mirror of
https://github.com/nillerusr/source-engine.git
synced 2024-12-23 06:36:54 +00:00
513 lines
11 KiB
C++
513 lines
11 KiB
C++
#include "shaderlib/cshader.h"
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class skin_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_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_nSELFILLUM;
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#ifdef _DEBUG
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bool m_bSELFILLUM;
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#endif
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public:
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void SetSELFILLUM( int i )
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{
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Assert( i >= 0 && i <= 1 );
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m_nSELFILLUM = i;
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#ifdef _DEBUG
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m_bSELFILLUM = true;
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#endif
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}
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void SetSELFILLUM( bool i )
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{
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m_nSELFILLUM = i ? 1 : 0;
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#ifdef _DEBUG
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m_bSELFILLUM = true;
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#endif
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}
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private:
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int m_nSELFILLUMFRESNEL;
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#ifdef _DEBUG
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bool m_bSELFILLUMFRESNEL;
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#endif
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public:
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void SetSELFILLUMFRESNEL( int i )
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{
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Assert( i >= 0 && i <= 1 );
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m_nSELFILLUMFRESNEL = i;
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#ifdef _DEBUG
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m_bSELFILLUMFRESNEL = true;
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#endif
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}
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void SetSELFILLUMFRESNEL( bool i )
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{
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m_nSELFILLUMFRESNEL = i ? 1 : 0;
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#ifdef _DEBUG
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m_bSELFILLUMFRESNEL = 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_nLIGHTWARPTEXTURE;
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#ifdef _DEBUG
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bool m_bLIGHTWARPTEXTURE;
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#endif
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public:
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void SetLIGHTWARPTEXTURE( int i )
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{
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Assert( i >= 0 && i <= 1 );
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m_nLIGHTWARPTEXTURE = i;
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#ifdef _DEBUG
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m_bLIGHTWARPTEXTURE = true;
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#endif
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}
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void SetLIGHTWARPTEXTURE( bool i )
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{
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m_nLIGHTWARPTEXTURE = i ? 1 : 0;
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#ifdef _DEBUG
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m_bLIGHTWARPTEXTURE = true;
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#endif
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}
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private:
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int m_nPHONGWARPTEXTURE;
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#ifdef _DEBUG
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bool m_bPHONGWARPTEXTURE;
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#endif
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public:
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void SetPHONGWARPTEXTURE( int i )
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{
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Assert( i >= 0 && i <= 1 );
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m_nPHONGWARPTEXTURE = i;
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#ifdef _DEBUG
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m_bPHONGWARPTEXTURE = true;
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#endif
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}
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void SetPHONGWARPTEXTURE( bool i )
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{
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m_nPHONGWARPTEXTURE = i ? 1 : 0;
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#ifdef _DEBUG
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m_bPHONGWARPTEXTURE = true;
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#endif
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}
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private:
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int m_nWRINKLEMAP;
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#ifdef _DEBUG
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bool m_bWRINKLEMAP;
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#endif
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public:
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void SetWRINKLEMAP( int i )
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{
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Assert( i >= 0 && i <= 1 );
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m_nWRINKLEMAP = i;
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#ifdef _DEBUG
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m_bWRINKLEMAP = true;
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#endif
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}
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void SetWRINKLEMAP( bool i )
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{
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m_nWRINKLEMAP = i ? 1 : 0;
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#ifdef _DEBUG
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m_bWRINKLEMAP = true;
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#endif
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}
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private:
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int m_nDETAIL_BLEND_MODE;
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#ifdef _DEBUG
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bool m_bDETAIL_BLEND_MODE;
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#endif
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public:
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void SetDETAIL_BLEND_MODE( int i )
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{
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Assert( i >= 0 && i <= 6 );
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m_nDETAIL_BLEND_MODE = i;
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#ifdef _DEBUG
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m_bDETAIL_BLEND_MODE = true;
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#endif
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}
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void SetDETAIL_BLEND_MODE( bool i )
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{
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m_nDETAIL_BLEND_MODE = i ? 1 : 0;
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#ifdef _DEBUG
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m_bDETAIL_BLEND_MODE = true;
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#endif
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}
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private:
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int m_nDETAILTEXTURE;
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#ifdef _DEBUG
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bool m_bDETAILTEXTURE;
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#endif
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public:
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void SetDETAILTEXTURE( int i )
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{
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Assert( i >= 0 && i <= 1 );
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m_nDETAILTEXTURE = i;
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#ifdef _DEBUG
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m_bDETAILTEXTURE = true;
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#endif
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}
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void SetDETAILTEXTURE( bool i )
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{
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m_nDETAILTEXTURE = i ? 1 : 0;
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#ifdef _DEBUG
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m_bDETAILTEXTURE = true;
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#endif
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}
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private:
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int m_nRIMLIGHT;
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#ifdef _DEBUG
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bool m_bRIMLIGHT;
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#endif
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public:
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void SetRIMLIGHT( int i )
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{
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Assert( i >= 0 && i <= 1 );
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m_nRIMLIGHT = i;
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#ifdef _DEBUG
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m_bRIMLIGHT = true;
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#endif
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}
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void SetRIMLIGHT( bool i )
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{
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m_nRIMLIGHT = i ? 1 : 0;
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#ifdef _DEBUG
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m_bRIMLIGHT = true;
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#endif
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}
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private:
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int m_nFLASHLIGHTDEPTHFILTERMODE;
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#ifdef _DEBUG
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bool m_bFLASHLIGHTDEPTHFILTERMODE;
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#endif
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public:
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void SetFLASHLIGHTDEPTHFILTERMODE( int i )
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{
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Assert( i >= 0 && i <= 0 );
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m_nFLASHLIGHTDEPTHFILTERMODE = i;
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#ifdef _DEBUG
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m_bFLASHLIGHTDEPTHFILTERMODE = true;
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#endif
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}
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void SetFLASHLIGHTDEPTHFILTERMODE( bool i )
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{
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m_nFLASHLIGHTDEPTHFILTERMODE = i ? 1 : 0;
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#ifdef _DEBUG
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m_bFLASHLIGHTDEPTHFILTERMODE = true;
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#endif
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}
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private:
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int m_nFASTPATH_NOBUMP;
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#ifdef _DEBUG
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bool m_bFASTPATH_NOBUMP;
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#endif
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public:
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void SetFASTPATH_NOBUMP( int i )
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{
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Assert( i >= 0 && i <= 1 );
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m_nFASTPATH_NOBUMP = i;
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#ifdef _DEBUG
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m_bFASTPATH_NOBUMP = true;
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#endif
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}
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void SetFASTPATH_NOBUMP( bool i )
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{
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m_nFASTPATH_NOBUMP = i ? 1 : 0;
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#ifdef _DEBUG
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m_bFASTPATH_NOBUMP = true;
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#endif
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}
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private:
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int m_nBLENDTINTBYBASEALPHA;
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#ifdef _DEBUG
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bool m_bBLENDTINTBYBASEALPHA;
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#endif
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public:
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void SetBLENDTINTBYBASEALPHA( int i )
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{
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Assert( i >= 0 && i <= 1 );
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m_nBLENDTINTBYBASEALPHA = i;
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#ifdef _DEBUG
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m_bBLENDTINTBYBASEALPHA = true;
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#endif
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}
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void SetBLENDTINTBYBASEALPHA( bool i )
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{
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m_nBLENDTINTBYBASEALPHA = i ? 1 : 0;
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#ifdef _DEBUG
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m_bBLENDTINTBYBASEALPHA = true;
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#endif
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}
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public:
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skin_ps20b_Static_Index( )
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{
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#ifdef _DEBUG
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m_bCONVERT_TO_SRGB = false;
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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_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_bSELFILLUM = false;
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#endif // _DEBUG
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m_nSELFILLUM = 0;
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#ifdef _DEBUG
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m_bSELFILLUMFRESNEL = false;
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#endif // _DEBUG
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m_nSELFILLUMFRESNEL = 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_bLIGHTWARPTEXTURE = false;
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#endif // _DEBUG
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m_nLIGHTWARPTEXTURE = 0;
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#ifdef _DEBUG
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m_bPHONGWARPTEXTURE = false;
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#endif // _DEBUG
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m_nPHONGWARPTEXTURE = 0;
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#ifdef _DEBUG
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m_bWRINKLEMAP = false;
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#endif // _DEBUG
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m_nWRINKLEMAP = 0;
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#ifdef _DEBUG
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m_bDETAIL_BLEND_MODE = false;
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#endif // _DEBUG
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m_nDETAIL_BLEND_MODE = 0;
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#ifdef _DEBUG
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m_bDETAILTEXTURE = false;
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#endif // _DEBUG
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m_nDETAILTEXTURE = 0;
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#ifdef _DEBUG
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m_bRIMLIGHT = false;
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#endif // _DEBUG
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m_nRIMLIGHT = 0;
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#ifdef _DEBUG
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m_bFLASHLIGHTDEPTHFILTERMODE = false;
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#endif // _DEBUG
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m_nFLASHLIGHTDEPTHFILTERMODE = 0;
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#ifdef _DEBUG
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m_bFASTPATH_NOBUMP = false;
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#endif // _DEBUG
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m_nFASTPATH_NOBUMP = 0;
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#ifdef _DEBUG
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m_bBLENDTINTBYBASEALPHA = false;
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#endif // _DEBUG
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m_nBLENDTINTBYBASEALPHA = 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_bCUBEMAP && m_bSELFILLUM && m_bSELFILLUMFRESNEL && m_bFLASHLIGHT && m_bLIGHTWARPTEXTURE && m_bPHONGWARPTEXTURE && m_bWRINKLEMAP && m_bDETAIL_BLEND_MODE && m_bDETAILTEXTURE && m_bRIMLIGHT && m_bFLASHLIGHTDEPTHFILTERMODE && m_bFASTPATH_NOBUMP && m_bBLENDTINTBYBASEALPHA;
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Assert( bAllStaticVarsDefined );
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#endif // _DEBUG
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return ( 40 * m_nCONVERT_TO_SRGB ) + ( 40 * m_nCUBEMAP ) + ( 80 * m_nSELFILLUM ) + ( 160 * m_nSELFILLUMFRESNEL ) + ( 320 * m_nFLASHLIGHT ) + ( 640 * m_nLIGHTWARPTEXTURE ) + ( 1280 * m_nPHONGWARPTEXTURE ) + ( 2560 * m_nWRINKLEMAP ) + ( 5120 * m_nDETAIL_BLEND_MODE ) + ( 35840 * m_nDETAILTEXTURE ) + ( 71680 * m_nRIMLIGHT ) + ( 143360 * m_nFLASHLIGHTDEPTHFILTERMODE ) + ( 143360 * m_nFASTPATH_NOBUMP ) + ( 286720 * m_nBLENDTINTBYBASEALPHA ) + 0;
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}
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};
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#define shaderStaticTest_skin_ps20b psh_forgot_to_set_static_CONVERT_TO_SRGB + psh_forgot_to_set_static_CUBEMAP + psh_forgot_to_set_static_SELFILLUM + psh_forgot_to_set_static_SELFILLUMFRESNEL + psh_forgot_to_set_static_FLASHLIGHT + psh_forgot_to_set_static_LIGHTWARPTEXTURE + psh_forgot_to_set_static_PHONGWARPTEXTURE + psh_forgot_to_set_static_WRINKLEMAP + psh_forgot_to_set_static_DETAIL_BLEND_MODE + psh_forgot_to_set_static_DETAILTEXTURE + psh_forgot_to_set_static_RIMLIGHT + psh_forgot_to_set_static_FLASHLIGHTDEPTHFILTERMODE + psh_forgot_to_set_static_FASTPATH_NOBUMP + psh_forgot_to_set_static_BLENDTINTBYBASEALPHA + 0
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class skin_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_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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private:
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int m_nWRITE_DEPTH_TO_DESTALPHA;
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#ifdef _DEBUG
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bool m_bWRITE_DEPTH_TO_DESTALPHA;
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#endif
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public:
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void SetWRITE_DEPTH_TO_DESTALPHA( int i )
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{
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Assert( i >= 0 && i <= 0 );
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m_nWRITE_DEPTH_TO_DESTALPHA = i;
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#ifdef _DEBUG
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m_bWRITE_DEPTH_TO_DESTALPHA = true;
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#endif
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}
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void SetWRITE_DEPTH_TO_DESTALPHA( bool i )
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{
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m_nWRITE_DEPTH_TO_DESTALPHA = i ? 1 : 0;
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#ifdef _DEBUG
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m_bWRITE_DEPTH_TO_DESTALPHA = true;
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#endif
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}
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private:
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int m_nFLASHLIGHTSHADOWS;
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#ifdef _DEBUG
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bool m_bFLASHLIGHTSHADOWS;
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#endif
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public:
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void SetFLASHLIGHTSHADOWS( int i )
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{
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Assert( i >= 0 && i <= 1 );
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m_nFLASHLIGHTSHADOWS = i;
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#ifdef _DEBUG
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m_bFLASHLIGHTSHADOWS = true;
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#endif
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}
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void SetFLASHLIGHTSHADOWS( bool i )
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{
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m_nFLASHLIGHTSHADOWS = i ? 1 : 0;
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#ifdef _DEBUG
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m_bFLASHLIGHTSHADOWS = true;
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#endif
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}
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public:
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skin_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_bNUM_LIGHTS = false;
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#endif // _DEBUG
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m_nNUM_LIGHTS = 0;
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#ifdef _DEBUG
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m_bWRITE_DEPTH_TO_DESTALPHA = false;
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#endif // _DEBUG
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m_nWRITE_DEPTH_TO_DESTALPHA = 0;
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#ifdef _DEBUG
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m_bFLASHLIGHTSHADOWS = false;
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#endif // _DEBUG
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m_nFLASHLIGHTSHADOWS = 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_bNUM_LIGHTS && m_bWRITE_DEPTH_TO_DESTALPHA && m_bFLASHLIGHTSHADOWS;
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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_nNUM_LIGHTS ) + ( 20 * m_nWRITE_DEPTH_TO_DESTALPHA ) + ( 20 * m_nFLASHLIGHTSHADOWS ) + 0;
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}
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};
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#define shaderDynamicTest_skin_ps20b psh_forgot_to_set_dynamic_WRITEWATERFOGTODESTALPHA + psh_forgot_to_set_dynamic_PIXELFOGTYPE + psh_forgot_to_set_dynamic_NUM_LIGHTS + psh_forgot_to_set_dynamic_WRITE_DEPTH_TO_DESTALPHA + psh_forgot_to_set_dynamic_FLASHLIGHTSHADOWS + 0
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