mirror of
https://github.com/nillerusr/source-engine.git
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363 lines
7.4 KiB
C++
363 lines
7.4 KiB
C++
#include "shaderlib/cshader.h"
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class vortwarp_ps20b_Static_Index
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{
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private:
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int m_nCONVERT_TO_SRGB;
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#ifdef _DEBUG
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bool m_bCONVERT_TO_SRGB;
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#endif
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public:
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void SetCONVERT_TO_SRGB( int i )
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{
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Assert( i >= 0 && i <= 0 );
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m_nCONVERT_TO_SRGB = i;
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#ifdef _DEBUG
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m_bCONVERT_TO_SRGB = true;
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#endif
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}
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void SetCONVERT_TO_SRGB( bool i )
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{
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m_nCONVERT_TO_SRGB = i ? 1 : 0;
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#ifdef _DEBUG
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m_bCONVERT_TO_SRGB = true;
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#endif
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}
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private:
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int m_nBASETEXTURE;
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#ifdef _DEBUG
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bool m_bBASETEXTURE;
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#endif
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public:
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void SetBASETEXTURE( int i )
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{
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Assert( i >= 0 && i <= 1 );
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m_nBASETEXTURE = i;
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#ifdef _DEBUG
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m_bBASETEXTURE = true;
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#endif
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}
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void SetBASETEXTURE( bool i )
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{
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m_nBASETEXTURE = i ? 1 : 0;
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#ifdef _DEBUG
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m_bBASETEXTURE = true;
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#endif
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}
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private:
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int m_nCUBEMAP;
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#ifdef _DEBUG
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bool m_bCUBEMAP;
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#endif
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public:
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void SetCUBEMAP( int i )
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{
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Assert( i >= 0 && i <= 1 );
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m_nCUBEMAP = i;
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#ifdef _DEBUG
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m_bCUBEMAP = true;
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#endif
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}
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void SetCUBEMAP( bool i )
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{
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m_nCUBEMAP = i ? 1 : 0;
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#ifdef _DEBUG
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m_bCUBEMAP = true;
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#endif
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}
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private:
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int m_nDIFFUSELIGHTING;
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#ifdef _DEBUG
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bool m_bDIFFUSELIGHTING;
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#endif
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public:
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void SetDIFFUSELIGHTING( int i )
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{
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Assert( i >= 0 && i <= 1 );
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m_nDIFFUSELIGHTING = i;
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#ifdef _DEBUG
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m_bDIFFUSELIGHTING = true;
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#endif
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}
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void SetDIFFUSELIGHTING( bool i )
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{
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m_nDIFFUSELIGHTING = i ? 1 : 0;
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#ifdef _DEBUG
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m_bDIFFUSELIGHTING = true;
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#endif
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}
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private:
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int m_nNORMALMAPALPHAENVMAPMASK;
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#ifdef _DEBUG
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bool m_bNORMALMAPALPHAENVMAPMASK;
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#endif
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public:
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void SetNORMALMAPALPHAENVMAPMASK( int i )
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{
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Assert( i >= 0 && i <= 1 );
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m_nNORMALMAPALPHAENVMAPMASK = i;
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#ifdef _DEBUG
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m_bNORMALMAPALPHAENVMAPMASK = true;
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#endif
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}
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void SetNORMALMAPALPHAENVMAPMASK( bool i )
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{
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m_nNORMALMAPALPHAENVMAPMASK = i ? 1 : 0;
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#ifdef _DEBUG
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m_bNORMALMAPALPHAENVMAPMASK = 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_nFLASHLIGHT;
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#ifdef _DEBUG
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bool m_bFLASHLIGHT;
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#endif
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public:
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void SetFLASHLIGHT( int i )
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{
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Assert( i >= 0 && i <= 1 );
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m_nFLASHLIGHT = i;
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#ifdef _DEBUG
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m_bFLASHLIGHT = true;
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#endif
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}
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void SetFLASHLIGHT( bool i )
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{
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m_nFLASHLIGHT = i ? 1 : 0;
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#ifdef _DEBUG
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m_bFLASHLIGHT = true;
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#endif
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}
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private:
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int m_nTRANSLUCENT;
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#ifdef _DEBUG
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bool m_bTRANSLUCENT;
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#endif
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public:
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void SetTRANSLUCENT( int i )
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{
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Assert( i >= 0 && i <= 1 );
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m_nTRANSLUCENT = i;
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#ifdef _DEBUG
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m_bTRANSLUCENT = true;
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#endif
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}
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void SetTRANSLUCENT( bool i )
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{
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m_nTRANSLUCENT = i ? 1 : 0;
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#ifdef _DEBUG
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m_bTRANSLUCENT = true;
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#endif
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}
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public:
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vortwarp_ps20b_Static_Index( )
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{
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#ifdef _DEBUG
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m_bCONVERT_TO_SRGB = true;
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#endif // _DEBUG
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m_nCONVERT_TO_SRGB = 0;
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#ifdef _DEBUG
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m_bBASETEXTURE = false;
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#endif // _DEBUG
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m_nBASETEXTURE = 0;
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#ifdef _DEBUG
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m_bCUBEMAP = false;
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#endif // _DEBUG
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m_nCUBEMAP = 0;
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#ifdef _DEBUG
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m_bDIFFUSELIGHTING = false;
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#endif // _DEBUG
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m_nDIFFUSELIGHTING = 0;
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#ifdef _DEBUG
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m_bNORMALMAPALPHAENVMAPMASK = false;
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#endif // _DEBUG
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m_nNORMALMAPALPHAENVMAPMASK = 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_bFLASHLIGHT = false;
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#endif // _DEBUG
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m_nFLASHLIGHT = 0;
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#ifdef _DEBUG
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m_bTRANSLUCENT = false;
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#endif // _DEBUG
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m_nTRANSLUCENT = 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_bCONVERT_TO_SRGB && m_bBASETEXTURE && m_bCUBEMAP && m_bDIFFUSELIGHTING && m_bNORMALMAPALPHAENVMAPMASK && m_bHALFLAMBERT && m_bFLASHLIGHT && m_bTRANSLUCENT;
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Assert( bAllStaticVarsDefined );
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#endif // _DEBUG
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return ( 80 * m_nCONVERT_TO_SRGB ) + ( 80 * m_nBASETEXTURE ) + ( 160 * m_nCUBEMAP ) + ( 320 * m_nDIFFUSELIGHTING ) + ( 640 * m_nNORMALMAPALPHAENVMAPMASK ) + ( 1280 * m_nHALFLAMBERT ) + ( 2560 * m_nFLASHLIGHT ) + ( 5120 * m_nTRANSLUCENT ) + 0;
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}
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};
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#define shaderStaticTest_vortwarp_ps20b psh_forgot_to_set_static_BASETEXTURE + psh_forgot_to_set_static_CUBEMAP + psh_forgot_to_set_static_DIFFUSELIGHTING + psh_forgot_to_set_static_NORMALMAPALPHAENVMAPMASK + psh_forgot_to_set_static_HALFLAMBERT + psh_forgot_to_set_static_FLASHLIGHT + psh_forgot_to_set_static_TRANSLUCENT + 0
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class vortwarp_ps20b_Dynamic_Index
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{
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private:
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int m_nWRITEWATERFOGTODESTALPHA;
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#ifdef _DEBUG
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bool m_bWRITEWATERFOGTODESTALPHA;
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#endif
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public:
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void SetWRITEWATERFOGTODESTALPHA( int i )
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{
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Assert( i >= 0 && i <= 1 );
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m_nWRITEWATERFOGTODESTALPHA = i;
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#ifdef _DEBUG
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m_bWRITEWATERFOGTODESTALPHA = true;
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#endif
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}
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void SetWRITEWATERFOGTODESTALPHA( bool i )
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{
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m_nWRITEWATERFOGTODESTALPHA = i ? 1 : 0;
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#ifdef _DEBUG
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m_bWRITEWATERFOGTODESTALPHA = 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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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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private:
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int m_nWARPINGIN;
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#ifdef _DEBUG
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bool m_bWARPINGIN;
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#endif
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public:
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void SetWARPINGIN( int i )
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{
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Assert( i >= 0 && i <= 1 );
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m_nWARPINGIN = i;
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#ifdef _DEBUG
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m_bWARPINGIN = true;
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#endif
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}
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void SetWARPINGIN( bool i )
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{
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m_nWARPINGIN = i ? 1 : 0;
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#ifdef _DEBUG
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m_bWARPINGIN = true;
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#endif
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}
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private:
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int m_nAMBIENT_LIGHT;
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#ifdef _DEBUG
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bool m_bAMBIENT_LIGHT;
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#endif
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public:
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void SetAMBIENT_LIGHT( int i )
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{
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Assert( i >= 0 && i <= 1 );
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m_nAMBIENT_LIGHT = i;
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#ifdef _DEBUG
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m_bAMBIENT_LIGHT = true;
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#endif
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}
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void SetAMBIENT_LIGHT( bool i )
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{
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m_nAMBIENT_LIGHT = i ? 1 : 0;
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#ifdef _DEBUG
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m_bAMBIENT_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 <= 4 );
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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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vortwarp_ps20b_Dynamic_Index()
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{
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#ifdef _DEBUG
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m_bWRITEWATERFOGTODESTALPHA = false;
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#endif // _DEBUG
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m_nWRITEWATERFOGTODESTALPHA = 0;
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#ifdef _DEBUG
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m_bPIXELFOGTYPE = false;
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#endif // _DEBUG
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m_nPIXELFOGTYPE = 0;
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#ifdef _DEBUG
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m_bWARPINGIN = false;
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#endif // _DEBUG
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m_nWARPINGIN = 0;
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#ifdef _DEBUG
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m_bAMBIENT_LIGHT = false;
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#endif // _DEBUG
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m_nAMBIENT_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_bWRITEWATERFOGTODESTALPHA && m_bPIXELFOGTYPE && m_bWARPINGIN && m_bAMBIENT_LIGHT && m_bNUM_LIGHTS;
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Assert( bAllDynamicVarsDefined );
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#endif // _DEBUG
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return ( 1 * m_nWRITEWATERFOGTODESTALPHA ) + ( 2 * m_nPIXELFOGTYPE ) + ( 4 * m_nWARPINGIN ) + ( 8 * m_nAMBIENT_LIGHT ) + ( 16 * m_nNUM_LIGHTS ) + 0;
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}
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};
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#define shaderDynamicTest_vortwarp_ps20b psh_forgot_to_set_dynamic_WRITEWATERFOGTODESTALPHA + psh_forgot_to_set_dynamic_PIXELFOGTYPE + psh_forgot_to_set_dynamic_WARPINGIN + psh_forgot_to_set_dynamic_AMBIENT_LIGHT + psh_forgot_to_set_dynamic_NUM_LIGHTS + 0
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