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363 lines
7.2 KiB
363 lines
7.2 KiB
![]()
4 years ago
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#include "shaderlib/cshader.h"
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class lightmappedgeneric_vs20_Static_Index
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{
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private:
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int m_nENVMAP_MASK;
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#ifdef _DEBUG
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bool m_bENVMAP_MASK;
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#endif
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public:
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void SetENVMAP_MASK( int i )
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{
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Assert( i >= 0 && i <= 1 );
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m_nENVMAP_MASK = i;
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#ifdef _DEBUG
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m_bENVMAP_MASK = true;
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#endif
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}
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void SetENVMAP_MASK( bool i )
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{
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m_nENVMAP_MASK = i ? 1 : 0;
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#ifdef _DEBUG
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m_bENVMAP_MASK = true;
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#endif
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}
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private:
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int m_nTANGENTSPACE;
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#ifdef _DEBUG
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bool m_bTANGENTSPACE;
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#endif
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public:
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void SetTANGENTSPACE( int i )
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{
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Assert( i >= 0 && i <= 1 );
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m_nTANGENTSPACE = i;
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#ifdef _DEBUG
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m_bTANGENTSPACE = true;
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#endif
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}
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void SetTANGENTSPACE( bool i )
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{
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m_nTANGENTSPACE = i ? 1 : 0;
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#ifdef _DEBUG
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m_bTANGENTSPACE = true;
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#endif
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}
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private:
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int m_nBUMPMAP;
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#ifdef _DEBUG
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bool m_bBUMPMAP;
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#endif
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public:
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void SetBUMPMAP( int i )
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{
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Assert( i >= 0 && i <= 1 );
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m_nBUMPMAP = i;
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#ifdef _DEBUG
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m_bBUMPMAP = true;
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#endif
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}
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void SetBUMPMAP( bool i )
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{
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m_nBUMPMAP = i ? 1 : 0;
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#ifdef _DEBUG
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m_bBUMPMAP = true;
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#endif
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}
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private:
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int m_nDIFFUSEBUMPMAP;
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#ifdef _DEBUG
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bool m_bDIFFUSEBUMPMAP;
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#endif
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public:
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void SetDIFFUSEBUMPMAP( int i )
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{
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Assert( i >= 0 && i <= 1 );
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m_nDIFFUSEBUMPMAP = i;
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#ifdef _DEBUG
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m_bDIFFUSEBUMPMAP = true;
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#endif
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}
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void SetDIFFUSEBUMPMAP( bool i )
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{
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m_nDIFFUSEBUMPMAP = i ? 1 : 0;
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#ifdef _DEBUG
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m_bDIFFUSEBUMPMAP = true;
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#endif
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}
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private:
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int m_nVERTEXCOLOR;
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#ifdef _DEBUG
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bool m_bVERTEXCOLOR;
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#endif
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public:
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void SetVERTEXCOLOR( int i )
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{
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Assert( i >= 0 && i <= 1 );
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m_nVERTEXCOLOR = i;
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#ifdef _DEBUG
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m_bVERTEXCOLOR = true;
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#endif
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}
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void SetVERTEXCOLOR( bool i )
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{
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m_nVERTEXCOLOR = i ? 1 : 0;
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#ifdef _DEBUG
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m_bVERTEXCOLOR = true;
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#endif
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}
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private:
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int m_nVERTEXALPHATEXBLENDFACTOR;
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#ifdef _DEBUG
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bool m_bVERTEXALPHATEXBLENDFACTOR;
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#endif
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public:
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void SetVERTEXALPHATEXBLENDFACTOR( int i )
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{
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Assert( i >= 0 && i <= 1 );
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m_nVERTEXALPHATEXBLENDFACTOR = i;
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#ifdef _DEBUG
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m_bVERTEXALPHATEXBLENDFACTOR = true;
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#endif
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}
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void SetVERTEXALPHATEXBLENDFACTOR( bool i )
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{
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m_nVERTEXALPHATEXBLENDFACTOR = i ? 1 : 0;
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#ifdef _DEBUG
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m_bVERTEXALPHATEXBLENDFACTOR = true;
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#endif
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}
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private:
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int m_nRELIEF_MAPPING;
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#ifdef _DEBUG
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bool m_bRELIEF_MAPPING;
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#endif
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public:
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void SetRELIEF_MAPPING( int i )
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{
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Assert( i >= 0 && i <= 0 );
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m_nRELIEF_MAPPING = i;
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#ifdef _DEBUG
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m_bRELIEF_MAPPING = true;
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#endif
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}
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void SetRELIEF_MAPPING( bool i )
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{
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m_nRELIEF_MAPPING = i ? 1 : 0;
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#ifdef _DEBUG
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m_bRELIEF_MAPPING = true;
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#endif
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}
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private:
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int m_nSEAMLESS;
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#ifdef _DEBUG
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bool m_bSEAMLESS;
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#endif
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public:
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void SetSEAMLESS( int i )
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{
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Assert( i >= 0 && i <= 1 );
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m_nSEAMLESS = i;
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#ifdef _DEBUG
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m_bSEAMLESS = true;
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#endif
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}
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void SetSEAMLESS( bool i )
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{
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m_nSEAMLESS = i ? 1 : 0;
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#ifdef _DEBUG
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m_bSEAMLESS = true;
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#endif
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}
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private:
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int m_nBUMPMASK;
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#ifdef _DEBUG
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bool m_bBUMPMASK;
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#endif
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public:
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void SetBUMPMASK( int i )
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{
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Assert( i >= 0 && i <= 1 );
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m_nBUMPMASK = i;
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#ifdef _DEBUG
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m_bBUMPMASK = true;
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#endif
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}
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void SetBUMPMASK( bool i )
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{
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m_nBUMPMASK = i ? 1 : 0;
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#ifdef _DEBUG
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m_bBUMPMASK = 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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public:
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lightmappedgeneric_vs20_Static_Index( )
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{
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#ifdef _DEBUG
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m_bENVMAP_MASK = false;
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#endif // _DEBUG
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m_nENVMAP_MASK = 0;
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#ifdef _DEBUG
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m_bTANGENTSPACE = false;
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#endif // _DEBUG
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m_nTANGENTSPACE = 0;
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#ifdef _DEBUG
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m_bBUMPMAP = false;
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#endif // _DEBUG
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m_nBUMPMAP = 0;
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#ifdef _DEBUG
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m_bDIFFUSEBUMPMAP = false;
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#endif // _DEBUG
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m_nDIFFUSEBUMPMAP = 0;
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#ifdef _DEBUG
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m_bVERTEXCOLOR = false;
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#endif // _DEBUG
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m_nVERTEXCOLOR = 0;
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#ifdef _DEBUG
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m_bVERTEXALPHATEXBLENDFACTOR = false;
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#endif // _DEBUG
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m_nVERTEXALPHATEXBLENDFACTOR = 0;
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#ifdef _DEBUG
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m_bRELIEF_MAPPING = false;
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#endif // _DEBUG
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m_nRELIEF_MAPPING = 0;
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#ifdef _DEBUG
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m_bSEAMLESS = false;
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#endif // _DEBUG
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m_nSEAMLESS = 0;
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#ifdef _DEBUG
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m_bBUMPMASK = false;
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#endif // _DEBUG
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m_nBUMPMASK = 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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}
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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_bENVMAP_MASK && m_bTANGENTSPACE && m_bBUMPMAP && m_bDIFFUSEBUMPMAP && m_bVERTEXCOLOR && m_bVERTEXALPHATEXBLENDFACTOR && m_bRELIEF_MAPPING && m_bSEAMLESS && m_bBUMPMASK && m_bFLASHLIGHT;
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Assert( bAllStaticVarsDefined );
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#endif // _DEBUG
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return ( 4 * m_nENVMAP_MASK ) + ( 8 * m_nTANGENTSPACE ) + ( 16 * m_nBUMPMAP ) + ( 32 * m_nDIFFUSEBUMPMAP ) + ( 64 * m_nVERTEXCOLOR ) + ( 128 * m_nVERTEXALPHATEXBLENDFACTOR ) + ( 256 * m_nRELIEF_MAPPING ) + ( 256 * m_nSEAMLESS ) + ( 512 * m_nBUMPMASK ) + ( 1024 * m_nFLASHLIGHT ) + 0;
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}
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};
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#define shaderStaticTest_lightmappedgeneric_vs20 vsh_forgot_to_set_static_ENVMAP_MASK + vsh_forgot_to_set_static_TANGENTSPACE + vsh_forgot_to_set_static_BUMPMAP + vsh_forgot_to_set_static_DIFFUSEBUMPMAP + vsh_forgot_to_set_static_VERTEXCOLOR + vsh_forgot_to_set_static_VERTEXALPHATEXBLENDFACTOR + vsh_forgot_to_set_static_RELIEF_MAPPING + vsh_forgot_to_set_static_SEAMLESS + vsh_forgot_to_set_static_BUMPMASK + vsh_forgot_to_set_static_FLASHLIGHT + 0
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class lightmappedgeneric_vs20_Dynamic_Index
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{
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private:
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int m_nFASTPATH;
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#ifdef _DEBUG
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bool m_bFASTPATH;
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#endif
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public:
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void SetFASTPATH( int i )
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{
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Assert( i >= 0 && i <= 1 );
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m_nFASTPATH = i;
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#ifdef _DEBUG
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m_bFASTPATH = true;
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#endif
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}
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void SetFASTPATH( bool i )
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{
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m_nFASTPATH = i ? 1 : 0;
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#ifdef _DEBUG
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m_bFASTPATH = 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_nLIGHTING_PREVIEW;
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#ifdef _DEBUG
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bool m_bLIGHTING_PREVIEW;
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#endif
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public:
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void SetLIGHTING_PREVIEW( int i )
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{
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Assert( i >= 0 && i <= 0 );
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m_nLIGHTING_PREVIEW = i;
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#ifdef _DEBUG
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m_bLIGHTING_PREVIEW = true;
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#endif
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}
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void SetLIGHTING_PREVIEW( bool i )
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{
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m_nLIGHTING_PREVIEW = i ? 1 : 0;
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#ifdef _DEBUG
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m_bLIGHTING_PREVIEW = true;
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#endif
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}
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public:
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lightmappedgeneric_vs20_Dynamic_Index()
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{
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#ifdef _DEBUG
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m_bFASTPATH = false;
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#endif // _DEBUG
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m_nFASTPATH = 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_bLIGHTING_PREVIEW = false;
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#endif // _DEBUG
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m_nLIGHTING_PREVIEW = 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_bFASTPATH && m_bDOWATERFOG && m_bLIGHTING_PREVIEW;
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Assert( bAllDynamicVarsDefined );
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#endif // _DEBUG
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return ( 1 * m_nFASTPATH ) + ( 2 * m_nDOWATERFOG ) + ( 4 * m_nLIGHTING_PREVIEW ) + 0;
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}
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};
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#define shaderDynamicTest_lightmappedgeneric_vs20 vsh_forgot_to_set_dynamic_FASTPATH + vsh_forgot_to_set_dynamic_DOWATERFOG + vsh_forgot_to_set_dynamic_LIGHTING_PREVIEW + 0
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