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263 lines
5.1 KiB
263 lines
5.1 KiB
5 years ago
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#include "shaderlib/cshader.h"
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class eyes_cloak_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 <= 1 );
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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_nHDRTYPE;
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#ifdef _DEBUG
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bool m_bHDRTYPE;
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#endif
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public:
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void SetHDRTYPE( int i )
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{
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Assert( i >= 0 && i <= 2 );
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m_nHDRTYPE = i;
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#ifdef _DEBUG
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m_bHDRTYPE = true;
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#endif
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}
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void SetHDRTYPE( bool i )
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{
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m_nHDRTYPE = i ? 1 : 0;
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#ifdef _DEBUG
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m_bHDRTYPE = true;
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#endif
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}
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private:
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int m_nBLUR;
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#ifdef _DEBUG
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bool m_bBLUR;
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#endif
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public:
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void SetBLUR( int i )
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{
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Assert( i >= 0 && i <= 1 );
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m_nBLUR = i;
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#ifdef _DEBUG
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m_bBLUR = true;
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#endif
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}
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void SetBLUR( bool i )
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{
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m_nBLUR = i ? 1 : 0;
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#ifdef _DEBUG
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m_bBLUR = true;
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#endif
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}
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private:
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int m_nFADEOUTONSILHOUETTE;
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#ifdef _DEBUG
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bool m_bFADEOUTONSILHOUETTE;
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#endif
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public:
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void SetFADEOUTONSILHOUETTE( int i )
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{
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Assert( i >= 0 && i <= 1 );
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m_nFADEOUTONSILHOUETTE = i;
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#ifdef _DEBUG
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m_bFADEOUTONSILHOUETTE = true;
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#endif
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}
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void SetFADEOUTONSILHOUETTE( bool i )
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{
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m_nFADEOUTONSILHOUETTE = i ? 1 : 0;
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#ifdef _DEBUG
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m_bFADEOUTONSILHOUETTE = 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_nREFRACTTINTTEXTURE;
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#ifdef _DEBUG
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bool m_bREFRACTTINTTEXTURE;
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#endif
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public:
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void SetREFRACTTINTTEXTURE( int i )
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{
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Assert( i >= 0 && i <= 1 );
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m_nREFRACTTINTTEXTURE = i;
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#ifdef _DEBUG
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m_bREFRACTTINTTEXTURE = true;
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#endif
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}
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void SetREFRACTTINTTEXTURE( bool i )
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{
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m_nREFRACTTINTTEXTURE = i ? 1 : 0;
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#ifdef _DEBUG
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m_bREFRACTTINTTEXTURE = true;
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#endif
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}
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private:
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int m_nMASKED;
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#ifdef _DEBUG
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bool m_bMASKED;
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#endif
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public:
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void SetMASKED( int i )
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{
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Assert( i >= 0 && i <= 1 );
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m_nMASKED = i;
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#ifdef _DEBUG
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m_bMASKED = true;
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#endif
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}
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void SetMASKED( bool i )
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{
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m_nMASKED = i ? 1 : 0;
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#ifdef _DEBUG
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m_bMASKED = true;
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#endif
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}
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public:
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eyes_cloak_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 = g_pHardwareConfig->NeedsShaderSRGBConversion();
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#ifdef _DEBUG
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m_bHDRTYPE = false;
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#endif // _DEBUG
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m_nHDRTYPE = 0;
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#ifdef _DEBUG
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m_bBLUR = false;
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#endif // _DEBUG
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m_nBLUR = 0;
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#ifdef _DEBUG
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m_bFADEOUTONSILHOUETTE = false;
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#endif // _DEBUG
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m_nFADEOUTONSILHOUETTE = 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_bREFRACTTINTTEXTURE = false;
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#endif // _DEBUG
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m_nREFRACTTINTTEXTURE = 0;
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#ifdef _DEBUG
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m_bMASKED = false;
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#endif // _DEBUG
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m_nMASKED = 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_bHDRTYPE && m_bBLUR && m_bFADEOUTONSILHOUETTE && m_bCUBEMAP && m_bREFRACTTINTTEXTURE && m_bMASKED;
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Assert( bAllStaticVarsDefined );
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#endif // _DEBUG
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return ( 4 * m_nCONVERT_TO_SRGB ) + ( 8 * m_nHDRTYPE ) + ( 24 * m_nBLUR ) + ( 48 * m_nFADEOUTONSILHOUETTE ) + ( 96 * m_nCUBEMAP ) + ( 192 * m_nREFRACTTINTTEXTURE ) + ( 384 * m_nMASKED ) + 0;
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}
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};
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#define shaderStaticTest_eyes_cloak_ps20b psh_forgot_to_set_static_HDRTYPE + psh_forgot_to_set_static_BLUR + psh_forgot_to_set_static_FADEOUTONSILHOUETTE + psh_forgot_to_set_static_CUBEMAP + psh_forgot_to_set_static_REFRACTTINTTEXTURE + psh_forgot_to_set_static_MASKED + 0
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class eyes_cloak_ps20b_Dynamic_Index
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{
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private:
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int m_nHDRENABLED;
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#ifdef _DEBUG
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bool m_bHDRENABLED;
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#endif
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public:
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void SetHDRENABLED( int i )
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{
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Assert( i >= 0 && i <= 1 );
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m_nHDRENABLED = i;
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#ifdef _DEBUG
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m_bHDRENABLED = true;
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#endif
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}
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void SetHDRENABLED( bool i )
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{
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m_nHDRENABLED = i ? 1 : 0;
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#ifdef _DEBUG
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m_bHDRENABLED = 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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public:
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eyes_cloak_ps20b_Dynamic_Index()
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{
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#ifdef _DEBUG
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m_bHDRENABLED = false;
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#endif // _DEBUG
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m_nHDRENABLED = 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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}
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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_bHDRENABLED && m_bPIXELFOGTYPE;
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Assert( bAllDynamicVarsDefined );
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#endif // _DEBUG
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return ( 1 * m_nHDRENABLED ) + ( 2 * m_nPIXELFOGTYPE ) + 0;
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}
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};
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#define shaderDynamicTest_eyes_cloak_ps20b psh_forgot_to_set_dynamic_HDRENABLED + psh_forgot_to_set_dynamic_PIXELFOGTYPE + 0
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