#include "shaderlib/cshader.h" class lightmappedgeneric_ps20b_Static_Index { private: int m_nMASKEDBLENDING; #ifdef _DEBUG bool m_bMASKEDBLENDING; #endif public: void SetMASKEDBLENDING( int i ) { Assert( i >= 0 && i <= 1 ); m_nMASKEDBLENDING = i; #ifdef _DEBUG m_bMASKEDBLENDING = true; #endif } void SetMASKEDBLENDING( bool i ) { m_nMASKEDBLENDING = i ? 1 : 0; #ifdef _DEBUG m_bMASKEDBLENDING = true; #endif } private: int m_nBASETEXTURE2; #ifdef _DEBUG bool m_bBASETEXTURE2; #endif public: void SetBASETEXTURE2( int i ) { Assert( i >= 0 && i <= 1 ); m_nBASETEXTURE2 = i; #ifdef _DEBUG m_bBASETEXTURE2 = true; #endif } void SetBASETEXTURE2( bool i ) { m_nBASETEXTURE2 = i ? 1 : 0; #ifdef _DEBUG m_bBASETEXTURE2 = true; #endif } private: int m_nDETAILTEXTURE; #ifdef _DEBUG bool m_bDETAILTEXTURE; #endif public: void SetDETAILTEXTURE( int i ) { Assert( i >= 0 && i <= 1 ); m_nDETAILTEXTURE = i; #ifdef _DEBUG m_bDETAILTEXTURE = true; #endif } void SetDETAILTEXTURE( bool i ) { m_nDETAILTEXTURE = i ? 1 : 0; #ifdef _DEBUG m_bDETAILTEXTURE = true; #endif } private: int m_nBUMPMAP; #ifdef _DEBUG bool m_bBUMPMAP; #endif public: void SetBUMPMAP( int i ) { Assert( i >= 0 && i <= 2 ); m_nBUMPMAP = i; #ifdef _DEBUG m_bBUMPMAP = true; #endif } void SetBUMPMAP( bool i ) { m_nBUMPMAP = i ? 1 : 0; #ifdef _DEBUG m_bBUMPMAP = true; #endif } private: int m_nBUMPMAP2; #ifdef _DEBUG bool m_bBUMPMAP2; #endif public: void SetBUMPMAP2( int i ) { Assert( i >= 0 && i <= 1 ); m_nBUMPMAP2 = i; #ifdef _DEBUG m_bBUMPMAP2 = true; #endif } void SetBUMPMAP2( bool i ) { m_nBUMPMAP2 = i ? 1 : 0; #ifdef _DEBUG m_bBUMPMAP2 = true; #endif } private: int m_nCUBEMAP; #ifdef _DEBUG bool m_bCUBEMAP; #endif public: void SetCUBEMAP( int i ) { Assert( i >= 0 && i <= 1 ); m_nCUBEMAP = i; #ifdef _DEBUG m_bCUBEMAP = true; #endif } void SetCUBEMAP( bool i ) { m_nCUBEMAP = i ? 1 : 0; #ifdef _DEBUG m_bCUBEMAP = true; #endif } private: int m_nENVMAPMASK; #ifdef _DEBUG bool m_bENVMAPMASK; #endif public: void SetENVMAPMASK( int i ) { Assert( i >= 0 && i <= 1 ); m_nENVMAPMASK = i; #ifdef _DEBUG m_bENVMAPMASK = true; #endif } void SetENVMAPMASK( bool i ) { m_nENVMAPMASK = i ? 1 : 0; #ifdef _DEBUG m_bENVMAPMASK = true; #endif } private: int m_nBASEALPHAENVMAPMASK; #ifdef _DEBUG bool m_bBASEALPHAENVMAPMASK; #endif public: void SetBASEALPHAENVMAPMASK( int i ) { Assert( i >= 0 && i <= 1 ); m_nBASEALPHAENVMAPMASK = i; #ifdef _DEBUG m_bBASEALPHAENVMAPMASK = true; #endif } void SetBASEALPHAENVMAPMASK( bool i ) { m_nBASEALPHAENVMAPMASK = i ? 1 : 0; #ifdef _DEBUG m_bBASEALPHAENVMAPMASK = true; #endif } private: int m_nSELFILLUM; #ifdef _DEBUG bool m_bSELFILLUM; #endif public: void SetSELFILLUM( int i ) { Assert( i >= 0 && i <= 1 ); m_nSELFILLUM = i; #ifdef _DEBUG m_bSELFILLUM = true; #endif } void SetSELFILLUM( bool i ) { m_nSELFILLUM = i ? 1 : 0; #ifdef _DEBUG m_bSELFILLUM = true; #endif } private: int m_nNORMALMAPALPHAENVMAPMASK; #ifdef _DEBUG bool m_bNORMALMAPALPHAENVMAPMASK; #endif public: void SetNORMALMAPALPHAENVMAPMASK( int i ) { Assert( i >= 0 && i <= 1 ); m_nNORMALMAPALPHAENVMAPMASK = i; #ifdef _DEBUG m_bNORMALMAPALPHAENVMAPMASK = true; #endif } void SetNORMALMAPALPHAENVMAPMASK( bool i ) { m_nNORMALMAPALPHAENVMAPMASK = i ? 1 : 0; #ifdef _DEBUG m_bNORMALMAPALPHAENVMAPMASK = true; #endif } private: int m_nDIFFUSEBUMPMAP; #ifdef _DEBUG bool m_bDIFFUSEBUMPMAP; #endif public: void SetDIFFUSEBUMPMAP( int i ) { Assert( i >= 0 && i <= 1 ); m_nDIFFUSEBUMPMAP = i; #ifdef _DEBUG m_bDIFFUSEBUMPMAP = true; #endif } void SetDIFFUSEBUMPMAP( bool i ) { m_nDIFFUSEBUMPMAP = i ? 1 : 0; #ifdef _DEBUG m_bDIFFUSEBUMPMAP = true; #endif } private: int m_nBASETEXTURENOENVMAP; #ifdef _DEBUG bool m_bBASETEXTURENOENVMAP; #endif public: void SetBASETEXTURENOENVMAP( int i ) { Assert( i >= 0 && i <= 1 ); m_nBASETEXTURENOENVMAP = i; #ifdef _DEBUG m_bBASETEXTURENOENVMAP = true; #endif } void SetBASETEXTURENOENVMAP( bool i ) { m_nBASETEXTURENOENVMAP = i ? 1 : 0; #ifdef _DEBUG m_bBASETEXTURENOENVMAP = true; #endif } private: int m_nBASETEXTURE2NOENVMAP; #ifdef _DEBUG bool m_bBASETEXTURE2NOENVMAP; #endif public: void SetBASETEXTURE2NOENVMAP( int i ) { Assert( i >= 0 && i <= 1 ); m_nBASETEXTURE2NOENVMAP = i; #ifdef _DEBUG m_bBASETEXTURE2NOENVMAP = true; #endif } void SetBASETEXTURE2NOENVMAP( bool i ) { m_nBASETEXTURE2NOENVMAP = i ? 1 : 0; #ifdef _DEBUG m_bBASETEXTURE2NOENVMAP = true; #endif } private: int m_nWARPLIGHTING; #ifdef _DEBUG bool m_bWARPLIGHTING; #endif public: void SetWARPLIGHTING( int i ) { Assert( i >= 0 && i <= 1 ); m_nWARPLIGHTING = i; #ifdef _DEBUG m_bWARPLIGHTING = true; #endif } void SetWARPLIGHTING( bool i ) { m_nWARPLIGHTING = i ? 1 : 0; #ifdef _DEBUG m_bWARPLIGHTING = true; #endif } private: int m_nFANCY_BLENDING; #ifdef _DEBUG bool m_bFANCY_BLENDING; #endif public: void SetFANCY_BLENDING( int i ) { Assert( i >= 0 && i <= 1 ); m_nFANCY_BLENDING = i; #ifdef _DEBUG m_bFANCY_BLENDING = true; #endif } void SetFANCY_BLENDING( bool i ) { m_nFANCY_BLENDING = i ? 1 : 0; #ifdef _DEBUG m_bFANCY_BLENDING = true; #endif } private: int m_nRELIEF_MAPPING; #ifdef _DEBUG bool m_bRELIEF_MAPPING; #endif public: void SetRELIEF_MAPPING( int i ) { Assert( i >= 0 && i <= 0 ); m_nRELIEF_MAPPING = i; #ifdef _DEBUG m_bRELIEF_MAPPING = true; #endif } void SetRELIEF_MAPPING( bool i ) { m_nRELIEF_MAPPING = i ? 1 : 0; #ifdef _DEBUG m_bRELIEF_MAPPING = true; #endif } private: int m_nSEAMLESS; #ifdef _DEBUG bool m_bSEAMLESS; #endif public: void SetSEAMLESS( int i ) { Assert( i >= 0 && i <= 1 ); m_nSEAMLESS = i; #ifdef _DEBUG m_bSEAMLESS = true; #endif } void SetSEAMLESS( bool i ) { m_nSEAMLESS = i ? 1 : 0; #ifdef _DEBUG m_bSEAMLESS = true; #endif } private: int m_nOUTLINE; #ifdef _DEBUG bool m_bOUTLINE; #endif public: void SetOUTLINE( int i ) { Assert( i >= 0 && i <= 1 ); m_nOUTLINE = i; #ifdef _DEBUG m_bOUTLINE = true; #endif } void SetOUTLINE( bool i ) { m_nOUTLINE = i ? 1 : 0; #ifdef _DEBUG m_bOUTLINE = true; #endif } private: int m_nSOFTEDGES; #ifdef _DEBUG bool m_bSOFTEDGES; #endif public: void SetSOFTEDGES( int i ) { Assert( i >= 0 && i <= 1 ); m_nSOFTEDGES = i; #ifdef _DEBUG m_bSOFTEDGES = true; #endif } void SetSOFTEDGES( bool i ) { m_nSOFTEDGES = i ? 1 : 0; #ifdef _DEBUG m_bSOFTEDGES = true; #endif } private: int m_nBUMPMASK; #ifdef _DEBUG bool m_bBUMPMASK; #endif public: void SetBUMPMASK( int i ) { Assert( i >= 0 && i <= 1 ); m_nBUMPMASK = i; #ifdef _DEBUG m_bBUMPMASK = true; #endif } void SetBUMPMASK( bool i ) { m_nBUMPMASK = i ? 1 : 0; #ifdef _DEBUG m_bBUMPMASK = true; #endif } private: int m_nNORMAL_DECODE_MODE; #ifdef _DEBUG bool m_bNORMAL_DECODE_MODE; #endif public: void SetNORMAL_DECODE_MODE( int i ) { Assert( i >= 0 && i <= 0 ); m_nNORMAL_DECODE_MODE = i; #ifdef _DEBUG m_bNORMAL_DECODE_MODE = true; #endif } void SetNORMAL_DECODE_MODE( bool i ) { m_nNORMAL_DECODE_MODE = i ? 1 : 0; #ifdef _DEBUG m_bNORMAL_DECODE_MODE = true; #endif } private: int m_nNORMALMASK_DECODE_MODE; #ifdef _DEBUG bool m_bNORMALMASK_DECODE_MODE; #endif public: void SetNORMALMASK_DECODE_MODE( int i ) { Assert( i >= 0 && i <= 0 ); m_nNORMALMASK_DECODE_MODE = i; #ifdef _DEBUG m_bNORMALMASK_DECODE_MODE = true; #endif } void SetNORMALMASK_DECODE_MODE( bool i ) { m_nNORMALMASK_DECODE_MODE = i ? 1 : 0; #ifdef _DEBUG m_bNORMALMASK_DECODE_MODE = true; #endif } private: int m_nDETAIL_BLEND_MODE; #ifdef _DEBUG bool m_bDETAIL_BLEND_MODE; #endif public: void SetDETAIL_BLEND_MODE( int i ) { Assert( i >= 0 && i <= 11 ); m_nDETAIL_BLEND_MODE = i; #ifdef _DEBUG m_bDETAIL_BLEND_MODE = true; #endif } void SetDETAIL_BLEND_MODE( bool i ) { m_nDETAIL_BLEND_MODE = i ? 1 : 0; #ifdef _DEBUG m_bDETAIL_BLEND_MODE = true; #endif } private: int m_nFLASHLIGHT; #ifdef _DEBUG bool m_bFLASHLIGHT; #endif public: void SetFLASHLIGHT( int i ) { Assert( i >= 0 && i <= 1 ); m_nFLASHLIGHT = i; #ifdef _DEBUG m_bFLASHLIGHT = true; #endif } void SetFLASHLIGHT( bool i ) { m_nFLASHLIGHT = i ? 1 : 0; #ifdef _DEBUG m_bFLASHLIGHT = true; #endif } public: lightmappedgeneric_ps20b_Static_Index( ) { #ifdef _DEBUG m_bMASKEDBLENDING = false; #endif // _DEBUG m_nMASKEDBLENDING = 0; #ifdef _DEBUG m_bBASETEXTURE2 = false; #endif // _DEBUG m_nBASETEXTURE2 = 0; #ifdef _DEBUG m_bDETAILTEXTURE = false; #endif // _DEBUG m_nDETAILTEXTURE = 0; #ifdef _DEBUG m_bBUMPMAP = false; #endif // _DEBUG m_nBUMPMAP = 0; #ifdef _DEBUG m_bBUMPMAP2 = false; #endif // _DEBUG m_nBUMPMAP2 = 0; #ifdef _DEBUG m_bCUBEMAP = false; #endif // _DEBUG m_nCUBEMAP = 0; #ifdef _DEBUG m_bENVMAPMASK = false; #endif // _DEBUG m_nENVMAPMASK = 0; #ifdef _DEBUG m_bBASEALPHAENVMAPMASK = false; #endif // _DEBUG m_nBASEALPHAENVMAPMASK = 0; #ifdef _DEBUG m_bSELFILLUM = false; #endif // _DEBUG m_nSELFILLUM = 0; #ifdef _DEBUG m_bNORMALMAPALPHAENVMAPMASK = false; #endif // _DEBUG m_nNORMALMAPALPHAENVMAPMASK = 0; #ifdef _DEBUG m_bDIFFUSEBUMPMAP = false; #endif // _DEBUG m_nDIFFUSEBUMPMAP = 0; #ifdef _DEBUG m_bBASETEXTURENOENVMAP = false; #endif // _DEBUG m_nBASETEXTURENOENVMAP = 0; #ifdef _DEBUG m_bBASETEXTURE2NOENVMAP = false; #endif // _DEBUG m_nBASETEXTURE2NOENVMAP = 0; #ifdef _DEBUG m_bWARPLIGHTING = false; #endif // _DEBUG m_nWARPLIGHTING = 0; #ifdef _DEBUG m_bFANCY_BLENDING = false; #endif // _DEBUG m_nFANCY_BLENDING = 0; #ifdef _DEBUG m_bRELIEF_MAPPING = false; #endif // _DEBUG m_nRELIEF_MAPPING = 0; #ifdef _DEBUG m_bSEAMLESS = false; #endif // _DEBUG m_nSEAMLESS = 0; #ifdef _DEBUG m_bOUTLINE = false; #endif // _DEBUG m_nOUTLINE = 0; #ifdef _DEBUG m_bSOFTEDGES = false; #endif // _DEBUG m_nSOFTEDGES = 0; #ifdef _DEBUG m_bBUMPMASK = false; #endif // _DEBUG m_nBUMPMASK = 0; #ifdef _DEBUG m_bNORMAL_DECODE_MODE = false; #endif // _DEBUG m_nNORMAL_DECODE_MODE = 0; #ifdef _DEBUG m_bNORMALMASK_DECODE_MODE = false; #endif // _DEBUG m_nNORMALMASK_DECODE_MODE = 0; #ifdef _DEBUG m_bDETAIL_BLEND_MODE = false; #endif // _DEBUG m_nDETAIL_BLEND_MODE = 0; #ifdef _DEBUG m_bFLASHLIGHT = false; #endif // _DEBUG m_nFLASHLIGHT = 0; } int GetIndex() { // Asserts to make sure that we aren't using any skipped combinations. // Asserts to make sure that we are setting all of the combination vars. #ifdef _DEBUG bool bAllStaticVarsDefined = m_bMASKEDBLENDING && m_bBASETEXTURE2 && m_bDETAILTEXTURE && m_bBUMPMAP && m_bBUMPMAP2 && m_bCUBEMAP && m_bENVMAPMASK && m_bBASEALPHAENVMAPMASK && m_bSELFILLUM && m_bNORMALMAPALPHAENVMAPMASK && m_bDIFFUSEBUMPMAP && m_bBASETEXTURENOENVMAP && m_bBASETEXTURE2NOENVMAP && m_bWARPLIGHTING && m_bFANCY_BLENDING && m_bRELIEF_MAPPING && m_bSEAMLESS && m_bOUTLINE && m_bSOFTEDGES && m_bBUMPMASK && m_bNORMAL_DECODE_MODE && m_bNORMALMASK_DECODE_MODE && m_bDETAIL_BLEND_MODE && m_bFLASHLIGHT; Assert( bAllStaticVarsDefined ); #endif // _DEBUG return ( 16 * m_nMASKEDBLENDING ) + ( 32 * m_nBASETEXTURE2 ) + ( 64 * m_nDETAILTEXTURE ) + ( 128 * m_nBUMPMAP ) + ( 384 * m_nBUMPMAP2 ) + ( 768 * m_nCUBEMAP ) + ( 1536 * m_nENVMAPMASK ) + ( 3072 * m_nBASEALPHAENVMAPMASK ) + ( 6144 * m_nSELFILLUM ) + ( 12288 * m_nNORMALMAPALPHAENVMAPMASK ) + ( 24576 * m_nDIFFUSEBUMPMAP ) + ( 49152 * m_nBASETEXTURENOENVMAP ) + ( 98304 * m_nBASETEXTURE2NOENVMAP ) + ( 196608 * m_nWARPLIGHTING ) + ( 393216 * m_nFANCY_BLENDING ) + ( 786432 * m_nRELIEF_MAPPING ) + ( 786432 * m_nSEAMLESS ) + ( 1572864 * m_nOUTLINE ) + ( 3145728 * m_nSOFTEDGES ) + ( 6291456 * m_nBUMPMASK ) + ( 12582912 * m_nNORMAL_DECODE_MODE ) + ( 12582912 * m_nNORMALMASK_DECODE_MODE ) + ( 12582912 * m_nDETAIL_BLEND_MODE ) + ( 150994944 * m_nFLASHLIGHT ) + 0; } }; #define shaderStaticTest_lightmappedgeneric_ps20b psh_forgot_to_set_static_MASKEDBLENDING + psh_forgot_to_set_static_BASETEXTURE2 + psh_forgot_to_set_static_DETAILTEXTURE + psh_forgot_to_set_static_BUMPMAP + psh_forgot_to_set_static_BUMPMAP2 + psh_forgot_to_set_static_CUBEMAP + psh_forgot_to_set_static_ENVMAPMASK + psh_forgot_to_set_static_BASEALPHAENVMAPMASK + psh_forgot_to_set_static_SELFILLUM + psh_forgot_to_set_static_NORMALMAPALPHAENVMAPMASK + psh_forgot_to_set_static_DIFFUSEBUMPMAP + psh_forgot_to_set_static_BASETEXTURENOENVMAP + psh_forgot_to_set_static_BASETEXTURE2NOENVMAP + psh_forgot_to_set_static_WARPLIGHTING + psh_forgot_to_set_static_FANCY_BLENDING + psh_forgot_to_set_static_RELIEF_MAPPING + psh_forgot_to_set_static_SEAMLESS + psh_forgot_to_set_static_OUTLINE + psh_forgot_to_set_static_SOFTEDGES + psh_forgot_to_set_static_BUMPMASK + psh_forgot_to_set_static_NORMAL_DECODE_MODE + psh_forgot_to_set_static_NORMALMASK_DECODE_MODE + psh_forgot_to_set_static_DETAIL_BLEND_MODE + psh_forgot_to_set_static_FLASHLIGHT + 0 class lightmappedgeneric_ps20b_Dynamic_Index { private: int m_nFASTPATHENVMAPCONTRAST; #ifdef _DEBUG bool m_bFASTPATHENVMAPCONTRAST; #endif public: void SetFASTPATHENVMAPCONTRAST( int i ) { Assert( i >= 0 && i <= 1 ); m_nFASTPATHENVMAPCONTRAST = i; #ifdef _DEBUG m_bFASTPATHENVMAPCONTRAST = true; #endif } void SetFASTPATHENVMAPCONTRAST( bool i ) { m_nFASTPATHENVMAPCONTRAST = i ? 1 : 0; #ifdef _DEBUG m_bFASTPATHENVMAPCONTRAST = true; #endif } private: int m_nFASTPATH; #ifdef _DEBUG bool m_bFASTPATH; #endif public: void SetFASTPATH( int i ) { Assert( i >= 0 && i <= 1 ); m_nFASTPATH = i; #ifdef _DEBUG m_bFASTPATH = true; #endif } void SetFASTPATH( bool i ) { m_nFASTPATH = i ? 1 : 0; #ifdef _DEBUG m_bFASTPATH = true; #endif } private: int m_nWRITEWATERFOGTODESTALPHA; #ifdef _DEBUG bool m_bWRITEWATERFOGTODESTALPHA; #endif public: void SetWRITEWATERFOGTODESTALPHA( int i ) { Assert( i >= 0 && i <= 1 ); m_nWRITEWATERFOGTODESTALPHA = i; #ifdef _DEBUG m_bWRITEWATERFOGTODESTALPHA = true; #endif } void SetWRITEWATERFOGTODESTALPHA( bool i ) { m_nWRITEWATERFOGTODESTALPHA = i ? 1 : 0; #ifdef _DEBUG m_bWRITEWATERFOGTODESTALPHA = true; #endif } private: int m_nPIXELFOGTYPE; #ifdef _DEBUG bool m_bPIXELFOGTYPE; #endif public: void SetPIXELFOGTYPE( int i ) { Assert( i >= 0 && i <= 1 ); m_nPIXELFOGTYPE = i; #ifdef _DEBUG m_bPIXELFOGTYPE = true; #endif } void SetPIXELFOGTYPE( bool i ) { m_nPIXELFOGTYPE = i ? 1 : 0; #ifdef _DEBUG m_bPIXELFOGTYPE = true; #endif } private: int m_nLIGHTING_PREVIEW; #ifdef _DEBUG bool m_bLIGHTING_PREVIEW; #endif public: void SetLIGHTING_PREVIEW( int i ) { Assert( i >= 0 && i <= 0 ); m_nLIGHTING_PREVIEW = i; #ifdef _DEBUG m_bLIGHTING_PREVIEW = true; #endif } void SetLIGHTING_PREVIEW( bool i ) { m_nLIGHTING_PREVIEW = i ? 1 : 0; #ifdef _DEBUG m_bLIGHTING_PREVIEW = true; #endif } private: int m_nWRITE_DEPTH_TO_DESTALPHA; #ifdef _DEBUG bool m_bWRITE_DEPTH_TO_DESTALPHA; #endif public: void SetWRITE_DEPTH_TO_DESTALPHA( int i ) { Assert( i >= 0 && i <= 0 ); m_nWRITE_DEPTH_TO_DESTALPHA = i; #ifdef _DEBUG m_bWRITE_DEPTH_TO_DESTALPHA = true; #endif } void SetWRITE_DEPTH_TO_DESTALPHA( bool i ) { m_nWRITE_DEPTH_TO_DESTALPHA = i ? 1 : 0; #ifdef _DEBUG m_bWRITE_DEPTH_TO_DESTALPHA = true; #endif } public: lightmappedgeneric_ps20b_Dynamic_Index() { #ifdef _DEBUG m_bFASTPATHENVMAPCONTRAST = false; #endif // _DEBUG m_nFASTPATHENVMAPCONTRAST = 0; #ifdef _DEBUG m_bFASTPATH = false; #endif // _DEBUG m_nFASTPATH = 0; #ifdef _DEBUG m_bWRITEWATERFOGTODESTALPHA = false; #endif // _DEBUG m_nWRITEWATERFOGTODESTALPHA = 0; #ifdef _DEBUG m_bPIXELFOGTYPE = false; #endif // _DEBUG m_nPIXELFOGTYPE = 0; #ifdef _DEBUG m_bLIGHTING_PREVIEW = false; #endif // _DEBUG m_nLIGHTING_PREVIEW = 0; #ifdef _DEBUG m_bWRITE_DEPTH_TO_DESTALPHA = false; #endif // _DEBUG m_nWRITE_DEPTH_TO_DESTALPHA = 0; } int GetIndex() { // Asserts to make sure that we aren't using any skipped combinations. // Asserts to make sure that we are setting all of the combination vars. #ifdef _DEBUG bool bAllDynamicVarsDefined = m_bFASTPATHENVMAPCONTRAST && m_bFASTPATH && m_bWRITEWATERFOGTODESTALPHA && m_bPIXELFOGTYPE && m_bLIGHTING_PREVIEW && m_bWRITE_DEPTH_TO_DESTALPHA; Assert( bAllDynamicVarsDefined ); #endif // _DEBUG return ( 1 * m_nFASTPATHENVMAPCONTRAST ) + ( 2 * m_nFASTPATH ) + ( 4 * m_nWRITEWATERFOGTODESTALPHA ) + ( 8 * m_nPIXELFOGTYPE ) + ( 16 * m_nLIGHTING_PREVIEW ) + ( 16 * m_nWRITE_DEPTH_TO_DESTALPHA ) + 0; } }; #define shaderDynamicTest_lightmappedgeneric_ps20b psh_forgot_to_set_dynamic_FASTPATHENVMAPCONTRAST + psh_forgot_to_set_dynamic_FASTPATH + psh_forgot_to_set_dynamic_WRITEWATERFOGTODESTALPHA + psh_forgot_to_set_dynamic_PIXELFOGTYPE + psh_forgot_to_set_dynamic_LIGHTING_PREVIEW + psh_forgot_to_set_dynamic_WRITE_DEPTH_TO_DESTALPHA + 0