _DEBUG
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m_bUSE_STATIC_CONTROL_FLOW = true;
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#endif
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}
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public:
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eyes_vs20_Static_Index( )
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{
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#ifdef _DEBUG
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m_bINTRO = false;
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#endif // _DEBUG
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m_nINTRO = 0;
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#ifdef _DEBUG
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m_bHALFLAMBERT = false;
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#endif // _DEBUG
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m_nHALFLAMBERT = 0;
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#ifdef _DEBUG
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m_bUSE_STATIC_CONTROL_FLOW = false;
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#endif // _DEBUG
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m_nUSE_STATIC_CONTROL_FLOW = 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_bINTRO && m_bHALFLAMBERT && m_bUSE_STATIC_CONTROL_FLOW;
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Assert( bAllStaticVarsDefined );
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#endif // _DEBUG
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return ( 96 * m_nINTRO ) + ( 192 * m_nHALFLAMBERT ) + ( 384 * m_nUSE_STATIC_CONTROL_FLOW ) + 0;
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}
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};
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#define shaderStaticTest_eyes_vs20 vsh_forgot_to_set_static_INTRO + vsh_forgot_to_set_static_HALFLAMBERT + vsh_forgot_to_set_static_USE_STATIC_CONTROL_FLOW + 0
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class eyes_vs20_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_nDOWATERFOG;
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#ifdef _DEBUG
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bool m_bDOWATERFOG;
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#endif
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public:
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void SetDOWATERFOG( int i )
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{
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Assert( i >= 0 && i <= 1 );
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m_nDOWATERFOG = i;
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#ifdef _DEBUG
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m_bDOWATERFOG = true;
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#endif
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}
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void SetDOWATERFOG( bool i )
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{
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m_nDOWATERFOG = i ? 1 : 0;
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#ifdef _DEBUG
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m_bDOWATERFOG = true;
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#endif
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}
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private:
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int m_nDYNAMIC_LIGHT;
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#ifdef _DEBUG
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bool m_bDYNAMIC_LIGHT;
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#endif
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public:
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void SetDYNAMIC_LIGHT( int i )
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{
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Assert( i >= 0 && i <= 1 );
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m_nDYNAMIC_LIGHT = i;
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#ifdef _DEBUG
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m_bDYNAMIC_LIGHT = true;
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#endif
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}
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void SetDYNAMIC_LIGHT( bool i )
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{
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m_nDYNAMIC_LIGHT = i ? 1 : 0;
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#ifdef _DEBUG
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m_bDYNAMIC_LIGHT = true;
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#endif
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}
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private:
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int m_nSTATIC_LIGHT;
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#ifdef _DEBUG
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bool m_bSTATIC_LIGHT;
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#endif
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public:
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void SetSTATIC_LIGHT( int i )
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{
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Assert( i >= 0 && i <= 1 );
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m_nSTATIC_LIGHT = i;
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#ifdef _DEBUG
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m_bSTATIC_LIGHT = true;
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#endif
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}
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void SetSTATIC_LIGHT( bool i )
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{
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m_nSTATIC_LIGHT = i ? 1 : 0;
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#ifdef _DEBUG
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m_bSTATIC_LIGHT = true;
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#endif
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}
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private:
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int m_nNUM_LIGHTS;
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#ifdef _DEBUG
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bool m_bNUM_LIGHTS;
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#endif
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public:
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void SetNUM_LIGHTS( int i )
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{
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Assert( i >= 0 && i <= 2 );
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m_nNUM_LIGHTS = i;
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#ifdef _DEBUG
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m_bNUM_LIGHTS = true;
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#endif
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}
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void SetNUM_LIGHTS( bool i )
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{
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m_nNUM_LIGHTS = i ? 1 : 0;
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#ifdef _DEBUG
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m_bNUM_LIGHTS = true;
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#endif
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}
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public:
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eyes_vs20_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_bDOWATERFOG = false;
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#endif // _DEBUG
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m_nDOWATERFOG = 0;
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#ifdef _DEBUG
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m_bDYNAMIC_LIGHT = false;
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#endif // _DEBUG
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m_nDYNAMIC_LIGHT = 0;
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#ifdef _DEBUG
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m_bSTATIC_LIGHT = false;
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#endif // _DEBUG
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m_nSTATIC_LIGHT = 0;
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#ifdef _DEBUG
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m_bNUM_LIGHTS = false;
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#endif // _DEBUG
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m_nNUM_LIGHTS = 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_bDOWATERFOG && m_bDYNAMIC_LIGHT && m_bSTATIC_LIGHT && m_bNUM_LIGHTS;
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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_nDOWATERFOG ) + ( 8 * m_nDYNAMIC_LIGHT ) + ( 16 * m_nSTATIC_LIGHT ) + ( 32 * m_nNUM_LIGHTS ) + 0;
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}
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};
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#define shaderDynamicTest_eyes_vs20 vsh_forgot_to_set_dynamic_COMPRESSED_VERTS + vsh_forgot_to_set_dynamic_SKINNING + vsh_forgot_to_set_dynamic_DOWATERFOG + vsh_forgot_to_set_dynamic_DYNAMIC_LIGHT + vsh_forgot_to_set_dynamic_STATIC_LIGHT + vsh_forgot_to_set_dynamic_NUM_LIGHTS + 0
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