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authorFluorescentCIAAfricanAmerican <[email protected]>2020-04-22 12:56:21 -0400
committerFluorescentCIAAfricanAmerican <[email protected]>2020-04-22 12:56:21 -0400
commit3bf9df6b2785fa6d951086978a3e66f49427166a (patch)
tree2c0f1f0c63c4832882bc93814ebd2c2b1c6224e5 /materialsystem/stdshaders/fxctmp9
downloadarchived-source-engine-2018-hl2-src-master.tar.xz
archived-source-engine-2018-hl2-src-master.zip
Diffstat (limited to 'materialsystem/stdshaders/fxctmp9')
-rw-r--r--materialsystem/stdshaders/fxctmp9/Bloom_ps20.inc33
-rw-r--r--materialsystem/stdshaders/fxctmp9/Bloom_ps20b.inc60
-rw-r--r--materialsystem/stdshaders/fxctmp9/BlurFilter_ps20.inc33
-rw-r--r--materialsystem/stdshaders/fxctmp9/BlurFilter_ps20b.inc85
-rw-r--r--materialsystem/stdshaders/fxctmp9/BlurFilter_vs11.inc33
-rw-r--r--materialsystem/stdshaders/fxctmp9/BlurFilter_vs20.inc33
-rw-r--r--materialsystem/stdshaders/fxctmp9/Downsample_nohdr_ps20.inc60
-rw-r--r--materialsystem/stdshaders/fxctmp9/Downsample_nohdr_ps20b.inc110
-rw-r--r--materialsystem/stdshaders/fxctmp9/Downsample_ps20.inc33
-rw-r--r--materialsystem/stdshaders/fxctmp9/Downsample_ps20b.inc60
-rw-r--r--materialsystem/stdshaders/fxctmp9/Downsample_vs11.inc33
-rw-r--r--materialsystem/stdshaders/fxctmp9/Downsample_vs20.inc33
-rw-r--r--materialsystem/stdshaders/fxctmp9/HDRCombineTo16Bit_ps20.inc33
-rw-r--r--materialsystem/stdshaders/fxctmp9/HDRCombineTo16Bit_ps20b.inc60
-rw-r--r--materialsystem/stdshaders/fxctmp9/HDRCombineTo16Bit_vs20.inc33
-rw-r--r--materialsystem/stdshaders/fxctmp9/HDRSelectRange_ps20.inc33
-rw-r--r--materialsystem/stdshaders/fxctmp9/HDRSelectRange_ps20b.inc60
-rw-r--r--materialsystem/stdshaders/fxctmp9/HDRSelectRange_vs20.inc33
-rw-r--r--materialsystem/stdshaders/fxctmp9/IntroScreenSpaceEffect_ps20.inc60
-rw-r--r--materialsystem/stdshaders/fxctmp9/IntroScreenSpaceEffect_ps20b.inc112
-rw-r--r--materialsystem/stdshaders/fxctmp9/ParticleSphere_ps11.inc33
-rw-r--r--materialsystem/stdshaders/fxctmp9/ParticleSphere_vs11.inc60
-rw-r--r--materialsystem/stdshaders/fxctmp9/Refract_ps20.inc262
-rw-r--r--materialsystem/stdshaders/fxctmp9/Refract_ps20b.inc337
-rw-r--r--materialsystem/stdshaders/fxctmp9/Refract_vs20.inc137
-rw-r--r--materialsystem/stdshaders/fxctmp9/ShatteredGlass_ps20.inc212
-rw-r--r--materialsystem/stdshaders/fxctmp9/ShatteredGlass_ps20b.inc237
-rw-r--r--materialsystem/stdshaders/fxctmp9/ShatteredGlass_vs20.inc87
-rw-r--r--materialsystem/stdshaders/fxctmp9/VertexLit_and_unlit_Generic_bump_vs20.inc212
-rw-r--r--materialsystem/stdshaders/fxctmp9/VertexLit_and_unlit_Generic_vs20.inc462
-rw-r--r--materialsystem/stdshaders/fxctmp9/WaterCheap_ps20.inc237
-rw-r--r--materialsystem/stdshaders/fxctmp9/WaterCheap_ps20b.inc262
-rw-r--r--materialsystem/stdshaders/fxctmp9/WaterCheap_vs20.inc60
-rw-r--r--materialsystem/stdshaders/fxctmp9/Water_ps20.inc212
-rw-r--r--materialsystem/stdshaders/fxctmp9/Water_vs20.inc85
-rw-r--r--materialsystem/stdshaders/fxctmp9/WorldTwoTextureBlend_ps20.inc287
-rw-r--r--materialsystem/stdshaders/fxctmp9/WorldTwoTextureBlend_ps20b.inc387
-rw-r--r--materialsystem/stdshaders/fxctmp9/accumbuff4sample_ps20.inc33
-rw-r--r--materialsystem/stdshaders/fxctmp9/accumbuff4sample_ps20b.inc60
-rw-r--r--materialsystem/stdshaders/fxctmp9/accumbuff5sample_ps20.inc33
-rw-r--r--materialsystem/stdshaders/fxctmp9/accumbuff5sample_ps20b.inc60
-rw-r--r--materialsystem/stdshaders/fxctmp9/aftershock_ps20.inc33
-rw-r--r--materialsystem/stdshaders/fxctmp9/aftershock_ps20b.inc60
-rw-r--r--materialsystem/stdshaders/fxctmp9/aftershock_vs20.inc85
-rw-r--r--materialsystem/stdshaders/fxctmp9/alphadist_ps11.inc33
-rw-r--r--materialsystem/stdshaders/fxctmp9/appchooser360movie_ps20.inc33
-rw-r--r--materialsystem/stdshaders/fxctmp9/appchooser360movie_ps20b.inc33
-rw-r--r--materialsystem/stdshaders/fxctmp9/bik_ps20.inc60
-rw-r--r--materialsystem/stdshaders/fxctmp9/bik_ps20b.inc87
-rw-r--r--materialsystem/stdshaders/fxctmp9/bik_vs20.inc60
-rw-r--r--materialsystem/stdshaders/fxctmp9/bloomadd_ps11.inc33
-rw-r--r--materialsystem/stdshaders/fxctmp9/bloomadd_ps20.inc33
-rw-r--r--materialsystem/stdshaders/fxctmp9/bloomadd_ps20b.inc33
-rw-r--r--materialsystem/stdshaders/fxctmp9/bufferclearobeystencil_ps20.inc33
-rw-r--r--materialsystem/stdshaders/fxctmp9/bufferclearobeystencil_ps20b.inc60
-rw-r--r--materialsystem/stdshaders/fxctmp9/bufferclearobeystencil_vs20.inc60
-rw-r--r--materialsystem/stdshaders/fxctmp9/bumpmappedlightmap_vs11.inc60
-rw-r--r--materialsystem/stdshaders/fxctmp9/cable_ps20.inc60
-rw-r--r--materialsystem/stdshaders/fxctmp9/cable_ps20b.inc112
-rw-r--r--materialsystem/stdshaders/fxctmp9/cable_vs20.inc60
-rw-r--r--materialsystem/stdshaders/fxctmp9/cloak_blended_pass_ps20.inc60
-rw-r--r--materialsystem/stdshaders/fxctmp9/cloak_blended_pass_ps20b.inc85
-rw-r--r--materialsystem/stdshaders/fxctmp9/cloak_blended_pass_ps30.inc85
-rw-r--r--materialsystem/stdshaders/fxctmp9/cloak_blended_pass_vs20.inc112
-rw-r--r--materialsystem/stdshaders/fxctmp9/cloak_blended_pass_vs30.inc137
-rw-r--r--materialsystem/stdshaders/fxctmp9/cloak_ps20.inc137
-rw-r--r--materialsystem/stdshaders/fxctmp9/cloak_ps20b.inc162
-rw-r--r--materialsystem/stdshaders/fxctmp9/cloak_ps30.inc162
-rw-r--r--materialsystem/stdshaders/fxctmp9/cloak_vs20.inc187
-rw-r--r--materialsystem/stdshaders/fxctmp9/cloak_vs30.inc162
-rw-r--r--materialsystem/stdshaders/fxctmp9/cloud_ps20.inc33
-rw-r--r--materialsystem/stdshaders/fxctmp9/cloud_vs20.inc33
-rw-r--r--materialsystem/stdshaders/fxctmp9/color_projection_ps20.inc110
-rw-r--r--materialsystem/stdshaders/fxctmp9/color_projection_ps20b.inc110
-rw-r--r--materialsystem/stdshaders/fxctmp9/color_projection_vs20.inc33
-rw-r--r--materialsystem/stdshaders/fxctmp9/colorcorrection_ps20.inc60
-rw-r--r--materialsystem/stdshaders/fxctmp9/colorcorrection_ps20b.inc87
-rw-r--r--materialsystem/stdshaders/fxctmp9/compositor_ps20.inc87
-rw-r--r--materialsystem/stdshaders/fxctmp9/compositor_ps20b.inc87
-rw-r--r--materialsystem/stdshaders/fxctmp9/compositor_vs20.inc33
-rw-r--r--materialsystem/stdshaders/fxctmp9/constant_color_ps20.inc33
-rw-r--r--materialsystem/stdshaders/fxctmp9/constant_color_ps20b.inc60
-rw-r--r--materialsystem/stdshaders/fxctmp9/copy_fp_rt_ps20.inc33
-rw-r--r--materialsystem/stdshaders/fxctmp9/copy_fp_rt_ps20b.inc60
-rw-r--r--materialsystem/stdshaders/fxctmp9/core_ps20.inc162
-rw-r--r--materialsystem/stdshaders/fxctmp9/core_ps20b.inc187
-rw-r--r--materialsystem/stdshaders/fxctmp9/core_vs11.inc60
-rw-r--r--materialsystem/stdshaders/fxctmp9/core_vs20.inc112
-rw-r--r--materialsystem/stdshaders/fxctmp9/debugbumpmappedlightmap_ps11.inc59
-rw-r--r--materialsystem/stdshaders/fxctmp9/debugbumpmappedlightmap_ps20.inc59
-rw-r--r--materialsystem/stdshaders/fxctmp9/debugbumpmappedlightmap_ps20b.inc59
-rw-r--r--materialsystem/stdshaders/fxctmp9/debugdrawdepth_ps20.inc33
-rw-r--r--materialsystem/stdshaders/fxctmp9/debugdrawdepth_ps20b.inc60
-rw-r--r--materialsystem/stdshaders/fxctmp9/debugdrawdepth_vs20.inc85
-rw-r--r--materialsystem/stdshaders/fxctmp9/debugdrawenvmapmask_ps20.inc60
-rw-r--r--materialsystem/stdshaders/fxctmp9/debugdrawenvmapmask_ps20b.inc87
-rw-r--r--materialsystem/stdshaders/fxctmp9/debugdrawenvmapmask_vs20.inc85
-rw-r--r--materialsystem/stdshaders/fxctmp9/debugluxel_ps20.inc33
-rw-r--r--materialsystem/stdshaders/fxctmp9/debugluxel_ps20b.inc33
-rw-r--r--materialsystem/stdshaders/fxctmp9/debugluxel_vs20.inc33
-rw-r--r--materialsystem/stdshaders/fxctmp9/debugmorphaccumulator_ps30.inc33
-rw-r--r--materialsystem/stdshaders/fxctmp9/debugmorphaccumulator_vs30.inc33
-rw-r--r--materialsystem/stdshaders/fxctmp9/debugmrttexture_ps20.inc60
-rw-r--r--materialsystem/stdshaders/fxctmp9/debugmrttexture_ps20b.inc85
-rw-r--r--materialsystem/stdshaders/fxctmp9/debugmrttexture_vs20.inc33
-rw-r--r--materialsystem/stdshaders/fxctmp9/debugtangentspace_vs11.inc85
-rw-r--r--materialsystem/stdshaders/fxctmp9/debugtangentspace_vs20.inc110
-rw-r--r--materialsystem/stdshaders/fxctmp9/debugtextureview_ps20.inc87
-rw-r--r--materialsystem/stdshaders/fxctmp9/debugtextureview_ps20b.inc112
-rw-r--r--materialsystem/stdshaders/fxctmp9/debugtextureview_vs20.inc60
-rw-r--r--materialsystem/stdshaders/fxctmp9/decalbasetimeslightmapalphablendselfillum2_ps20.inc60
-rw-r--r--materialsystem/stdshaders/fxctmp9/decalbasetimeslightmapalphablendselfillum2_ps20b.inc87
-rw-r--r--materialsystem/stdshaders/fxctmp9/decalmodulate_ps20.inc60
-rw-r--r--materialsystem/stdshaders/fxctmp9/decalmodulate_ps20b.inc87
-rw-r--r--materialsystem/stdshaders/fxctmp9/decalmodulate_ps30.inc87
-rw-r--r--materialsystem/stdshaders/fxctmp9/depthtodestalpha_ps20b.inc33
-rw-r--r--materialsystem/stdshaders/fxctmp9/depthtodestalpha_vs20.inc33
-rw-r--r--materialsystem/stdshaders/fxctmp9/depthwrite_ps20.inc87
-rw-r--r--materialsystem/stdshaders/fxctmp9/depthwrite_ps20b.inc87
-rw-r--r--materialsystem/stdshaders/fxctmp9/depthwrite_ps30.inc87
-rw-r--r--materialsystem/stdshaders/fxctmp9/depthwrite_vs20.inc137
-rw-r--r--materialsystem/stdshaders/fxctmp9/depthwrite_vs30.inc162
-rw-r--r--materialsystem/stdshaders/fxctmp9/emissive_scroll_blended_pass_ps20.inc33
-rw-r--r--materialsystem/stdshaders/fxctmp9/emissive_scroll_blended_pass_ps20b.inc60
-rw-r--r--materialsystem/stdshaders/fxctmp9/emissive_scroll_blended_pass_ps30.inc60
-rw-r--r--materialsystem/stdshaders/fxctmp9/emissive_scroll_blended_pass_vs20.inc85
-rw-r--r--materialsystem/stdshaders/fxctmp9/emissive_scroll_blended_pass_vs30.inc110
-rw-r--r--materialsystem/stdshaders/fxctmp9/engine_post_ps20.inc135
-rw-r--r--materialsystem/stdshaders/fxctmp9/engine_post_ps20b.inc212
-rw-r--r--materialsystem/stdshaders/fxctmp9/example_model_ps20b.inc237
-rw-r--r--materialsystem/stdshaders/fxctmp9/example_model_vs20.inc160
-rw-r--r--materialsystem/stdshaders/fxctmp9/eye_refract_ps20.inc112
-rw-r--r--materialsystem/stdshaders/fxctmp9/eye_refract_ps20b.inc212
-rw-r--r--materialsystem/stdshaders/fxctmp9/eye_refract_ps30.inc212
-rw-r--r--materialsystem/stdshaders/fxctmp9/eye_refract_vs20.inc287
-rw-r--r--materialsystem/stdshaders/fxctmp9/eye_refract_vs30.inc312
-rw-r--r--materialsystem/stdshaders/fxctmp9/eyeglint_ps20.inc33
-rw-r--r--materialsystem/stdshaders/fxctmp9/eyeglint_ps20b.inc33
-rw-r--r--materialsystem/stdshaders/fxctmp9/eyeglint_vs20.inc33
-rw-r--r--materialsystem/stdshaders/fxctmp9/eyes_cloak_ps20b.inc262
-rw-r--r--materialsystem/stdshaders/fxctmp9/eyes_cloak_vs20b.inc187
-rw-r--r--materialsystem/stdshaders/fxctmp9/eyes_flashlight_ps11.inc33
-rw-r--r--materialsystem/stdshaders/fxctmp9/eyes_flashlight_ps20.inc60
-rw-r--r--materialsystem/stdshaders/fxctmp9/eyes_flashlight_ps20b.inc112
-rw-r--r--materialsystem/stdshaders/fxctmp9/eyes_flashlight_ps30.inc112
-rw-r--r--materialsystem/stdshaders/fxctmp9/eyes_flashlight_vs20.inc110
-rw-r--r--materialsystem/stdshaders/fxctmp9/eyes_flashlight_vs30.inc135
-rw-r--r--materialsystem/stdshaders/fxctmp9/eyes_ps20.inc60
-rw-r--r--materialsystem/stdshaders/fxctmp9/eyes_ps20b.inc85
-rw-r--r--materialsystem/stdshaders/fxctmp9/eyes_ps30.inc85
-rw-r--r--materialsystem/stdshaders/fxctmp9/eyes_vs20.inc262
-rw-r--r--materialsystem/stdshaders/fxctmp9/eyes_vs30.inc237
-rw-r--r--materialsystem/stdshaders/fxctmp9/fillrate_ps11.inc33
-rw-r--r--materialsystem/stdshaders/fxctmp9/fillrate_ps20.inc33
-rw-r--r--materialsystem/stdshaders/fxctmp9/fillrate_ps20b.inc60
-rw-r--r--materialsystem/stdshaders/fxctmp9/fillrate_vs11.inc85
-rw-r--r--materialsystem/stdshaders/fxctmp9/fillrate_vs20.inc85
-rw-r--r--materialsystem/stdshaders/fxctmp9/filmdust_ps11.inc33
-rw-r--r--materialsystem/stdshaders/fxctmp9/filmdust_ps20.inc33
-rw-r--r--materialsystem/stdshaders/fxctmp9/filmgrain_ps11.inc33
-rw-r--r--materialsystem/stdshaders/fxctmp9/filmgrain_ps20.inc33
-rw-r--r--materialsystem/stdshaders/fxctmp9/filmgrain_vs20.inc33
-rw-r--r--materialsystem/stdshaders/fxctmp9/flashlight_ps11.inc85
-rw-r--r--materialsystem/stdshaders/fxctmp9/flashlight_ps20.inc212
-rw-r--r--materialsystem/stdshaders/fxctmp9/flashlight_ps20b.inc262
-rw-r--r--materialsystem/stdshaders/fxctmp9/flesh_interior_blended_pass_ps20.inc33
-rw-r--r--materialsystem/stdshaders/fxctmp9/flesh_interior_blended_pass_ps20b.inc60
-rw-r--r--materialsystem/stdshaders/fxctmp9/flesh_interior_blended_pass_vs20.inc237
-rw-r--r--materialsystem/stdshaders/fxctmp9/floatcombine_autoexpose_ps20.inc33
-rw-r--r--materialsystem/stdshaders/fxctmp9/floatcombine_autoexpose_ps20b.inc60
-rw-r--r--materialsystem/stdshaders/fxctmp9/floatcombine_ps20.inc33
-rw-r--r--materialsystem/stdshaders/fxctmp9/floatcombine_ps20b.inc60
-rw-r--r--materialsystem/stdshaders/fxctmp9/floattoscreen_notonemap_ps20.inc33
-rw-r--r--materialsystem/stdshaders/fxctmp9/floattoscreen_notonemap_ps20b.inc60
-rw-r--r--materialsystem/stdshaders/fxctmp9/floattoscreen_ps20.inc33
-rw-r--r--materialsystem/stdshaders/fxctmp9/floattoscreen_ps20b.inc60
-rw-r--r--materialsystem/stdshaders/fxctmp9/floattoscreen_vanilla_ps20.inc33
-rw-r--r--materialsystem/stdshaders/fxctmp9/floattoscreen_vanilla_ps20b.inc60
-rw-r--r--materialsystem/stdshaders/fxctmp9/haloadd1d_ps20.inc33
-rw-r--r--materialsystem/stdshaders/fxctmp9/haloadd1d_ps20b.inc33
-rw-r--r--materialsystem/stdshaders/fxctmp9/haloadd_ps20.inc33
-rw-r--r--materialsystem/stdshaders/fxctmp9/haloadd_ps20b.inc33
-rw-r--r--materialsystem/stdshaders/fxctmp9/haloaddoutline_ps20.inc33
-rw-r--r--materialsystem/stdshaders/fxctmp9/haloaddoutline_ps20b.inc33
-rw-r--r--materialsystem/stdshaders/fxctmp9/hsl_filmgrain_pass1_ps20.inc33
-rw-r--r--materialsystem/stdshaders/fxctmp9/hsl_filmgrain_pass1_ps20b.inc60
-rw-r--r--materialsystem/stdshaders/fxctmp9/hsl_filmgrain_pass2_ps20.inc33
-rw-r--r--materialsystem/stdshaders/fxctmp9/hsl_filmgrain_pass2_ps20b.inc60
-rw-r--r--materialsystem/stdshaders/fxctmp9/hsv_ps20.inc33
-rw-r--r--materialsystem/stdshaders/fxctmp9/hsv_ps20b.inc60
-rw-r--r--materialsystem/stdshaders/fxctmp9/introscreenspaceeffect_ps11.inc60
-rw-r--r--materialsystem/stdshaders/fxctmp9/lightingonly_vs20.inc161
-rw-r--r--materialsystem/stdshaders/fxctmp9/lightmappedgeneric_decal_ps20.inc60
-rw-r--r--materialsystem/stdshaders/fxctmp9/lightmappedgeneric_decal_ps20b.inc87
-rw-r--r--materialsystem/stdshaders/fxctmp9/lightmappedgeneric_decal_vs20.inc60
-rw-r--r--materialsystem/stdshaders/fxctmp9/lightmappedgeneric_flashlight_vs11.inc137
-rw-r--r--materialsystem/stdshaders/fxctmp9/lightmappedgeneric_flashlight_vs20.inc162
-rw-r--r--materialsystem/stdshaders/fxctmp9/lightmappedgeneric_lightingonly_overbright2_ps11.inc33
-rw-r--r--materialsystem/stdshaders/fxctmp9/lightmappedgeneric_lightingonly_vs11.inc60
-rw-r--r--materialsystem/stdshaders/fxctmp9/lightmappedgeneric_ps20.inc712
-rw-r--r--materialsystem/stdshaders/fxctmp9/lightmappedgeneric_ps20b.inc762
-rw-r--r--materialsystem/stdshaders/fxctmp9/lightmappedgeneric_vs20.inc337
-rw-r--r--materialsystem/stdshaders/fxctmp9/lightmappedreflective_ps20.inc162
-rw-r--r--materialsystem/stdshaders/fxctmp9/lightmappedreflective_ps20b.inc212
-rw-r--r--materialsystem/stdshaders/fxctmp9/lightmappedreflective_vs20.inc60
-rw-r--r--materialsystem/stdshaders/fxctmp9/lpreview1_ps20.inc33
-rw-r--r--materialsystem/stdshaders/fxctmp9/lpreview1_ps20b.inc60
-rw-r--r--materialsystem/stdshaders/fxctmp9/lpreview_output_ps20.inc33
-rw-r--r--materialsystem/stdshaders/fxctmp9/lpreview_output_ps20b.inc60
-rw-r--r--materialsystem/stdshaders/fxctmp9/luminance_compare_ps20.inc33
-rw-r--r--materialsystem/stdshaders/fxctmp9/luminance_compare_ps20b.inc60
-rw-r--r--materialsystem/stdshaders/fxctmp9/modulate_ps20.inc60
-rw-r--r--materialsystem/stdshaders/fxctmp9/modulate_ps20b.inc112
-rw-r--r--materialsystem/stdshaders/fxctmp9/monitorscreen_ps20.inc87
-rw-r--r--materialsystem/stdshaders/fxctmp9/monitorscreen_ps20b.inc137
-rw-r--r--materialsystem/stdshaders/fxctmp9/morphaccumulate_ps30.inc60
-rw-r--r--materialsystem/stdshaders/fxctmp9/morphaccumulate_vs30.inc60
-rw-r--r--materialsystem/stdshaders/fxctmp9/morphweight_ps30.inc33
-rw-r--r--materialsystem/stdshaders/fxctmp9/morphweight_vs30.inc33
-rw-r--r--materialsystem/stdshaders/fxctmp9/motion_blur_ps20.inc60
-rw-r--r--materialsystem/stdshaders/fxctmp9/motion_blur_ps20b.inc87
-rw-r--r--materialsystem/stdshaders/fxctmp9/motion_blur_vs20.inc33
-rw-r--r--materialsystem/stdshaders/fxctmp9/particlelit_generic_ps30.inc186
-rw-r--r--materialsystem/stdshaders/fxctmp9/particlelit_generic_vs30.inc59
-rw-r--r--materialsystem/stdshaders/fxctmp9/particlesphere_ps20.inc60
-rw-r--r--materialsystem/stdshaders/fxctmp9/particlesphere_ps20b.inc112
-rw-r--r--materialsystem/stdshaders/fxctmp9/particlesphere_vs20.inc60
-rw-r--r--materialsystem/stdshaders/fxctmp9/portal_ps11.inc162
-rw-r--r--materialsystem/stdshaders/fxctmp9/portal_ps20.inc162
-rw-r--r--materialsystem/stdshaders/fxctmp9/portal_ps20b.inc187
-rw-r--r--materialsystem/stdshaders/fxctmp9/portal_refract_ps11.inc60
-rw-r--r--materialsystem/stdshaders/fxctmp9/portal_refract_ps20.inc60
-rw-r--r--materialsystem/stdshaders/fxctmp9/portal_refract_ps20b.inc137
-rw-r--r--materialsystem/stdshaders/fxctmp9/portal_refract_vs11.inc60
-rw-r--r--materialsystem/stdshaders/fxctmp9/portal_refract_vs20.inc60
-rw-r--r--materialsystem/stdshaders/fxctmp9/portal_vs11.inc187
-rw-r--r--materialsystem/stdshaders/fxctmp9/portal_vs20.inc162
-rw-r--r--materialsystem/stdshaders/fxctmp9/portalstaticoverlay_ps11.inc137
-rw-r--r--materialsystem/stdshaders/fxctmp9/portalstaticoverlay_ps20.inc137
-rw-r--r--materialsystem/stdshaders/fxctmp9/portalstaticoverlay_ps20b.inc162
-rw-r--r--materialsystem/stdshaders/fxctmp9/portalstaticoverlay_vs11.inc87
-rw-r--r--materialsystem/stdshaders/fxctmp9/portalstaticoverlay_vs20.inc87
-rw-r--r--materialsystem/stdshaders/fxctmp9/pyro_vision_ps20.inc312
-rw-r--r--materialsystem/stdshaders/fxctmp9/pyro_vision_ps20b.inc312
-rw-r--r--materialsystem/stdshaders/fxctmp9/pyro_vision_ps30.inc312
-rw-r--r--materialsystem/stdshaders/fxctmp9/pyro_vision_vs20.inc387
-rw-r--r--materialsystem/stdshaders/fxctmp9/pyro_vision_vs30.inc337
-rw-r--r--materialsystem/stdshaders/fxctmp9/rendertargetblit_ps20.inc33
-rw-r--r--materialsystem/stdshaders/fxctmp9/rendertargetblit_ps20b.inc33
-rw-r--r--materialsystem/stdshaders/fxctmp9/rendertargetblit_vs20.inc33
-rw-r--r--materialsystem/stdshaders/fxctmp9/sample4x4_blend_ps20.inc33
-rw-r--r--materialsystem/stdshaders/fxctmp9/sample4x4_blend_ps20b.inc60
-rw-r--r--materialsystem/stdshaders/fxctmp9/sample4x4_ps20.inc33
-rw-r--r--materialsystem/stdshaders/fxctmp9/sample4x4_ps20b.inc60
-rw-r--r--materialsystem/stdshaders/fxctmp9/sample4x4delog_ps20.inc33
-rw-r--r--materialsystem/stdshaders/fxctmp9/sample4x4delog_ps20b.inc60
-rw-r--r--materialsystem/stdshaders/fxctmp9/sample4x4log_ps20.inc33
-rw-r--r--materialsystem/stdshaders/fxctmp9/sample4x4log_ps20b.inc60
-rw-r--r--materialsystem/stdshaders/fxctmp9/sample4x4maxmin_ps20.inc33
-rw-r--r--materialsystem/stdshaders/fxctmp9/sample4x4maxmin_ps20b.inc60
-rw-r--r--materialsystem/stdshaders/fxctmp9/screenspaceeffect_vs11.inc33
-rw-r--r--materialsystem/stdshaders/fxctmp9/screenspaceeffect_vs20.inc60
-rw-r--r--materialsystem/stdshaders/fxctmp9/sfm_combine_vs20.inc33
-rw-r--r--materialsystem/stdshaders/fxctmp9/sfm_integercombine_ps20.inc33
-rw-r--r--materialsystem/stdshaders/fxctmp9/sfm_integercombine_ps20b.inc60
-rw-r--r--materialsystem/stdshaders/fxctmp9/shadow_ps20.inc60
-rw-r--r--materialsystem/stdshaders/fxctmp9/shadow_ps20b.inc87
-rw-r--r--materialsystem/stdshaders/fxctmp9/shadow_vs20.inc60
-rw-r--r--materialsystem/stdshaders/fxctmp9/shadowbuildtexture_ps20.inc33
-rw-r--r--materialsystem/stdshaders/fxctmp9/shadowbuildtexture_ps20b.inc60
-rw-r--r--materialsystem/stdshaders/fxctmp9/shadowmodel_ps20.inc33
-rw-r--r--materialsystem/stdshaders/fxctmp9/shadowmodel_vs20.inc85
-rw-r--r--materialsystem/stdshaders/fxctmp9/showz_ps20.inc60
-rw-r--r--materialsystem/stdshaders/fxctmp9/showz_ps20b.inc85
-rw-r--r--materialsystem/stdshaders/fxctmp9/showz_vs20.inc33
-rw-r--r--materialsystem/stdshaders/fxctmp9/skin_ps20.inc261
-rw-r--r--materialsystem/stdshaders/fxctmp9/skin_ps20b.inc537
-rw-r--r--materialsystem/stdshaders/fxctmp9/skin_ps30.inc537
-rw-r--r--materialsystem/stdshaders/fxctmp9/skin_ps30b.inc387
-rw-r--r--materialsystem/stdshaders/fxctmp9/skin_vs20.inc187
-rw-r--r--materialsystem/stdshaders/fxctmp9/skin_vs30.inc187
-rw-r--r--materialsystem/stdshaders/fxctmp9/sky_hdr_compressed_ps20.inc33
-rw-r--r--materialsystem/stdshaders/fxctmp9/sky_hdr_compressed_ps20b.inc87
-rw-r--r--materialsystem/stdshaders/fxctmp9/sky_hdr_compressed_rgbs_ps20.inc33
-rw-r--r--materialsystem/stdshaders/fxctmp9/sky_hdr_compressed_rgbs_ps20b.inc87
-rw-r--r--materialsystem/stdshaders/fxctmp9/sky_ps20.inc33
-rw-r--r--materialsystem/stdshaders/fxctmp9/sky_ps20b.inc87
-rw-r--r--materialsystem/stdshaders/fxctmp9/sky_vs20.inc33
-rw-r--r--materialsystem/stdshaders/fxctmp9/splinecard_vs11.inc33
-rw-r--r--materialsystem/stdshaders/fxctmp9/splinecard_vs20.inc33
-rw-r--r--materialsystem/stdshaders/fxctmp9/sprite_ps20.inc187
-rw-r--r--materialsystem/stdshaders/fxctmp9/sprite_ps20b.inc237
-rw-r--r--materialsystem/stdshaders/fxctmp9/sprite_vs20.inc112
-rw-r--r--materialsystem/stdshaders/fxctmp9/spritecard_ps11.inc110
-rw-r--r--materialsystem/stdshaders/fxctmp9/spritecard_ps20.inc260
-rw-r--r--materialsystem/stdshaders/fxctmp9/spritecard_ps20b.inc310
-rw-r--r--materialsystem/stdshaders/fxctmp9/spritecard_vs11.inc137
-rw-r--r--materialsystem/stdshaders/fxctmp9/spritecard_vs20.inc162
-rw-r--r--materialsystem/stdshaders/fxctmp9/teeth_bump_ps20.inc110
-rw-r--r--materialsystem/stdshaders/fxctmp9/teeth_bump_ps20b.inc162
-rw-r--r--materialsystem/stdshaders/fxctmp9/teeth_bump_ps30.inc162
-rw-r--r--materialsystem/stdshaders/fxctmp9/teeth_bump_vs20.inc212
-rw-r--r--materialsystem/stdshaders/fxctmp9/teeth_bump_vs30.inc187
-rw-r--r--materialsystem/stdshaders/fxctmp9/teeth_flashlight_ps20.inc60
-rw-r--r--materialsystem/stdshaders/fxctmp9/teeth_flashlight_ps20b.inc137
-rw-r--r--materialsystem/stdshaders/fxctmp9/teeth_flashlight_ps30.inc137
-rw-r--r--materialsystem/stdshaders/fxctmp9/teeth_flashlight_vs20.inc137
-rw-r--r--materialsystem/stdshaders/fxctmp9/teeth_flashlight_vs30.inc162
-rw-r--r--materialsystem/stdshaders/fxctmp9/teeth_ps20.inc60
-rw-r--r--materialsystem/stdshaders/fxctmp9/teeth_ps20b.inc112
-rw-r--r--materialsystem/stdshaders/fxctmp9/teeth_ps30.inc112
-rw-r--r--materialsystem/stdshaders/fxctmp9/teeth_vs20.inc237
-rw-r--r--materialsystem/stdshaders/fxctmp9/teeth_vs30.inc212
-rw-r--r--materialsystem/stdshaders/fxctmp9/treeleaf_ps20.inc33
-rw-r--r--materialsystem/stdshaders/fxctmp9/treeleaf_ps20b.inc60
-rw-r--r--materialsystem/stdshaders/fxctmp9/treeleaf_vs20.inc162
-rw-r--r--materialsystem/stdshaders/fxctmp9/unlitgeneric_lightingonly_vs11.inc84
-rw-r--r--materialsystem/stdshaders/fxctmp9/unlitgeneric_maskbasebydetailalpha_ps11.inc33
-rw-r--r--materialsystem/stdshaders/fxctmp9/unlitgeneric_notexture_ps11.inc33
-rw-r--r--materialsystem/stdshaders/fxctmp9/unlitgeneric_notexture_ps20.inc33
-rw-r--r--materialsystem/stdshaders/fxctmp9/unlitgeneric_notexture_ps20b.inc60
-rw-r--r--materialsystem/stdshaders/fxctmp9/unlitgeneric_ps11.inc33
-rw-r--r--materialsystem/stdshaders/fxctmp9/unlitgeneric_ps20.inc33
-rw-r--r--materialsystem/stdshaders/fxctmp9/unlitgeneric_ps20b.inc60
-rw-r--r--materialsystem/stdshaders/fxctmp9/unlitgeneric_vs20.inc137
-rw-r--r--materialsystem/stdshaders/fxctmp9/unlittwotexture_ps20.inc85
-rw-r--r--materialsystem/stdshaders/fxctmp9/unlittwotexture_ps20b.inc137
-rw-r--r--materialsystem/stdshaders/fxctmp9/unlittwotexture_vs20.inc110
-rw-r--r--materialsystem/stdshaders/fxctmp9/vertexlit_and_unlit_generic_bump_ps20.inc412
-rw-r--r--materialsystem/stdshaders/fxctmp9/vertexlit_and_unlit_generic_bump_ps20b.inc412
-rw-r--r--materialsystem/stdshaders/fxctmp9/vertexlit_and_unlit_generic_bump_ps30.inc412
-rw-r--r--materialsystem/stdshaders/fxctmp9/vertexlit_and_unlit_generic_bump_vs30.inc212
-rw-r--r--materialsystem/stdshaders/fxctmp9/vertexlit_and_unlit_generic_ps20.inc587
-rw-r--r--materialsystem/stdshaders/fxctmp9/vertexlit_and_unlit_generic_ps20b.inc687
-rw-r--r--materialsystem/stdshaders/fxctmp9/vertexlit_and_unlit_generic_ps30.inc662
-rw-r--r--materialsystem/stdshaders/fxctmp9/vertexlit_and_unlit_generic_vs30.inc462
-rw-r--r--materialsystem/stdshaders/fxctmp9/vertexlit_lighting_only_ps20.inc137
-rw-r--r--materialsystem/stdshaders/fxctmp9/vertexlit_lighting_only_ps20b.inc162
-rw-r--r--materialsystem/stdshaders/fxctmp9/vertexlitgeneric_lightingonly_overbright2_ps11.inc33
-rw-r--r--materialsystem/stdshaders/fxctmp9/volume_clouds_ps20.inc33
-rw-r--r--materialsystem/stdshaders/fxctmp9/volume_clouds_ps20b.inc60
-rw-r--r--materialsystem/stdshaders/fxctmp9/volume_clouds_vs20.inc85
-rw-r--r--materialsystem/stdshaders/fxctmp9/vortwarp_ps20.inc337
-rw-r--r--materialsystem/stdshaders/fxctmp9/vortwarp_ps20b.inc362
-rw-r--r--materialsystem/stdshaders/fxctmp9/vortwarp_ps30.inc362
-rw-r--r--materialsystem/stdshaders/fxctmp9/vortwarp_vs20.inc187
-rw-r--r--materialsystem/stdshaders/fxctmp9/vortwarp_vs30.inc162
-rw-r--r--materialsystem/stdshaders/fxctmp9/vr_distort_hud_ps20.inc60
-rw-r--r--materialsystem/stdshaders/fxctmp9/vr_distort_hud_ps20b.inc60
-rw-r--r--materialsystem/stdshaders/fxctmp9/vr_distort_hud_ps30.inc60
-rw-r--r--materialsystem/stdshaders/fxctmp9/vr_distort_hud_vs20.inc33
-rw-r--r--materialsystem/stdshaders/fxctmp9/vr_distort_hud_vs30.inc33
-rw-r--r--materialsystem/stdshaders/fxctmp9/vr_distort_texture_ps20.inc60
-rw-r--r--materialsystem/stdshaders/fxctmp9/vr_distort_texture_ps20b.inc60
-rw-r--r--materialsystem/stdshaders/fxctmp9/vr_distort_texture_ps30.inc60
-rw-r--r--materialsystem/stdshaders/fxctmp9/vr_distort_texture_vs20.inc33
-rw-r--r--materialsystem/stdshaders/fxctmp9/vr_distort_texture_vs30.inc33
-rw-r--r--materialsystem/stdshaders/fxctmp9/warp_ps20.inc60
-rw-r--r--materialsystem/stdshaders/fxctmp9/warp_ps20b.inc60
-rw-r--r--materialsystem/stdshaders/fxctmp9/warp_ps30.inc60
-rw-r--r--materialsystem/stdshaders/fxctmp9/warp_vs20.inc33
-rw-r--r--materialsystem/stdshaders/fxctmp9/warp_vs30.inc33
-rw-r--r--materialsystem/stdshaders/fxctmp9/water_ps20b.inc287
-rw-r--r--materialsystem/stdshaders/fxctmp9/weapon_sheen_pass_ps20.inc60
-rw-r--r--materialsystem/stdshaders/fxctmp9/weapon_sheen_pass_ps20b.inc85
-rw-r--r--materialsystem/stdshaders/fxctmp9/weapon_sheen_pass_ps30.inc85
-rw-r--r--materialsystem/stdshaders/fxctmp9/weapon_sheen_pass_vs20.inc112
-rw-r--r--materialsystem/stdshaders/fxctmp9/weapon_sheen_pass_vs30.inc137
-rw-r--r--materialsystem/stdshaders/fxctmp9/white_ps20.inc33
-rw-r--r--materialsystem/stdshaders/fxctmp9/white_ps20b.inc60
-rw-r--r--materialsystem/stdshaders/fxctmp9/windowimposter_ps11.inc33
-rw-r--r--materialsystem/stdshaders/fxctmp9/windowimposter_ps20.inc60
-rw-r--r--materialsystem/stdshaders/fxctmp9/windowimposter_ps20b.inc87
-rw-r--r--materialsystem/stdshaders/fxctmp9/windowimposter_vs11.inc60
-rw-r--r--materialsystem/stdshaders/fxctmp9/windowimposter_vs20.inc60
-rw-r--r--materialsystem/stdshaders/fxctmp9/worldvertexalpha_ps20.inc60
-rw-r--r--materialsystem/stdshaders/fxctmp9/worldvertexalpha_ps20b.inc85
-rw-r--r--materialsystem/stdshaders/fxctmp9/writevertexalphatodestalpha_ps11.inc33
-rw-r--r--materialsystem/stdshaders/fxctmp9/writevertexalphatodestalpha_vs11.inc33
-rw-r--r--materialsystem/stdshaders/fxctmp9/writez_vs20.inc85
380 files changed, 42021 insertions, 0 deletions
diff --git a/materialsystem/stdshaders/fxctmp9/Bloom_ps20.inc b/materialsystem/stdshaders/fxctmp9/Bloom_ps20.inc
new file mode 100644
index 0000000..f695603
--- /dev/null
+++ b/materialsystem/stdshaders/fxctmp9/Bloom_ps20.inc
@@ -0,0 +1,33 @@
+#include "shaderlib/cshader.h"
+class bloom_ps20_Static_Index
+{
+public:
+ bloom_ps20_Static_Index( )
+ {
+ }
+ 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
+#endif // _DEBUG
+ return 0;
+ }
+};
+#define shaderStaticTest_bloom_ps20 0
+class bloom_ps20_Dynamic_Index
+{
+public:
+ bloom_ps20_Dynamic_Index()
+ {
+ }
+ 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
+#endif // _DEBUG
+ return 0;
+ }
+};
+#define shaderDynamicTest_bloom_ps20 0
diff --git a/materialsystem/stdshaders/fxctmp9/Bloom_ps20b.inc b/materialsystem/stdshaders/fxctmp9/Bloom_ps20b.inc
new file mode 100644
index 0000000..093fe21
--- /dev/null
+++ b/materialsystem/stdshaders/fxctmp9/Bloom_ps20b.inc
@@ -0,0 +1,60 @@
+#include "shaderlib/cshader.h"
+class bloom_ps20b_Static_Index
+{
+private:
+ int m_nCONVERT_TO_SRGB;
+#ifdef _DEBUG
+ bool m_bCONVERT_TO_SRGB;
+#endif
+public:
+ void SetCONVERT_TO_SRGB( int i )
+ {
+ Assert( i >= 0 && i <= 1 );
+ m_nCONVERT_TO_SRGB = i;
+#ifdef _DEBUG
+ m_bCONVERT_TO_SRGB = true;
+#endif
+ }
+ void SetCONVERT_TO_SRGB( bool i )
+ {
+ m_nCONVERT_TO_SRGB = i ? 1 : 0;
+#ifdef _DEBUG
+ m_bCONVERT_TO_SRGB = true;
+#endif
+ }
+public:
+ bloom_ps20b_Static_Index( )
+ {
+#ifdef _DEBUG
+ m_bCONVERT_TO_SRGB = true;
+#endif // _DEBUG
+ m_nCONVERT_TO_SRGB = g_pHardwareConfig->NeedsShaderSRGBConversion();
+ }
+ 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_bCONVERT_TO_SRGB;
+ Assert( bAllStaticVarsDefined );
+#endif // _DEBUG
+ return ( 1 * m_nCONVERT_TO_SRGB ) + 0;
+ }
+};
+#define shaderStaticTest_bloom_ps20b 0
+class bloom_ps20b_Dynamic_Index
+{
+public:
+ bloom_ps20b_Dynamic_Index()
+ {
+ }
+ 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
+#endif // _DEBUG
+ return 0;
+ }
+};
+#define shaderDynamicTest_bloom_ps20b 0
diff --git a/materialsystem/stdshaders/fxctmp9/BlurFilter_ps20.inc b/materialsystem/stdshaders/fxctmp9/BlurFilter_ps20.inc
new file mode 100644
index 0000000..287e046
--- /dev/null
+++ b/materialsystem/stdshaders/fxctmp9/BlurFilter_ps20.inc
@@ -0,0 +1,33 @@
+#include "shaderlib/cshader.h"
+class blurfilter_ps20_Static_Index
+{
+public:
+ blurfilter_ps20_Static_Index( )
+ {
+ }
+ 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
+#endif // _DEBUG
+ return 0;
+ }
+};
+#define shaderStaticTest_blurfilter_ps20 0
+class blurfilter_ps20_Dynamic_Index
+{
+public:
+ blurfilter_ps20_Dynamic_Index()
+ {
+ }
+ 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
+#endif // _DEBUG
+ return 0;
+ }
+};
+#define shaderDynamicTest_blurfilter_ps20 0
diff --git a/materialsystem/stdshaders/fxctmp9/BlurFilter_ps20b.inc b/materialsystem/stdshaders/fxctmp9/BlurFilter_ps20b.inc
new file mode 100644
index 0000000..7ec87ea
--- /dev/null
+++ b/materialsystem/stdshaders/fxctmp9/BlurFilter_ps20b.inc
@@ -0,0 +1,85 @@
+#include "shaderlib/cshader.h"
+class blurfilter_ps20b_Static_Index
+{
+private:
+ int m_nCONVERT_TO_SRGB;
+#ifdef _DEBUG
+ bool m_bCONVERT_TO_SRGB;
+#endif
+public:
+ void SetCONVERT_TO_SRGB( int i )
+ {
+ Assert( i >= 0 && i <= 1 );
+ m_nCONVERT_TO_SRGB = i;
+#ifdef _DEBUG
+ m_bCONVERT_TO_SRGB = true;
+#endif
+ }
+ void SetCONVERT_TO_SRGB( bool i )
+ {
+ m_nCONVERT_TO_SRGB = i ? 1 : 0;
+#ifdef _DEBUG
+ m_bCONVERT_TO_SRGB = true;
+#endif
+ }
+private:
+ int m_nAPPROX_SRGB_ADAPTER;
+#ifdef _DEBUG
+ bool m_bAPPROX_SRGB_ADAPTER;
+#endif
+public:
+ void SetAPPROX_SRGB_ADAPTER( int i )
+ {
+ Assert( i >= 0 && i <= 1 );
+ m_nAPPROX_SRGB_ADAPTER = i;
+#ifdef _DEBUG
+ m_bAPPROX_SRGB_ADAPTER = true;
+#endif
+ }
+ void SetAPPROX_SRGB_ADAPTER( bool i )
+ {
+ m_nAPPROX_SRGB_ADAPTER = i ? 1 : 0;
+#ifdef _DEBUG
+ m_bAPPROX_SRGB_ADAPTER = true;
+#endif
+ }
+public:
+ blurfilter_ps20b_Static_Index( )
+ {
+#ifdef _DEBUG
+ m_bCONVERT_TO_SRGB = true;
+#endif // _DEBUG
+ m_nCONVERT_TO_SRGB = g_pHardwareConfig->NeedsShaderSRGBConversion();
+#ifdef _DEBUG
+ m_bAPPROX_SRGB_ADAPTER = false;
+#endif // _DEBUG
+ m_nAPPROX_SRGB_ADAPTER = 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_bCONVERT_TO_SRGB && m_bAPPROX_SRGB_ADAPTER;
+ Assert( bAllStaticVarsDefined );
+#endif // _DEBUG
+ return ( 1 * m_nCONVERT_TO_SRGB ) + ( 2 * m_nAPPROX_SRGB_ADAPTER ) + 0;
+ }
+};
+#define shaderStaticTest_blurfilter_ps20b psh_forgot_to_set_static_APPROX_SRGB_ADAPTER + 0
+class blurfilter_ps20b_Dynamic_Index
+{
+public:
+ blurfilter_ps20b_Dynamic_Index()
+ {
+ }
+ 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
+#endif // _DEBUG
+ return 0;
+ }
+};
+#define shaderDynamicTest_blurfilter_ps20b 0
diff --git a/materialsystem/stdshaders/fxctmp9/BlurFilter_vs11.inc b/materialsystem/stdshaders/fxctmp9/BlurFilter_vs11.inc
new file mode 100644
index 0000000..6036961
--- /dev/null
+++ b/materialsystem/stdshaders/fxctmp9/BlurFilter_vs11.inc
@@ -0,0 +1,33 @@
+#include "shaderlib/cshader.h"
+class blurfilter_vs11_Static_Index
+{
+public:
+ blurfilter_vs11_Static_Index( )
+ {
+ }
+ 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
+#endif // _DEBUG
+ return 0;
+ }
+};
+#define shaderStaticTest_blurfilter_vs11 0
+class blurfilter_vs11_Dynamic_Index
+{
+public:
+ blurfilter_vs11_Dynamic_Index()
+ {
+ }
+ 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
+#endif // _DEBUG
+ return 0;
+ }
+};
+#define shaderDynamicTest_blurfilter_vs11 0
diff --git a/materialsystem/stdshaders/fxctmp9/BlurFilter_vs20.inc b/materialsystem/stdshaders/fxctmp9/BlurFilter_vs20.inc
new file mode 100644
index 0000000..933c5b7
--- /dev/null
+++ b/materialsystem/stdshaders/fxctmp9/BlurFilter_vs20.inc
@@ -0,0 +1,33 @@
+#include "shaderlib/cshader.h"
+class blurfilter_vs20_Static_Index
+{
+public:
+ blurfilter_vs20_Static_Index( )
+ {
+ }
+ 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
+#endif // _DEBUG
+ return 0;
+ }
+};
+#define shaderStaticTest_blurfilter_vs20 0
+class blurfilter_vs20_Dynamic_Index
+{
+public:
+ blurfilter_vs20_Dynamic_Index()
+ {
+ }
+ 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
+#endif // _DEBUG
+ return 0;
+ }
+};
+#define shaderDynamicTest_blurfilter_vs20 0
diff --git a/materialsystem/stdshaders/fxctmp9/Downsample_nohdr_ps20.inc b/materialsystem/stdshaders/fxctmp9/Downsample_nohdr_ps20.inc
new file mode 100644
index 0000000..dffe22a
--- /dev/null
+++ b/materialsystem/stdshaders/fxctmp9/Downsample_nohdr_ps20.inc
@@ -0,0 +1,60 @@
+#include "shaderlib/cshader.h"
+class downsample_nohdr_ps20_Static_Index
+{
+private:
+ int m_nCSTRIKE;
+#ifdef _DEBUG
+ bool m_bCSTRIKE;
+#endif
+public:
+ void SetCSTRIKE( int i )
+ {
+ Assert( i >= 0 && i <= 1 );
+ m_nCSTRIKE = i;
+#ifdef _DEBUG
+ m_bCSTRIKE = true;
+#endif
+ }
+ void SetCSTRIKE( bool i )
+ {
+ m_nCSTRIKE = i ? 1 : 0;
+#ifdef _DEBUG
+ m_bCSTRIKE = true;
+#endif
+ }
+public:
+ downsample_nohdr_ps20_Static_Index( )
+ {
+#ifdef _DEBUG
+ m_bCSTRIKE = false;
+#endif // _DEBUG
+ m_nCSTRIKE = 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_bCSTRIKE;
+ Assert( bAllStaticVarsDefined );
+#endif // _DEBUG
+ return ( 1 * m_nCSTRIKE ) + 0;
+ }
+};
+#define shaderStaticTest_downsample_nohdr_ps20 psh_forgot_to_set_static_CSTRIKE + 0
+class downsample_nohdr_ps20_Dynamic_Index
+{
+public:
+ downsample_nohdr_ps20_Dynamic_Index()
+ {
+ }
+ 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
+#endif // _DEBUG
+ return 0;
+ }
+};
+#define shaderDynamicTest_downsample_nohdr_ps20 0
diff --git a/materialsystem/stdshaders/fxctmp9/Downsample_nohdr_ps20b.inc b/materialsystem/stdshaders/fxctmp9/Downsample_nohdr_ps20b.inc
new file mode 100644
index 0000000..0543038
--- /dev/null
+++ b/materialsystem/stdshaders/fxctmp9/Downsample_nohdr_ps20b.inc
@@ -0,0 +1,110 @@
+#include "shaderlib/cshader.h"
+class downsample_nohdr_ps20b_Static_Index
+{
+private:
+ int m_nSRGB_ADAPTER;
+#ifdef _DEBUG
+ bool m_bSRGB_ADAPTER;
+#endif
+public:
+ void SetSRGB_ADAPTER( int i )
+ {
+ Assert( i >= 0 && i <= 1 );
+ m_nSRGB_ADAPTER = i;
+#ifdef _DEBUG
+ m_bSRGB_ADAPTER = true;
+#endif
+ }
+ void SetSRGB_ADAPTER( bool i )
+ {
+ m_nSRGB_ADAPTER = i ? 1 : 0;
+#ifdef _DEBUG
+ m_bSRGB_ADAPTER = true;
+#endif
+ }
+private:
+ int m_nCONVERT_TO_SRGB;
+#ifdef _DEBUG
+ bool m_bCONVERT_TO_SRGB;
+#endif
+public:
+ void SetCONVERT_TO_SRGB( int i )
+ {
+ Assert( i >= 0 && i <= 1 );
+ m_nCONVERT_TO_SRGB = i;
+#ifdef _DEBUG
+ m_bCONVERT_TO_SRGB = true;
+#endif
+ }
+ void SetCONVERT_TO_SRGB( bool i )
+ {
+ m_nCONVERT_TO_SRGB = i ? 1 : 0;
+#ifdef _DEBUG
+ m_bCONVERT_TO_SRGB = true;
+#endif
+ }
+private:
+ int m_nCSTRIKE;
+#ifdef _DEBUG
+ bool m_bCSTRIKE;
+#endif
+public:
+ void SetCSTRIKE( int i )
+ {
+ Assert( i >= 0 && i <= 1 );
+ m_nCSTRIKE = i;
+#ifdef _DEBUG
+ m_bCSTRIKE = true;
+#endif
+ }
+ void SetCSTRIKE( bool i )
+ {
+ m_nCSTRIKE = i ? 1 : 0;
+#ifdef _DEBUG
+ m_bCSTRIKE = true;
+#endif
+ }
+public:
+ downsample_nohdr_ps20b_Static_Index( )
+ {
+#ifdef _DEBUG
+ m_bSRGB_ADAPTER = false;
+#endif // _DEBUG
+ m_nSRGB_ADAPTER = 0;
+#ifdef _DEBUG
+ m_bCONVERT_TO_SRGB = true;
+#endif // _DEBUG
+ m_nCONVERT_TO_SRGB = g_pHardwareConfig->NeedsShaderSRGBConversion();
+#ifdef _DEBUG
+ m_bCSTRIKE = false;
+#endif // _DEBUG
+ m_nCSTRIKE = 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_bSRGB_ADAPTER && m_bCONVERT_TO_SRGB && m_bCSTRIKE;
+ Assert( bAllStaticVarsDefined );
+#endif // _DEBUG
+ return ( 1 * m_nSRGB_ADAPTER ) + ( 2 * m_nCONVERT_TO_SRGB ) + ( 4 * m_nCSTRIKE ) + 0;
+ }
+};
+#define shaderStaticTest_downsample_nohdr_ps20b psh_forgot_to_set_static_SRGB_ADAPTER + psh_forgot_to_set_static_CSTRIKE + 0
+class downsample_nohdr_ps20b_Dynamic_Index
+{
+public:
+ downsample_nohdr_ps20b_Dynamic_Index()
+ {
+ }
+ 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
+#endif // _DEBUG
+ return 0;
+ }
+};
+#define shaderDynamicTest_downsample_nohdr_ps20b 0
diff --git a/materialsystem/stdshaders/fxctmp9/Downsample_ps20.inc b/materialsystem/stdshaders/fxctmp9/Downsample_ps20.inc
new file mode 100644
index 0000000..1f2dd91
--- /dev/null
+++ b/materialsystem/stdshaders/fxctmp9/Downsample_ps20.inc
@@ -0,0 +1,33 @@
+#include "shaderlib/cshader.h"
+class downsample_ps20_Static_Index
+{
+public:
+ downsample_ps20_Static_Index( )
+ {
+ }
+ 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
+#endif // _DEBUG
+ return 0;
+ }
+};
+#define shaderStaticTest_downsample_ps20 0
+class downsample_ps20_Dynamic_Index
+{
+public:
+ downsample_ps20_Dynamic_Index()
+ {
+ }
+ 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
+#endif // _DEBUG
+ return 0;
+ }
+};
+#define shaderDynamicTest_downsample_ps20 0
diff --git a/materialsystem/stdshaders/fxctmp9/Downsample_ps20b.inc b/materialsystem/stdshaders/fxctmp9/Downsample_ps20b.inc
new file mode 100644
index 0000000..95257f6
--- /dev/null
+++ b/materialsystem/stdshaders/fxctmp9/Downsample_ps20b.inc
@@ -0,0 +1,60 @@
+#include "shaderlib/cshader.h"
+class downsample_ps20b_Static_Index
+{
+private:
+ int m_nCONVERT_TO_SRGB;
+#ifdef _DEBUG
+ bool m_bCONVERT_TO_SRGB;
+#endif
+public:
+ void SetCONVERT_TO_SRGB( int i )
+ {
+ Assert( i >= 0 && i <= 1 );
+ m_nCONVERT_TO_SRGB = i;
+#ifdef _DEBUG
+ m_bCONVERT_TO_SRGB = true;
+#endif
+ }
+ void SetCONVERT_TO_SRGB( bool i )
+ {
+ m_nCONVERT_TO_SRGB = i ? 1 : 0;
+#ifdef _DEBUG
+ m_bCONVERT_TO_SRGB = true;
+#endif
+ }
+public:
+ downsample_ps20b_Static_Index( )
+ {
+#ifdef _DEBUG
+ m_bCONVERT_TO_SRGB = true;
+#endif // _DEBUG
+ m_nCONVERT_TO_SRGB = g_pHardwareConfig->NeedsShaderSRGBConversion();
+ }
+ 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_bCONVERT_TO_SRGB;
+ Assert( bAllStaticVarsDefined );
+#endif // _DEBUG
+ return ( 1 * m_nCONVERT_TO_SRGB ) + 0;
+ }
+};
+#define shaderStaticTest_downsample_ps20b 0
+class downsample_ps20b_Dynamic_Index
+{
+public:
+ downsample_ps20b_Dynamic_Index()
+ {
+ }
+ 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
+#endif // _DEBUG
+ return 0;
+ }
+};
+#define shaderDynamicTest_downsample_ps20b 0
diff --git a/materialsystem/stdshaders/fxctmp9/Downsample_vs11.inc b/materialsystem/stdshaders/fxctmp9/Downsample_vs11.inc
new file mode 100644
index 0000000..7b7376c
--- /dev/null
+++ b/materialsystem/stdshaders/fxctmp9/Downsample_vs11.inc
@@ -0,0 +1,33 @@
+#include "shaderlib/cshader.h"
+class downsample_vs11_Static_Index
+{
+public:
+ downsample_vs11_Static_Index( )
+ {
+ }
+ 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
+#endif // _DEBUG
+ return 0;
+ }
+};
+#define shaderStaticTest_downsample_vs11 0
+class downsample_vs11_Dynamic_Index
+{
+public:
+ downsample_vs11_Dynamic_Index()
+ {
+ }
+ 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
+#endif // _DEBUG
+ return 0;
+ }
+};
+#define shaderDynamicTest_downsample_vs11 0
diff --git a/materialsystem/stdshaders/fxctmp9/Downsample_vs20.inc b/materialsystem/stdshaders/fxctmp9/Downsample_vs20.inc
new file mode 100644
index 0000000..e6b4b44
--- /dev/null
+++ b/materialsystem/stdshaders/fxctmp9/Downsample_vs20.inc
@@ -0,0 +1,33 @@
+#include "shaderlib/cshader.h"
+class downsample_vs20_Static_Index
+{
+public:
+ downsample_vs20_Static_Index( )
+ {
+ }
+ 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
+#endif // _DEBUG
+ return 0;
+ }
+};
+#define shaderStaticTest_downsample_vs20 0
+class downsample_vs20_Dynamic_Index
+{
+public:
+ downsample_vs20_Dynamic_Index()
+ {
+ }
+ 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
+#endif // _DEBUG
+ return 0;
+ }
+};
+#define shaderDynamicTest_downsample_vs20 0
diff --git a/materialsystem/stdshaders/fxctmp9/HDRCombineTo16Bit_ps20.inc b/materialsystem/stdshaders/fxctmp9/HDRCombineTo16Bit_ps20.inc
new file mode 100644
index 0000000..48281e9
--- /dev/null
+++ b/materialsystem/stdshaders/fxctmp9/HDRCombineTo16Bit_ps20.inc
@@ -0,0 +1,33 @@
+#include "shaderlib/cshader.h"
+class hdrcombineto16bit_ps20_Static_Index
+{
+public:
+ hdrcombineto16bit_ps20_Static_Index( )
+ {
+ }
+ 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
+#endif // _DEBUG
+ return 0;
+ }
+};
+#define shaderStaticTest_hdrcombineto16bit_ps20 0
+class hdrcombineto16bit_ps20_Dynamic_Index
+{
+public:
+ hdrcombineto16bit_ps20_Dynamic_Index()
+ {
+ }
+ 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
+#endif // _DEBUG
+ return 0;
+ }
+};
+#define shaderDynamicTest_hdrcombineto16bit_ps20 0
diff --git a/materialsystem/stdshaders/fxctmp9/HDRCombineTo16Bit_ps20b.inc b/materialsystem/stdshaders/fxctmp9/HDRCombineTo16Bit_ps20b.inc
new file mode 100644
index 0000000..4a93127
--- /dev/null
+++ b/materialsystem/stdshaders/fxctmp9/HDRCombineTo16Bit_ps20b.inc
@@ -0,0 +1,60 @@
+#include "shaderlib/cshader.h"
+class hdrcombineto16bit_ps20b_Static_Index
+{
+private:
+ int m_nCONVERT_TO_SRGB;
+#ifdef _DEBUG
+ bool m_bCONVERT_TO_SRGB;
+#endif
+public:
+ void SetCONVERT_TO_SRGB( int i )
+ {
+ Assert( i >= 0 && i <= 1 );
+ m_nCONVERT_TO_SRGB = i;
+#ifdef _DEBUG
+ m_bCONVERT_TO_SRGB = true;
+#endif
+ }
+ void SetCONVERT_TO_SRGB( bool i )
+ {
+ m_nCONVERT_TO_SRGB = i ? 1 : 0;
+#ifdef _DEBUG
+ m_bCONVERT_TO_SRGB = true;
+#endif
+ }
+public:
+ hdrcombineto16bit_ps20b_Static_Index( )
+ {
+#ifdef _DEBUG
+ m_bCONVERT_TO_SRGB = true;
+#endif // _DEBUG
+ m_nCONVERT_TO_SRGB = g_pHardwareConfig->NeedsShaderSRGBConversion();
+ }
+ 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_bCONVERT_TO_SRGB;
+ Assert( bAllStaticVarsDefined );
+#endif // _DEBUG
+ return ( 1 * m_nCONVERT_TO_SRGB ) + 0;
+ }
+};
+#define shaderStaticTest_hdrcombineto16bit_ps20b 0
+class hdrcombineto16bit_ps20b_Dynamic_Index
+{
+public:
+ hdrcombineto16bit_ps20b_Dynamic_Index()
+ {
+ }
+ 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
+#endif // _DEBUG
+ return 0;
+ }
+};
+#define shaderDynamicTest_hdrcombineto16bit_ps20b 0
diff --git a/materialsystem/stdshaders/fxctmp9/HDRCombineTo16Bit_vs20.inc b/materialsystem/stdshaders/fxctmp9/HDRCombineTo16Bit_vs20.inc
new file mode 100644
index 0000000..ff22564
--- /dev/null
+++ b/materialsystem/stdshaders/fxctmp9/HDRCombineTo16Bit_vs20.inc
@@ -0,0 +1,33 @@
+#include "shaderlib/cshader.h"
+class hdrcombineto16bit_vs20_Static_Index
+{
+public:
+ hdrcombineto16bit_vs20_Static_Index( )
+ {
+ }
+ 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
+#endif // _DEBUG
+ return 0;
+ }
+};
+#define shaderStaticTest_hdrcombineto16bit_vs20 0
+class hdrcombineto16bit_vs20_Dynamic_Index
+{
+public:
+ hdrcombineto16bit_vs20_Dynamic_Index()
+ {
+ }
+ 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
+#endif // _DEBUG
+ return 0;
+ }
+};
+#define shaderDynamicTest_hdrcombineto16bit_vs20 0
diff --git a/materialsystem/stdshaders/fxctmp9/HDRSelectRange_ps20.inc b/materialsystem/stdshaders/fxctmp9/HDRSelectRange_ps20.inc
new file mode 100644
index 0000000..a359417
--- /dev/null
+++ b/materialsystem/stdshaders/fxctmp9/HDRSelectRange_ps20.inc
@@ -0,0 +1,33 @@
+#include "shaderlib/cshader.h"
+class hdrselectrange_ps20_Static_Index
+{
+public:
+ hdrselectrange_ps20_Static_Index( )
+ {
+ }
+ 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
+#endif // _DEBUG
+ return 0;
+ }
+};
+#define shaderStaticTest_hdrselectrange_ps20 0
+class hdrselectrange_ps20_Dynamic_Index
+{
+public:
+ hdrselectrange_ps20_Dynamic_Index()
+ {
+ }
+ 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
+#endif // _DEBUG
+ return 0;
+ }
+};
+#define shaderDynamicTest_hdrselectrange_ps20 0
diff --git a/materialsystem/stdshaders/fxctmp9/HDRSelectRange_ps20b.inc b/materialsystem/stdshaders/fxctmp9/HDRSelectRange_ps20b.inc
new file mode 100644
index 0000000..f096b97
--- /dev/null
+++ b/materialsystem/stdshaders/fxctmp9/HDRSelectRange_ps20b.inc
@@ -0,0 +1,60 @@
+#include "shaderlib/cshader.h"
+class hdrselectrange_ps20b_Static_Index
+{
+private:
+ int m_nCONVERT_TO_SRGB;
+#ifdef _DEBUG
+ bool m_bCONVERT_TO_SRGB;
+#endif
+public:
+ void SetCONVERT_TO_SRGB( int i )
+ {
+ Assert( i >= 0 && i <= 1 );
+ m_nCONVERT_TO_SRGB = i;
+#ifdef _DEBUG
+ m_bCONVERT_TO_SRGB = true;
+#endif
+ }
+ void SetCONVERT_TO_SRGB( bool i )
+ {
+ m_nCONVERT_TO_SRGB = i ? 1 : 0;
+#ifdef _DEBUG
+ m_bCONVERT_TO_SRGB = true;
+#endif
+ }
+public:
+ hdrselectrange_ps20b_Static_Index( )
+ {
+#ifdef _DEBUG
+ m_bCONVERT_TO_SRGB = true;
+#endif // _DEBUG
+ m_nCONVERT_TO_SRGB = g_pHardwareConfig->NeedsShaderSRGBConversion();
+ }
+ 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_bCONVERT_TO_SRGB;
+ Assert( bAllStaticVarsDefined );
+#endif // _DEBUG
+ return ( 1 * m_nCONVERT_TO_SRGB ) + 0;
+ }
+};
+#define shaderStaticTest_hdrselectrange_ps20b 0
+class hdrselectrange_ps20b_Dynamic_Index
+{
+public:
+ hdrselectrange_ps20b_Dynamic_Index()
+ {
+ }
+ 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
+#endif // _DEBUG
+ return 0;
+ }
+};
+#define shaderDynamicTest_hdrselectrange_ps20b 0
diff --git a/materialsystem/stdshaders/fxctmp9/HDRSelectRange_vs20.inc b/materialsystem/stdshaders/fxctmp9/HDRSelectRange_vs20.inc
new file mode 100644
index 0000000..1e180e7
--- /dev/null
+++ b/materialsystem/stdshaders/fxctmp9/HDRSelectRange_vs20.inc
@@ -0,0 +1,33 @@
+#include "shaderlib/cshader.h"
+class hdrselectrange_vs20_Static_Index
+{
+public:
+ hdrselectrange_vs20_Static_Index( )
+ {
+ }
+ 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
+#endif // _DEBUG
+ return 0;
+ }
+};
+#define shaderStaticTest_hdrselectrange_vs20 0
+class hdrselectrange_vs20_Dynamic_Index
+{
+public:
+ hdrselectrange_vs20_Dynamic_Index()
+ {
+ }
+ 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
+#endif // _DEBUG
+ return 0;
+ }
+};
+#define shaderDynamicTest_hdrselectrange_vs20 0
diff --git a/materialsystem/stdshaders/fxctmp9/IntroScreenSpaceEffect_ps20.inc b/materialsystem/stdshaders/fxctmp9/IntroScreenSpaceEffect_ps20.inc
new file mode 100644
index 0000000..2c95e0c
--- /dev/null
+++ b/materialsystem/stdshaders/fxctmp9/IntroScreenSpaceEffect_ps20.inc
@@ -0,0 +1,60 @@
+#include "shaderlib/cshader.h"
+class introscreenspaceeffect_ps20_Static_Index
+{
+public:
+ introscreenspaceeffect_ps20_Static_Index( )
+ {
+ }
+ 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
+#endif // _DEBUG
+ return 0;
+ }
+};
+#define shaderStaticTest_introscreenspaceeffect_ps20 0
+class introscreenspaceeffect_ps20_Dynamic_Index
+{
+private:
+ int m_nMODE;
+#ifdef _DEBUG
+ bool m_bMODE;
+#endif
+public:
+ void SetMODE( int i )
+ {
+ Assert( i >= 0 && i <= 9 );
+ m_nMODE = i;
+#ifdef _DEBUG
+ m_bMODE = true;
+#endif
+ }
+ void SetMODE( bool i )
+ {
+ m_nMODE = i ? 1 : 0;
+#ifdef _DEBUG
+ m_bMODE = true;
+#endif
+ }
+public:
+ introscreenspaceeffect_ps20_Dynamic_Index()
+ {
+#ifdef _DEBUG
+ m_bMODE = false;
+#endif // _DEBUG
+ m_nMODE = 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_bMODE;
+ Assert( bAllDynamicVarsDefined );
+#endif // _DEBUG
+ return ( 1 * m_nMODE ) + 0;
+ }
+};
+#define shaderDynamicTest_introscreenspaceeffect_ps20 psh_forgot_to_set_dynamic_MODE + 0
diff --git a/materialsystem/stdshaders/fxctmp9/IntroScreenSpaceEffect_ps20b.inc b/materialsystem/stdshaders/fxctmp9/IntroScreenSpaceEffect_ps20b.inc
new file mode 100644
index 0000000..6fafd18
--- /dev/null
+++ b/materialsystem/stdshaders/fxctmp9/IntroScreenSpaceEffect_ps20b.inc
@@ -0,0 +1,112 @@
+#include "shaderlib/cshader.h"
+class introscreenspaceeffect_ps20b_Static_Index
+{
+private:
+ int m_nCONVERT_TO_SRGB;
+#ifdef _DEBUG
+ bool m_bCONVERT_TO_SRGB;
+#endif
+public:
+ void SetCONVERT_TO_SRGB( int i )
+ {
+ Assert( i >= 0 && i <= 1 );
+ m_nCONVERT_TO_SRGB = i;
+#ifdef _DEBUG
+ m_bCONVERT_TO_SRGB = true;
+#endif
+ }
+ void SetCONVERT_TO_SRGB( bool i )
+ {
+ m_nCONVERT_TO_SRGB = i ? 1 : 0;
+#ifdef _DEBUG
+ m_bCONVERT_TO_SRGB = true;
+#endif
+ }
+private:
+ int m_nLINEAR_TO_SRGB;
+#ifdef _DEBUG
+ bool m_bLINEAR_TO_SRGB;
+#endif
+public:
+ void SetLINEAR_TO_SRGB( int i )
+ {
+ Assert( i >= 0 && i <= 1 );
+ m_nLINEAR_TO_SRGB = i;
+#ifdef _DEBUG
+ m_bLINEAR_TO_SRGB = true;
+#endif
+ }
+ void SetLINEAR_TO_SRGB( bool i )
+ {
+ m_nLINEAR_TO_SRGB = i ? 1 : 0;
+#ifdef _DEBUG
+ m_bLINEAR_TO_SRGB = true;
+#endif
+ }
+public:
+ introscreenspaceeffect_ps20b_Static_Index( )
+ {
+#ifdef _DEBUG
+ m_bCONVERT_TO_SRGB = true;
+#endif // _DEBUG
+ m_nCONVERT_TO_SRGB = g_pHardwareConfig->NeedsShaderSRGBConversion();
+#ifdef _DEBUG
+ m_bLINEAR_TO_SRGB = false;
+#endif // _DEBUG
+ m_nLINEAR_TO_SRGB = 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_bCONVERT_TO_SRGB && m_bLINEAR_TO_SRGB;
+ Assert( bAllStaticVarsDefined );
+#endif // _DEBUG
+ return ( 10 * m_nCONVERT_TO_SRGB ) + ( 20 * m_nLINEAR_TO_SRGB ) + 0;
+ }
+};
+#define shaderStaticTest_introscreenspaceeffect_ps20b psh_forgot_to_set_static_LINEAR_TO_SRGB + 0
+class introscreenspaceeffect_ps20b_Dynamic_Index
+{
+private:
+ int m_nMODE;
+#ifdef _DEBUG
+ bool m_bMODE;
+#endif
+public:
+ void SetMODE( int i )
+ {
+ Assert( i >= 0 && i <= 9 );
+ m_nMODE = i;
+#ifdef _DEBUG
+ m_bMODE = true;
+#endif
+ }
+ void SetMODE( bool i )
+ {
+ m_nMODE = i ? 1 : 0;
+#ifdef _DEBUG
+ m_bMODE = true;
+#endif
+ }
+public:
+ introscreenspaceeffect_ps20b_Dynamic_Index()
+ {
+#ifdef _DEBUG
+ m_bMODE = false;
+#endif // _DEBUG
+ m_nMODE = 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_bMODE;
+ Assert( bAllDynamicVarsDefined );
+#endif // _DEBUG
+ return ( 1 * m_nMODE ) + 0;
+ }
+};
+#define shaderDynamicTest_introscreenspaceeffect_ps20b psh_forgot_to_set_dynamic_MODE + 0
diff --git a/materialsystem/stdshaders/fxctmp9/ParticleSphere_ps11.inc b/materialsystem/stdshaders/fxctmp9/ParticleSphere_ps11.inc
new file mode 100644
index 0000000..85a976b
--- /dev/null
+++ b/materialsystem/stdshaders/fxctmp9/ParticleSphere_ps11.inc
@@ -0,0 +1,33 @@
+#include "shaderlib/cshader.h"
+class particlesphere_ps11_Static_Index
+{
+public:
+ particlesphere_ps11_Static_Index( )
+ {
+ }
+ 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
+#endif // _DEBUG
+ return 0;
+ }
+};
+#define shaderStaticTest_particlesphere_ps11 0
+class particlesphere_ps11_Dynamic_Index
+{
+public:
+ particlesphere_ps11_Dynamic_Index()
+ {
+ }
+ 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
+#endif // _DEBUG
+ return 0;
+ }
+};
+#define shaderDynamicTest_particlesphere_ps11 0
diff --git a/materialsystem/stdshaders/fxctmp9/ParticleSphere_vs11.inc b/materialsystem/stdshaders/fxctmp9/ParticleSphere_vs11.inc
new file mode 100644
index 0000000..4dcaa64
--- /dev/null
+++ b/materialsystem/stdshaders/fxctmp9/ParticleSphere_vs11.inc
@@ -0,0 +1,60 @@
+#include "shaderlib/cshader.h"
+class particlesphere_vs11_Static_Index
+{
+public:
+ particlesphere_vs11_Static_Index( )
+ {
+ }
+ 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
+#endif // _DEBUG
+ return 0;
+ }
+};
+#define shaderStaticTest_particlesphere_vs11 0
+class particlesphere_vs11_Dynamic_Index
+{
+private:
+ int m_nFOGTYPE;
+#ifdef _DEBUG
+ bool m_bFOGTYPE;
+#endif
+public:
+ void SetFOGTYPE( int i )
+ {
+ Assert( i >= 0 && i <= 1 );
+ m_nFOGTYPE = i;
+#ifdef _DEBUG
+ m_bFOGTYPE = true;
+#endif
+ }
+ void SetFOGTYPE( bool i )
+ {
+ m_nFOGTYPE = i ? 1 : 0;
+#ifdef _DEBUG
+ m_bFOGTYPE = true;
+#endif
+ }
+public:
+ particlesphere_vs11_Dynamic_Index()
+ {
+#ifdef _DEBUG
+ m_bFOGTYPE = false;
+#endif // _DEBUG
+ m_nFOGTYPE = 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_bFOGTYPE;
+ Assert( bAllDynamicVarsDefined );
+#endif // _DEBUG
+ return ( 1 * m_nFOGTYPE ) + 0;
+ }
+};
+#define shaderDynamicTest_particlesphere_vs11 vsh_forgot_to_set_dynamic_FOGTYPE + 0
diff --git a/materialsystem/stdshaders/fxctmp9/Refract_ps20.inc b/materialsystem/stdshaders/fxctmp9/Refract_ps20.inc
new file mode 100644
index 0000000..2d503d0
--- /dev/null
+++ b/materialsystem/stdshaders/fxctmp9/Refract_ps20.inc
@@ -0,0 +1,262 @@
+#include "shaderlib/cshader.h"
+class refract_ps20_Static_Index
+{
+private:
+ int m_nBLUR;
+#ifdef _DEBUG
+ bool m_bBLUR;
+#endif
+public:
+ void SetBLUR( int i )
+ {
+ Assert( i >= 0 && i <= 1 );
+ m_nBLUR = i;
+#ifdef _DEBUG
+ m_bBLUR = true;
+#endif
+ }
+ void SetBLUR( bool i )
+ {
+ m_nBLUR = i ? 1 : 0;
+#ifdef _DEBUG
+ m_bBLUR = true;
+#endif
+ }
+private:
+ int m_nFADEOUTONSILHOUETTE;
+#ifdef _DEBUG
+ bool m_bFADEOUTONSILHOUETTE;
+#endif
+public:
+ void SetFADEOUTONSILHOUETTE( int i )
+ {
+ Assert( i >= 0 && i <= 1 );
+ m_nFADEOUTONSILHOUETTE = i;
+#ifdef _DEBUG
+ m_bFADEOUTONSILHOUETTE = true;
+#endif
+ }
+ void SetFADEOUTONSILHOUETTE( bool i )
+ {
+ m_nFADEOUTONSILHOUETTE = i ? 1 : 0;
+#ifdef _DEBUG
+ m_bFADEOUTONSILHOUETTE = 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_nREFRACTTINTTEXTURE;
+#ifdef _DEBUG
+ bool m_bREFRACTTINTTEXTURE;
+#endif
+public:
+ void SetREFRACTTINTTEXTURE( int i )
+ {
+ Assert( i >= 0 && i <= 1 );
+ m_nREFRACTTINTTEXTURE = i;
+#ifdef _DEBUG
+ m_bREFRACTTINTTEXTURE = true;
+#endif
+ }
+ void SetREFRACTTINTTEXTURE( bool i )
+ {
+ m_nREFRACTTINTTEXTURE = i ? 1 : 0;
+#ifdef _DEBUG
+ m_bREFRACTTINTTEXTURE = true;
+#endif
+ }
+private:
+ int m_nMASKED;
+#ifdef _DEBUG
+ bool m_bMASKED;
+#endif
+public:
+ void SetMASKED( int i )
+ {
+ Assert( i >= 0 && i <= 1 );
+ m_nMASKED = i;
+#ifdef _DEBUG
+ m_bMASKED = true;
+#endif
+ }
+ void SetMASKED( bool i )
+ {
+ m_nMASKED = i ? 1 : 0;
+#ifdef _DEBUG
+ m_bMASKED = true;
+#endif
+ }
+private:
+ int m_nCOLORMODULATE;
+#ifdef _DEBUG
+ bool m_bCOLORMODULATE;
+#endif
+public:
+ void SetCOLORMODULATE( int i )
+ {
+ Assert( i >= 0 && i <= 1 );
+ m_nCOLORMODULATE = i;
+#ifdef _DEBUG
+ m_bCOLORMODULATE = true;
+#endif
+ }
+ void SetCOLORMODULATE( bool i )
+ {
+ m_nCOLORMODULATE = i ? 1 : 0;
+#ifdef _DEBUG
+ m_bCOLORMODULATE = true;
+#endif
+ }
+private:
+ int m_nSECONDARY_NORMAL;
+#ifdef _DEBUG
+ bool m_bSECONDARY_NORMAL;
+#endif
+public:
+ void SetSECONDARY_NORMAL( int i )
+ {
+ Assert( i >= 0 && i <= 1 );
+ m_nSECONDARY_NORMAL = i;
+#ifdef _DEBUG
+ m_bSECONDARY_NORMAL = true;
+#endif
+ }
+ void SetSECONDARY_NORMAL( bool i )
+ {
+ m_nSECONDARY_NORMAL = i ? 1 : 0;
+#ifdef _DEBUG
+ m_bSECONDARY_NORMAL = 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
+ }
+public:
+ refract_ps20_Static_Index( )
+ {
+#ifdef _DEBUG
+ m_bBLUR = false;
+#endif // _DEBUG
+ m_nBLUR = 0;
+#ifdef _DEBUG
+ m_bFADEOUTONSILHOUETTE = false;
+#endif // _DEBUG
+ m_nFADEOUTONSILHOUETTE = 0;
+#ifdef _DEBUG
+ m_bCUBEMAP = false;
+#endif // _DEBUG
+ m_nCUBEMAP = 0;
+#ifdef _DEBUG
+ m_bREFRACTTINTTEXTURE = false;
+#endif // _DEBUG
+ m_nREFRACTTINTTEXTURE = 0;
+#ifdef _DEBUG
+ m_bMASKED = false;
+#endif // _DEBUG
+ m_nMASKED = 0;
+#ifdef _DEBUG
+ m_bCOLORMODULATE = false;
+#endif // _DEBUG
+ m_nCOLORMODULATE = 0;
+#ifdef _DEBUG
+ m_bSECONDARY_NORMAL = false;
+#endif // _DEBUG
+ m_nSECONDARY_NORMAL = 0;
+#ifdef _DEBUG
+ m_bNORMAL_DECODE_MODE = false;
+#endif // _DEBUG
+ m_nNORMAL_DECODE_MODE = 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_bBLUR && m_bFADEOUTONSILHOUETTE && m_bCUBEMAP && m_bREFRACTTINTTEXTURE && m_bMASKED && m_bCOLORMODULATE && m_bSECONDARY_NORMAL && m_bNORMAL_DECODE_MODE;
+ Assert( bAllStaticVarsDefined );
+#endif // _DEBUG
+ return ( 2 * m_nBLUR ) + ( 4 * m_nFADEOUTONSILHOUETTE ) + ( 8 * m_nCUBEMAP ) + ( 16 * m_nREFRACTTINTTEXTURE ) + ( 32 * m_nMASKED ) + ( 64 * m_nCOLORMODULATE ) + ( 128 * m_nSECONDARY_NORMAL ) + ( 256 * m_nNORMAL_DECODE_MODE ) + 0;
+ }
+};
+#define shaderStaticTest_refract_ps20 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 + psh_forgot_to_set_static_COLORMODULATE + psh_forgot_to_set_static_SECONDARY_NORMAL + psh_forgot_to_set_static_NORMAL_DECODE_MODE + 0
+class refract_ps20_Dynamic_Index
+{
+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
+ }
+public:
+ refract_ps20_Dynamic_Index()
+ {
+#ifdef _DEBUG
+ m_bPIXELFOGTYPE = false;
+#endif // _DEBUG
+ m_nPIXELFOGTYPE = 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_bPIXELFOGTYPE;
+ Assert( bAllDynamicVarsDefined );
+#endif // _DEBUG
+ return ( 1 * m_nPIXELFOGTYPE ) + 0;
+ }
+};
+#define shaderDynamicTest_refract_ps20 psh_forgot_to_set_dynamic_PIXELFOGTYPE + 0
diff --git a/materialsystem/stdshaders/fxctmp9/Refract_ps20b.inc b/materialsystem/stdshaders/fxctmp9/Refract_ps20b.inc
new file mode 100644
index 0000000..5d56a94
--- /dev/null
+++ b/materialsystem/stdshaders/fxctmp9/Refract_ps20b.inc
@@ -0,0 +1,337 @@
+#include "shaderlib/cshader.h"
+class refract_ps20b_Static_Index
+{
+private:
+ int m_nCONVERT_TO_SRGB;
+#ifdef _DEBUG
+ bool m_bCONVERT_TO_SRGB;
+#endif
+public:
+ void SetCONVERT_TO_SRGB( int i )
+ {
+ Assert( i >= 0 && i <= 1 );
+ m_nCONVERT_TO_SRGB = i;
+#ifdef _DEBUG
+ m_bCONVERT_TO_SRGB = true;
+#endif
+ }
+ void SetCONVERT_TO_SRGB( bool i )
+ {
+ m_nCONVERT_TO_SRGB = i ? 1 : 0;
+#ifdef _DEBUG
+ m_bCONVERT_TO_SRGB = true;
+#endif
+ }
+private:
+ int m_nBLUR;
+#ifdef _DEBUG
+ bool m_bBLUR;
+#endif
+public:
+ void SetBLUR( int i )
+ {
+ Assert( i >= 0 && i <= 1 );
+ m_nBLUR = i;
+#ifdef _DEBUG
+ m_bBLUR = true;
+#endif
+ }
+ void SetBLUR( bool i )
+ {
+ m_nBLUR = i ? 1 : 0;
+#ifdef _DEBUG
+ m_bBLUR = true;
+#endif
+ }
+private:
+ int m_nFADEOUTONSILHOUETTE;
+#ifdef _DEBUG
+ bool m_bFADEOUTONSILHOUETTE;
+#endif
+public:
+ void SetFADEOUTONSILHOUETTE( int i )
+ {
+ Assert( i >= 0 && i <= 1 );
+ m_nFADEOUTONSILHOUETTE = i;
+#ifdef _DEBUG
+ m_bFADEOUTONSILHOUETTE = true;
+#endif
+ }
+ void SetFADEOUTONSILHOUETTE( bool i )
+ {
+ m_nFADEOUTONSILHOUETTE = i ? 1 : 0;
+#ifdef _DEBUG
+ m_bFADEOUTONSILHOUETTE = 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_nREFRACTTINTTEXTURE;
+#ifdef _DEBUG
+ bool m_bREFRACTTINTTEXTURE;
+#endif
+public:
+ void SetREFRACTTINTTEXTURE( int i )
+ {
+ Assert( i >= 0 && i <= 1 );
+ m_nREFRACTTINTTEXTURE = i;
+#ifdef _DEBUG
+ m_bREFRACTTINTTEXTURE = true;
+#endif
+ }
+ void SetREFRACTTINTTEXTURE( bool i )
+ {
+ m_nREFRACTTINTTEXTURE = i ? 1 : 0;
+#ifdef _DEBUG
+ m_bREFRACTTINTTEXTURE = true;
+#endif
+ }
+private:
+ int m_nMASKED;
+#ifdef _DEBUG
+ bool m_bMASKED;
+#endif
+public:
+ void SetMASKED( int i )
+ {
+ Assert( i >= 0 && i <= 1 );
+ m_nMASKED = i;
+#ifdef _DEBUG
+ m_bMASKED = true;
+#endif
+ }
+ void SetMASKED( bool i )
+ {
+ m_nMASKED = i ? 1 : 0;
+#ifdef _DEBUG
+ m_bMASKED = true;
+#endif
+ }
+private:
+ int m_nCOLORMODULATE;
+#ifdef _DEBUG
+ bool m_bCOLORMODULATE;
+#endif
+public:
+ void SetCOLORMODULATE( int i )
+ {
+ Assert( i >= 0 && i <= 1 );
+ m_nCOLORMODULATE = i;
+#ifdef _DEBUG
+ m_bCOLORMODULATE = true;
+#endif
+ }
+ void SetCOLORMODULATE( bool i )
+ {
+ m_nCOLORMODULATE = i ? 1 : 0;
+#ifdef _DEBUG
+ m_bCOLORMODULATE = true;
+#endif
+ }
+private:
+ int m_nSECONDARY_NORMAL;
+#ifdef _DEBUG
+ bool m_bSECONDARY_NORMAL;
+#endif
+public:
+ void SetSECONDARY_NORMAL( int i )
+ {
+ Assert( i >= 0 && i <= 1 );
+ m_nSECONDARY_NORMAL = i;
+#ifdef _DEBUG
+ m_bSECONDARY_NORMAL = true;
+#endif
+ }
+ void SetSECONDARY_NORMAL( bool i )
+ {
+ m_nSECONDARY_NORMAL = i ? 1 : 0;
+#ifdef _DEBUG
+ m_bSECONDARY_NORMAL = 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_nSHADER_SRGB_READ;
+#ifdef _DEBUG
+ bool m_bSHADER_SRGB_READ;
+#endif
+public:
+ void SetSHADER_SRGB_READ( int i )
+ {
+ Assert( i >= 0 && i <= 1 );
+ m_nSHADER_SRGB_READ = i;
+#ifdef _DEBUG
+ m_bSHADER_SRGB_READ = true;
+#endif
+ }
+ void SetSHADER_SRGB_READ( bool i )
+ {
+ m_nSHADER_SRGB_READ = i ? 1 : 0;
+#ifdef _DEBUG
+ m_bSHADER_SRGB_READ = true;
+#endif
+ }
+public:
+ refract_ps20b_Static_Index( )
+ {
+#ifdef _DEBUG
+ m_bCONVERT_TO_SRGB = true;
+#endif // _DEBUG
+ m_nCONVERT_TO_SRGB = g_pHardwareConfig->NeedsShaderSRGBConversion();
+#ifdef _DEBUG
+ m_bBLUR = false;
+#endif // _DEBUG
+ m_nBLUR = 0;
+#ifdef _DEBUG
+ m_bFADEOUTONSILHOUETTE = false;
+#endif // _DEBUG
+ m_nFADEOUTONSILHOUETTE = 0;
+#ifdef _DEBUG
+ m_bCUBEMAP = false;
+#endif // _DEBUG
+ m_nCUBEMAP = 0;
+#ifdef _DEBUG
+ m_bREFRACTTINTTEXTURE = false;
+#endif // _DEBUG
+ m_nREFRACTTINTTEXTURE = 0;
+#ifdef _DEBUG
+ m_bMASKED = false;
+#endif // _DEBUG
+ m_nMASKED = 0;
+#ifdef _DEBUG
+ m_bCOLORMODULATE = false;
+#endif // _DEBUG
+ m_nCOLORMODULATE = 0;
+#ifdef _DEBUG
+ m_bSECONDARY_NORMAL = false;
+#endif // _DEBUG
+ m_nSECONDARY_NORMAL = 0;
+#ifdef _DEBUG
+ m_bNORMAL_DECODE_MODE = false;
+#endif // _DEBUG
+ m_nNORMAL_DECODE_MODE = 0;
+#ifdef _DEBUG
+ m_bSHADER_SRGB_READ = false;
+#endif // _DEBUG
+ m_nSHADER_SRGB_READ = 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_bCONVERT_TO_SRGB && m_bBLUR && m_bFADEOUTONSILHOUETTE && m_bCUBEMAP && m_bREFRACTTINTTEXTURE && m_bMASKED && m_bCOLORMODULATE && m_bSECONDARY_NORMAL && m_bNORMAL_DECODE_MODE && m_bSHADER_SRGB_READ;
+ Assert( bAllStaticVarsDefined );
+#endif // _DEBUG
+ return ( 4 * m_nCONVERT_TO_SRGB ) + ( 8 * m_nBLUR ) + ( 16 * m_nFADEOUTONSILHOUETTE ) + ( 32 * m_nCUBEMAP ) + ( 64 * m_nREFRACTTINTTEXTURE ) + ( 128 * m_nMASKED ) + ( 256 * m_nCOLORMODULATE ) + ( 512 * m_nSECONDARY_NORMAL ) + ( 1024 * m_nNORMAL_DECODE_MODE ) + ( 1024 * m_nSHADER_SRGB_READ ) + 0;
+ }
+};
+#define shaderStaticTest_refract_ps20b 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 + psh_forgot_to_set_static_COLORMODULATE + psh_forgot_to_set_static_SECONDARY_NORMAL + psh_forgot_to_set_static_NORMAL_DECODE_MODE + psh_forgot_to_set_static_SHADER_SRGB_READ + 0
+class refract_ps20b_Dynamic_Index
+{
+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_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 <= 1 );
+ 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:
+ refract_ps20b_Dynamic_Index()
+ {
+#ifdef _DEBUG
+ m_bPIXELFOGTYPE = false;
+#endif // _DEBUG
+ m_nPIXELFOGTYPE = 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_bPIXELFOGTYPE && m_bWRITE_DEPTH_TO_DESTALPHA;
+ Assert( bAllDynamicVarsDefined );
+#endif // _DEBUG
+ return ( 1 * m_nPIXELFOGTYPE ) + ( 2 * m_nWRITE_DEPTH_TO_DESTALPHA ) + 0;
+ }
+};
+#define shaderDynamicTest_refract_ps20b psh_forgot_to_set_dynamic_PIXELFOGTYPE + psh_forgot_to_set_dynamic_WRITE_DEPTH_TO_DESTALPHA + 0
diff --git a/materialsystem/stdshaders/fxctmp9/Refract_vs20.inc b/materialsystem/stdshaders/fxctmp9/Refract_vs20.inc
new file mode 100644
index 0000000..ad4e856
--- /dev/null
+++ b/materialsystem/stdshaders/fxctmp9/Refract_vs20.inc
@@ -0,0 +1,137 @@
+#include "shaderlib/cshader.h"
+class refract_vs20_Static_Index
+{
+private:
+ int m_nMODEL;
+#ifdef _DEBUG
+ bool m_bMODEL;
+#endif
+public:
+ void SetMODEL( int i )
+ {
+ Assert( i >= 0 && i <= 1 );
+ m_nMODEL = i;
+#ifdef _DEBUG
+ m_bMODEL = true;
+#endif
+ }
+ void SetMODEL( bool i )
+ {
+ m_nMODEL = i ? 1 : 0;
+#ifdef _DEBUG
+ m_bMODEL = true;
+#endif
+ }
+private:
+ int m_nCOLORMODULATE;
+#ifdef _DEBUG
+ bool m_bCOLORMODULATE;
+#endif
+public:
+ void SetCOLORMODULATE( int i )
+ {
+ Assert( i >= 0 && i <= 1 );
+ m_nCOLORMODULATE = i;
+#ifdef _DEBUG
+ m_bCOLORMODULATE = true;
+#endif
+ }
+ void SetCOLORMODULATE( bool i )
+ {
+ m_nCOLORMODULATE = i ? 1 : 0;
+#ifdef _DEBUG
+ m_bCOLORMODULATE = true;
+#endif
+ }
+public:
+ refract_vs20_Static_Index( )
+ {
+#ifdef _DEBUG
+ m_bMODEL = false;
+#endif // _DEBUG
+ m_nMODEL = 0;
+#ifdef _DEBUG
+ m_bCOLORMODULATE = false;
+#endif // _DEBUG
+ m_nCOLORMODULATE = 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_bMODEL && m_bCOLORMODULATE;
+ Assert( bAllStaticVarsDefined );
+#endif // _DEBUG
+ return ( 4 * m_nMODEL ) + ( 8 * m_nCOLORMODULATE ) + 0;
+ }
+};
+#define shaderStaticTest_refract_vs20 vsh_forgot_to_set_static_MODEL + vsh_forgot_to_set_static_COLORMODULATE + 0
+class refract_vs20_Dynamic_Index
+{
+private:
+ int m_nCOMPRESSED_VERTS;
+#ifdef _DEBUG
+ bool m_bCOMPRESSED_VERTS;
+#endif
+public:
+ void SetCOMPRESSED_VERTS( int i )
+ {
+ Assert( i >= 0 && i <= 1 );
+ m_nCOMPRESSED_VERTS = i;
+#ifdef _DEBUG
+ m_bCOMPRESSED_VERTS = true;
+#endif
+ }
+ void SetCOMPRESSED_VERTS( bool i )
+ {
+ m_nCOMPRESSED_VERTS = i ? 1 : 0;
+#ifdef _DEBUG
+ m_bCOMPRESSED_VERTS = true;
+#endif
+ }
+private:
+ int m_nSKINNING;
+#ifdef _DEBUG
+ bool m_bSKINNING;
+#endif
+public:
+ void SetSKINNING( int i )
+ {
+ Assert( i >= 0 && i <= 1 );
+ m_nSKINNING = i;
+#ifdef _DEBUG
+ m_bSKINNING = true;
+#endif
+ }
+ void SetSKINNING( bool i )
+ {
+ m_nSKINNING = i ? 1 : 0;
+#ifdef _DEBUG
+ m_bSKINNING = true;
+#endif
+ }
+public:
+ refract_vs20_Dynamic_Index()
+ {
+#ifdef _DEBUG
+ m_bCOMPRESSED_VERTS = false;
+#endif // _DEBUG
+ m_nCOMPRESSED_VERTS = 0;
+#ifdef _DEBUG
+ m_bSKINNING = false;
+#endif // _DEBUG
+ m_nSKINNING = 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_bCOMPRESSED_VERTS && m_bSKINNING;
+ Assert( bAllDynamicVarsDefined );
+#endif // _DEBUG
+ return ( 1 * m_nCOMPRESSED_VERTS ) + ( 2 * m_nSKINNING ) + 0;
+ }
+};
+#define shaderDynamicTest_refract_vs20 vsh_forgot_to_set_dynamic_COMPRESSED_VERTS + vsh_forgot_to_set_dynamic_SKINNING + 0
diff --git a/materialsystem/stdshaders/fxctmp9/ShatteredGlass_ps20.inc b/materialsystem/stdshaders/fxctmp9/ShatteredGlass_ps20.inc
new file mode 100644
index 0000000..1d3e975
--- /dev/null
+++ b/materialsystem/stdshaders/fxctmp9/ShatteredGlass_ps20.inc
@@ -0,0 +1,212 @@
+#include "shaderlib/cshader.h"
+class shatteredglass_ps20_Static_Index
+{
+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_nVERTEXCOLOR;
+#ifdef _DEBUG
+ bool m_bVERTEXCOLOR;
+#endif
+public:
+ void SetVERTEXCOLOR( int i )
+ {
+ Assert( i >= 0 && i <= 1 );
+ m_nVERTEXCOLOR = i;
+#ifdef _DEBUG
+ m_bVERTEXCOLOR = true;
+#endif
+ }
+ void SetVERTEXCOLOR( bool i )
+ {
+ m_nVERTEXCOLOR = i ? 1 : 0;
+#ifdef _DEBUG
+ m_bVERTEXCOLOR = 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_nHDRTYPE;
+#ifdef _DEBUG
+ bool m_bHDRTYPE;
+#endif
+public:
+ void SetHDRTYPE( int i )
+ {
+ Assert( i >= 0 && i <= 2 );
+ m_nHDRTYPE = i;
+#ifdef _DEBUG
+ m_bHDRTYPE = true;
+#endif
+ }
+ void SetHDRTYPE( bool i )
+ {
+ m_nHDRTYPE = i ? 1 : 0;
+#ifdef _DEBUG
+ m_bHDRTYPE = true;
+#endif
+ }
+public:
+ shatteredglass_ps20_Static_Index( )
+ {
+#ifdef _DEBUG
+ m_bCUBEMAP = false;
+#endif // _DEBUG
+ m_nCUBEMAP = 0;
+#ifdef _DEBUG
+ m_bVERTEXCOLOR = false;
+#endif // _DEBUG
+ m_nVERTEXCOLOR = 0;
+#ifdef _DEBUG
+ m_bENVMAPMASK = false;
+#endif // _DEBUG
+ m_nENVMAPMASK = 0;
+#ifdef _DEBUG
+ m_bBASEALPHAENVMAPMASK = false;
+#endif // _DEBUG
+ m_nBASEALPHAENVMAPMASK = 0;
+#ifdef _DEBUG
+ m_bHDRTYPE = false;
+#endif // _DEBUG
+ m_nHDRTYPE = 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_bCUBEMAP && m_bVERTEXCOLOR && m_bENVMAPMASK && m_bBASEALPHAENVMAPMASK && m_bHDRTYPE;
+ Assert( bAllStaticVarsDefined );
+#endif // _DEBUG
+ return ( 4 * m_nCUBEMAP ) + ( 8 * m_nVERTEXCOLOR ) + ( 16 * m_nENVMAPMASK ) + ( 32 * m_nBASEALPHAENVMAPMASK ) + ( 64 * m_nHDRTYPE ) + 0;
+ }
+};
+#define shaderStaticTest_shatteredglass_ps20 psh_forgot_to_set_static_CUBEMAP + psh_forgot_to_set_static_VERTEXCOLOR + psh_forgot_to_set_static_ENVMAPMASK + psh_forgot_to_set_static_BASEALPHAENVMAPMASK + psh_forgot_to_set_static_HDRTYPE + 0
+class shatteredglass_ps20_Dynamic_Index
+{
+private:
+ int m_nHDRENABLED;
+#ifdef _DEBUG
+ bool m_bHDRENABLED;
+#endif
+public:
+ void SetHDRENABLED( int i )
+ {
+ Assert( i >= 0 && i <= 1 );
+ m_nHDRENABLED = i;
+#ifdef _DEBUG
+ m_bHDRENABLED = true;
+#endif
+ }
+ void SetHDRENABLED( bool i )
+ {
+ m_nHDRENABLED = i ? 1 : 0;
+#ifdef _DEBUG
+ m_bHDRENABLED = 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
+ }
+public:
+ shatteredglass_ps20_Dynamic_Index()
+ {
+#ifdef _DEBUG
+ m_bHDRENABLED = false;
+#endif // _DEBUG
+ m_nHDRENABLED = 0;
+#ifdef _DEBUG
+ m_bPIXELFOGTYPE = false;
+#endif // _DEBUG
+ m_nPIXELFOGTYPE = 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_bHDRENABLED && m_bPIXELFOGTYPE;
+ Assert( bAllDynamicVarsDefined );
+#endif // _DEBUG
+ return ( 1 * m_nHDRENABLED ) + ( 2 * m_nPIXELFOGTYPE ) + 0;
+ }
+};
+#define shaderDynamicTest_shatteredglass_ps20 psh_forgot_to_set_dynamic_HDRENABLED + psh_forgot_to_set_dynamic_PIXELFOGTYPE + 0
diff --git a/materialsystem/stdshaders/fxctmp9/ShatteredGlass_ps20b.inc b/materialsystem/stdshaders/fxctmp9/ShatteredGlass_ps20b.inc
new file mode 100644
index 0000000..7b2df39
--- /dev/null
+++ b/materialsystem/stdshaders/fxctmp9/ShatteredGlass_ps20b.inc
@@ -0,0 +1,237 @@
+#include "shaderlib/cshader.h"
+class shatteredglass_ps20b_Static_Index
+{
+private:
+ int m_nCONVERT_TO_SRGB;
+#ifdef _DEBUG
+ bool m_bCONVERT_TO_SRGB;
+#endif
+public:
+ void SetCONVERT_TO_SRGB( int i )
+ {
+ Assert( i >= 0 && i <= 1 );
+ m_nCONVERT_TO_SRGB = i;
+#ifdef _DEBUG
+ m_bCONVERT_TO_SRGB = true;
+#endif
+ }
+ void SetCONVERT_TO_SRGB( bool i )
+ {
+ m_nCONVERT_TO_SRGB = i ? 1 : 0;
+#ifdef _DEBUG
+ m_bCONVERT_TO_SRGB = 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_nVERTEXCOLOR;
+#ifdef _DEBUG
+ bool m_bVERTEXCOLOR;
+#endif
+public:
+ void SetVERTEXCOLOR( int i )
+ {
+ Assert( i >= 0 && i <= 1 );
+ m_nVERTEXCOLOR = i;
+#ifdef _DEBUG
+ m_bVERTEXCOLOR = true;
+#endif
+ }
+ void SetVERTEXCOLOR( bool i )
+ {
+ m_nVERTEXCOLOR = i ? 1 : 0;
+#ifdef _DEBUG
+ m_bVERTEXCOLOR = 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_nHDRTYPE;
+#ifdef _DEBUG
+ bool m_bHDRTYPE;
+#endif
+public:
+ void SetHDRTYPE( int i )
+ {
+ Assert( i >= 0 && i <= 2 );
+ m_nHDRTYPE = i;
+#ifdef _DEBUG
+ m_bHDRTYPE = true;
+#endif
+ }
+ void SetHDRTYPE( bool i )
+ {
+ m_nHDRTYPE = i ? 1 : 0;
+#ifdef _DEBUG
+ m_bHDRTYPE = true;
+#endif
+ }
+public:
+ shatteredglass_ps20b_Static_Index( )
+ {
+#ifdef _DEBUG
+ m_bCONVERT_TO_SRGB = true;
+#endif // _DEBUG
+ m_nCONVERT_TO_SRGB = g_pHardwareConfig->NeedsShaderSRGBConversion();
+#ifdef _DEBUG
+ m_bCUBEMAP = false;
+#endif // _DEBUG
+ m_nCUBEMAP = 0;
+#ifdef _DEBUG
+ m_bVERTEXCOLOR = false;
+#endif // _DEBUG
+ m_nVERTEXCOLOR = 0;
+#ifdef _DEBUG
+ m_bENVMAPMASK = false;
+#endif // _DEBUG
+ m_nENVMAPMASK = 0;
+#ifdef _DEBUG
+ m_bBASEALPHAENVMAPMASK = false;
+#endif // _DEBUG
+ m_nBASEALPHAENVMAPMASK = 0;
+#ifdef _DEBUG
+ m_bHDRTYPE = false;
+#endif // _DEBUG
+ m_nHDRTYPE = 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_bCONVERT_TO_SRGB && m_bCUBEMAP && m_bVERTEXCOLOR && m_bENVMAPMASK && m_bBASEALPHAENVMAPMASK && m_bHDRTYPE;
+ Assert( bAllStaticVarsDefined );
+#endif // _DEBUG
+ return ( 4 * m_nCONVERT_TO_SRGB ) + ( 8 * m_nCUBEMAP ) + ( 16 * m_nVERTEXCOLOR ) + ( 32 * m_nENVMAPMASK ) + ( 64 * m_nBASEALPHAENVMAPMASK ) + ( 128 * m_nHDRTYPE ) + 0;
+ }
+};
+#define shaderStaticTest_shatteredglass_ps20b psh_forgot_to_set_static_CUBEMAP + psh_forgot_to_set_static_VERTEXCOLOR + psh_forgot_to_set_static_ENVMAPMASK + psh_forgot_to_set_static_BASEALPHAENVMAPMASK + psh_forgot_to_set_static_HDRTYPE + 0
+class shatteredglass_ps20b_Dynamic_Index
+{
+private:
+ int m_nHDRENABLED;
+#ifdef _DEBUG
+ bool m_bHDRENABLED;
+#endif
+public:
+ void SetHDRENABLED( int i )
+ {
+ Assert( i >= 0 && i <= 1 );
+ m_nHDRENABLED = i;
+#ifdef _DEBUG
+ m_bHDRENABLED = true;
+#endif
+ }
+ void SetHDRENABLED( bool i )
+ {
+ m_nHDRENABLED = i ? 1 : 0;
+#ifdef _DEBUG
+ m_bHDRENABLED = 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
+ }
+public:
+ shatteredglass_ps20b_Dynamic_Index()
+ {
+#ifdef _DEBUG
+ m_bHDRENABLED = false;
+#endif // _DEBUG
+ m_nHDRENABLED = 0;
+#ifdef _DEBUG
+ m_bPIXELFOGTYPE = false;
+#endif // _DEBUG
+ m_nPIXELFOGTYPE = 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_bHDRENABLED && m_bPIXELFOGTYPE;
+ Assert( bAllDynamicVarsDefined );
+#endif // _DEBUG
+ return ( 1 * m_nHDRENABLED ) + ( 2 * m_nPIXELFOGTYPE ) + 0;
+ }
+};
+#define shaderDynamicTest_shatteredglass_ps20b psh_forgot_to_set_dynamic_HDRENABLED + psh_forgot_to_set_dynamic_PIXELFOGTYPE + 0
diff --git a/materialsystem/stdshaders/fxctmp9/ShatteredGlass_vs20.inc b/materialsystem/stdshaders/fxctmp9/ShatteredGlass_vs20.inc
new file mode 100644
index 0000000..adc1b4b
--- /dev/null
+++ b/materialsystem/stdshaders/fxctmp9/ShatteredGlass_vs20.inc
@@ -0,0 +1,87 @@
+#include "shaderlib/cshader.h"
+class shatteredglass_vs20_Static_Index
+{
+private:
+ int m_nENVMAP_MASK;
+#ifdef _DEBUG
+ bool m_bENVMAP_MASK;
+#endif
+public:
+ void SetENVMAP_MASK( int i )
+ {
+ Assert( i >= 0 && i <= 1 );
+ m_nENVMAP_MASK = i;
+#ifdef _DEBUG
+ m_bENVMAP_MASK = true;
+#endif
+ }
+ void SetENVMAP_MASK( bool i )
+ {
+ m_nENVMAP_MASK = i ? 1 : 0;
+#ifdef _DEBUG
+ m_bENVMAP_MASK = true;
+#endif
+ }
+public:
+ shatteredglass_vs20_Static_Index( )
+ {
+#ifdef _DEBUG
+ m_bENVMAP_MASK = false;
+#endif // _DEBUG
+ m_nENVMAP_MASK = 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_bENVMAP_MASK;
+ Assert( bAllStaticVarsDefined );
+#endif // _DEBUG
+ return ( 2 * m_nENVMAP_MASK ) + 0;
+ }
+};
+#define shaderStaticTest_shatteredglass_vs20 vsh_forgot_to_set_static_ENVMAP_MASK + 0
+class shatteredglass_vs20_Dynamic_Index
+{
+private:
+ int m_nDOWATERFOG;
+#ifdef _DEBUG
+ bool m_bDOWATERFOG;
+#endif
+public:
+ void SetDOWATERFOG( int i )
+ {
+ Assert( i >= 0 && i <= 1 );
+ m_nDOWATERFOG = i;
+#ifdef _DEBUG
+ m_bDOWATERFOG = true;
+#endif
+ }
+ void SetDOWATERFOG( bool i )
+ {
+ m_nDOWATERFOG = i ? 1 : 0;
+#ifdef _DEBUG
+ m_bDOWATERFOG = true;
+#endif
+ }
+public:
+ shatteredglass_vs20_Dynamic_Index()
+ {
+#ifdef _DEBUG
+ m_bDOWATERFOG = false;
+#endif // _DEBUG
+ m_nDOWATERFOG = 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_bDOWATERFOG;
+ Assert( bAllDynamicVarsDefined );
+#endif // _DEBUG
+ return ( 1 * m_nDOWATERFOG ) + 0;
+ }
+};
+#define shaderDynamicTest_shatteredglass_vs20 vsh_forgot_to_set_dynamic_DOWATERFOG + 0
diff --git a/materialsystem/stdshaders/fxctmp9/VertexLit_and_unlit_Generic_bump_vs20.inc b/materialsystem/stdshaders/fxctmp9/VertexLit_and_unlit_Generic_bump_vs20.inc
new file mode 100644
index 0000000..858b1ad
--- /dev/null
+++ b/materialsystem/stdshaders/fxctmp9/VertexLit_and_unlit_Generic_bump_vs20.inc
@@ -0,0 +1,212 @@
+#include "shaderlib/cshader.h"
+class vertexlit_and_unlit_generic_bump_vs20_Static_Index
+{
+private:
+ int m_nHALFLAMBERT;
+#ifdef _DEBUG
+ bool m_bHALFLAMBERT;
+#endif
+public:
+ void SetHALFLAMBERT( int i )
+ {
+ Assert( i >= 0 && i <= 1 );
+ m_nHALFLAMBERT = i;
+#ifdef _DEBUG
+ m_bHALFLAMBERT = true;
+#endif
+ }
+ void SetHALFLAMBERT( bool i )
+ {
+ m_nHALFLAMBERT = i ? 1 : 0;
+#ifdef _DEBUG
+ m_bHALFLAMBERT = true;
+#endif
+ }
+private:
+ int m_nUSE_WITH_2B;
+#ifdef _DEBUG
+ bool m_bUSE_WITH_2B;
+#endif
+public:
+ void SetUSE_WITH_2B( int i )
+ {
+ Assert( i >= 0 && i <= 1 );
+ m_nUSE_WITH_2B = i;
+#ifdef _DEBUG
+ m_bUSE_WITH_2B = true;
+#endif
+ }
+ void SetUSE_WITH_2B( bool i )
+ {
+ m_nUSE_WITH_2B = i ? 1 : 0;
+#ifdef _DEBUG
+ m_bUSE_WITH_2B = true;
+#endif
+ }
+private:
+ int m_nUSE_STATIC_CONTROL_FLOW;
+#ifdef _DEBUG
+ bool m_bUSE_STATIC_CONTROL_FLOW;
+#endif
+public:
+ void SetUSE_STATIC_CONTROL_FLOW( int i )
+ {
+ Assert( i >= 0 && i <= 1 );
+ m_nUSE_STATIC_CONTROL_FLOW = i;
+#ifdef _DEBUG
+ m_bUSE_STATIC_CONTROL_FLOW = true;
+#endif
+ }
+ void SetUSE_STATIC_CONTROL_FLOW( bool i )
+ {
+ m_nUSE_STATIC_CONTROL_FLOW = i ? 1 : 0;
+#ifdef _DEBUG
+ m_bUSE_STATIC_CONTROL_FLOW = true;
+#endif
+ }
+public:
+ vertexlit_and_unlit_generic_bump_vs20_Static_Index( )
+ {
+#ifdef _DEBUG
+ m_bHALFLAMBERT = false;
+#endif // _DEBUG
+ m_nHALFLAMBERT = 0;
+#ifdef _DEBUG
+ m_bUSE_WITH_2B = false;
+#endif // _DEBUG
+ m_nUSE_WITH_2B = 0;
+#ifdef _DEBUG
+ m_bUSE_STATIC_CONTROL_FLOW = false;
+#endif // _DEBUG
+ m_nUSE_STATIC_CONTROL_FLOW = 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_bHALFLAMBERT && m_bUSE_WITH_2B && m_bUSE_STATIC_CONTROL_FLOW;
+ Assert( bAllStaticVarsDefined );
+#endif // _DEBUG
+ return ( 24 * m_nHALFLAMBERT ) + ( 48 * m_nUSE_WITH_2B ) + ( 96 * m_nUSE_STATIC_CONTROL_FLOW ) + 0;
+ }
+};
+#define shaderStaticTest_vertexlit_and_unlit_generic_bump_vs20 vsh_forgot_to_set_static_HALFLAMBERT + vsh_forgot_to_set_static_USE_WITH_2B + vsh_forgot_to_set_static_USE_STATIC_CONTROL_FLOW + 0
+class vertexlit_and_unlit_generic_bump_vs20_Dynamic_Index
+{
+private:
+ int m_nCOMPRESSED_VERTS;
+#ifdef _DEBUG
+ bool m_bCOMPRESSED_VERTS;
+#endif
+public:
+ void SetCOMPRESSED_VERTS( int i )
+ {
+ Assert( i >= 0 && i <= 1 );
+ m_nCOMPRESSED_VERTS = i;
+#ifdef _DEBUG
+ m_bCOMPRESSED_VERTS = true;
+#endif
+ }
+ void SetCOMPRESSED_VERTS( bool i )
+ {
+ m_nCOMPRESSED_VERTS = i ? 1 : 0;
+#ifdef _DEBUG
+ m_bCOMPRESSED_VERTS = true;
+#endif
+ }
+private:
+ int m_nDOWATERFOG;
+#ifdef _DEBUG
+ bool m_bDOWATERFOG;
+#endif
+public:
+ void SetDOWATERFOG( int i )
+ {
+ Assert( i >= 0 && i <= 1 );
+ m_nDOWATERFOG = i;
+#ifdef _DEBUG
+ m_bDOWATERFOG = true;
+#endif
+ }
+ void SetDOWATERFOG( bool i )
+ {
+ m_nDOWATERFOG = i ? 1 : 0;
+#ifdef _DEBUG
+ m_bDOWATERFOG = true;
+#endif
+ }
+private:
+ int m_nSKINNING;
+#ifdef _DEBUG
+ bool m_bSKINNING;
+#endif
+public:
+ void SetSKINNING( int i )
+ {
+ Assert( i >= 0 && i <= 1 );
+ m_nSKINNING = i;
+#ifdef _DEBUG
+ m_bSKINNING = true;
+#endif
+ }
+ void SetSKINNING( bool i )
+ {
+ m_nSKINNING = i ? 1 : 0;
+#ifdef _DEBUG
+ m_bSKINNING = true;
+#endif
+ }
+private:
+ int m_nNUM_LIGHTS;
+#ifdef _DEBUG
+ bool m_bNUM_LIGHTS;
+#endif
+public:
+ void SetNUM_LIGHTS( int i )
+ {
+ Assert( i >= 0 && i <= 2 );
+ m_nNUM_LIGHTS = i;
+#ifdef _DEBUG
+ m_bNUM_LIGHTS = true;
+#endif
+ }
+ void SetNUM_LIGHTS( bool i )
+ {
+ m_nNUM_LIGHTS = i ? 1 : 0;
+#ifdef _DEBUG
+ m_bNUM_LIGHTS = true;
+#endif
+ }
+public:
+ vertexlit_and_unlit_generic_bump_vs20_Dynamic_Index()
+ {
+#ifdef _DEBUG
+ m_bCOMPRESSED_VERTS = false;
+#endif // _DEBUG
+ m_nCOMPRESSED_VERTS = 0;
+#ifdef _DEBUG
+ m_bDOWATERFOG = false;
+#endif // _DEBUG
+ m_nDOWATERFOG = 0;
+#ifdef _DEBUG
+ m_bSKINNING = false;
+#endif // _DEBUG
+ m_nSKINNING = 0;
+#ifdef _DEBUG
+ m_bNUM_LIGHTS = false;
+#endif // _DEBUG
+ m_nNUM_LIGHTS = 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_bCOMPRESSED_VERTS && m_bDOWATERFOG && m_bSKINNING && m_bNUM_LIGHTS;
+ Assert( bAllDynamicVarsDefined );
+#endif // _DEBUG
+ return ( 1 * m_nCOMPRESSED_VERTS ) + ( 2 * m_nDOWATERFOG ) + ( 4 * m_nSKINNING ) + ( 8 * m_nNUM_LIGHTS ) + 0;
+ }
+};
+#define shaderDynamicTest_vertexlit_and_unlit_generic_bump_vs20 vsh_forgot_to_set_dynamic_COMPRESSED_VERTS + vsh_forgot_to_set_dynamic_DOWATERFOG + vsh_forgot_to_set_dynamic_SKINNING + vsh_forgot_to_set_dynamic_NUM_LIGHTS + 0
diff --git a/materialsystem/stdshaders/fxctmp9/VertexLit_and_unlit_Generic_vs20.inc b/materialsystem/stdshaders/fxctmp9/VertexLit_and_unlit_Generic_vs20.inc
new file mode 100644
index 0000000..96bc192
--- /dev/null
+++ b/materialsystem/stdshaders/fxctmp9/VertexLit_and_unlit_Generic_vs20.inc
@@ -0,0 +1,462 @@
+#include "shaderlib/cshader.h"
+class vertexlit_and_unlit_generic_vs20_Static_Index
+{
+private:
+ int m_nVERTEXCOLOR;
+#ifdef _DEBUG
+ bool m_bVERTEXCOLOR;
+#endif
+public:
+ void SetVERTEXCOLOR( int i )
+ {
+ Assert( i >= 0 && i <= 1 );
+ m_nVERTEXCOLOR = i;
+#ifdef _DEBUG
+ m_bVERTEXCOLOR = true;
+#endif
+ }
+ void SetVERTEXCOLOR( bool i )
+ {
+ m_nVERTEXCOLOR = i ? 1 : 0;
+#ifdef _DEBUG
+ m_bVERTEXCOLOR = 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_nHALFLAMBERT;
+#ifdef _DEBUG
+ bool m_bHALFLAMBERT;
+#endif
+public:
+ void SetHALFLAMBERT( int i )
+ {
+ Assert( i >= 0 && i <= 1 );
+ m_nHALFLAMBERT = i;
+#ifdef _DEBUG
+ m_bHALFLAMBERT = true;
+#endif
+ }
+ void SetHALFLAMBERT( bool i )
+ {
+ m_nHALFLAMBERT = i ? 1 : 0;
+#ifdef _DEBUG
+ m_bHALFLAMBERT = 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
+ }
+private:
+ int m_nSEAMLESS_BASE;
+#ifdef _DEBUG
+ bool m_bSEAMLESS_BASE;
+#endif
+public:
+ void SetSEAMLESS_BASE( int i )
+ {
+ Assert( i >= 0 && i <= 1 );
+ m_nSEAMLESS_BASE = i;
+#ifdef _DEBUG
+ m_bSEAMLESS_BASE = true;
+#endif
+ }
+ void SetSEAMLESS_BASE( bool i )
+ {
+ m_nSEAMLESS_BASE = i ? 1 : 0;
+#ifdef _DEBUG
+ m_bSEAMLESS_BASE = true;
+#endif
+ }
+private:
+ int m_nSEAMLESS_DETAIL;
+#ifdef _DEBUG
+ bool m_bSEAMLESS_DETAIL;
+#endif
+public:
+ void SetSEAMLESS_DETAIL( int i )
+ {
+ Assert( i >= 0 && i <= 1 );
+ m_nSEAMLESS_DETAIL = i;
+#ifdef _DEBUG
+ m_bSEAMLESS_DETAIL = true;
+#endif
+ }
+ void SetSEAMLESS_DETAIL( bool i )
+ {
+ m_nSEAMLESS_DETAIL = i ? 1 : 0;
+#ifdef _DEBUG
+ m_bSEAMLESS_DETAIL = true;
+#endif
+ }
+private:
+ int m_nSEPARATE_DETAIL_UVS;
+#ifdef _DEBUG
+ bool m_bSEPARATE_DETAIL_UVS;
+#endif
+public:
+ void SetSEPARATE_DETAIL_UVS( int i )
+ {
+ Assert( i >= 0 && i <= 1 );
+ m_nSEPARATE_DETAIL_UVS = i;
+#ifdef _DEBUG
+ m_bSEPARATE_DETAIL_UVS = true;
+#endif
+ }
+ void SetSEPARATE_DETAIL_UVS( bool i )
+ {
+ m_nSEPARATE_DETAIL_UVS = i ? 1 : 0;
+#ifdef _DEBUG
+ m_bSEPARATE_DETAIL_UVS = true;
+#endif
+ }
+private:
+ int m_nUSE_STATIC_CONTROL_FLOW;
+#ifdef _DEBUG
+ bool m_bUSE_STATIC_CONTROL_FLOW;
+#endif
+public:
+ void SetUSE_STATIC_CONTROL_FLOW( int i )
+ {
+ Assert( i >= 0 && i <= 1 );
+ m_nUSE_STATIC_CONTROL_FLOW = i;
+#ifdef _DEBUG
+ m_bUSE_STATIC_CONTROL_FLOW = true;
+#endif
+ }
+ void SetUSE_STATIC_CONTROL_FLOW( bool i )
+ {
+ m_nUSE_STATIC_CONTROL_FLOW = i ? 1 : 0;
+#ifdef _DEBUG
+ m_bUSE_STATIC_CONTROL_FLOW = true;
+#endif
+ }
+private:
+ int m_nDONT_GAMMA_CONVERT_VERTEX_COLOR;
+#ifdef _DEBUG
+ bool m_bDONT_GAMMA_CONVERT_VERTEX_COLOR;
+#endif
+public:
+ void SetDONT_GAMMA_CONVERT_VERTEX_COLOR( int i )
+ {
+ Assert( i >= 0 && i <= 1 );
+ m_nDONT_GAMMA_CONVERT_VERTEX_COLOR = i;
+#ifdef _DEBUG
+ m_bDONT_GAMMA_CONVERT_VERTEX_COLOR = true;
+#endif
+ }
+ void SetDONT_GAMMA_CONVERT_VERTEX_COLOR( bool i )
+ {
+ m_nDONT_GAMMA_CONVERT_VERTEX_COLOR = i ? 1 : 0;
+#ifdef _DEBUG
+ m_bDONT_GAMMA_CONVERT_VERTEX_COLOR = true;
+#endif
+ }
+public:
+ vertexlit_and_unlit_generic_vs20_Static_Index( )
+ {
+#ifdef _DEBUG
+ m_bVERTEXCOLOR = false;
+#endif // _DEBUG
+ m_nVERTEXCOLOR = 0;
+#ifdef _DEBUG
+ m_bCUBEMAP = false;
+#endif // _DEBUG
+ m_nCUBEMAP = 0;
+#ifdef _DEBUG
+ m_bHALFLAMBERT = false;
+#endif // _DEBUG
+ m_nHALFLAMBERT = 0;
+#ifdef _DEBUG
+ m_bFLASHLIGHT = false;
+#endif // _DEBUG
+ m_nFLASHLIGHT = 0;
+#ifdef _DEBUG
+ m_bSEAMLESS_BASE = false;
+#endif // _DEBUG
+ m_nSEAMLESS_BASE = 0;
+#ifdef _DEBUG
+ m_bSEAMLESS_DETAIL = false;
+#endif // _DEBUG
+ m_nSEAMLESS_DETAIL = 0;
+#ifdef _DEBUG
+ m_bSEPARATE_DETAIL_UVS = false;
+#endif // _DEBUG
+ m_nSEPARATE_DETAIL_UVS = 0;
+#ifdef _DEBUG
+ m_bUSE_STATIC_CONTROL_FLOW = false;
+#endif // _DEBUG
+ m_nUSE_STATIC_CONTROL_FLOW = 0;
+#ifdef _DEBUG
+ m_bDONT_GAMMA_CONVERT_VERTEX_COLOR = false;
+#endif // _DEBUG
+ m_nDONT_GAMMA_CONVERT_VERTEX_COLOR = 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_bVERTEXCOLOR && m_bCUBEMAP && m_bHALFLAMBERT && m_bFLASHLIGHT && m_bSEAMLESS_BASE && m_bSEAMLESS_DETAIL && m_bSEPARATE_DETAIL_UVS && m_bUSE_STATIC_CONTROL_FLOW && m_bDONT_GAMMA_CONVERT_VERTEX_COLOR;
+ Assert( bAllStaticVarsDefined );
+#endif // _DEBUG
+ return ( 384 * m_nVERTEXCOLOR ) + ( 768 * m_nCUBEMAP ) + ( 1536 * m_nHALFLAMBERT ) + ( 3072 * m_nFLASHLIGHT ) + ( 6144 * m_nSEAMLESS_BASE ) + ( 12288 * m_nSEAMLESS_DETAIL ) + ( 24576 * m_nSEPARATE_DETAIL_UVS ) + ( 49152 * m_nUSE_STATIC_CONTROL_FLOW ) + ( 98304 * m_nDONT_GAMMA_CONVERT_VERTEX_COLOR ) + 0;
+ }
+};
+#define shaderStaticTest_vertexlit_and_unlit_generic_vs20 vsh_forgot_to_set_static_VERTEXCOLOR + vsh_forgot_to_set_static_CUBEMAP + vsh_forgot_to_set_static_HALFLAMBERT + vsh_forgot_to_set_static_FLASHLIGHT + vsh_forgot_to_set_static_SEAMLESS_BASE + vsh_forgot_to_set_static_SEAMLESS_DETAIL + vsh_forgot_to_set_static_SEPARATE_DETAIL_UVS + vsh_forgot_to_set_static_USE_STATIC_CONTROL_FLOW + vsh_forgot_to_set_static_DONT_GAMMA_CONVERT_VERTEX_COLOR + 0
+class vertexlit_and_unlit_generic_vs20_Dynamic_Index
+{
+private:
+ int m_nCOMPRESSED_VERTS;
+#ifdef _DEBUG
+ bool m_bCOMPRESSED_VERTS;
+#endif
+public:
+ void SetCOMPRESSED_VERTS( int i )
+ {
+ Assert( i >= 0 && i <= 1 );
+ m_nCOMPRESSED_VERTS = i;
+#ifdef _DEBUG
+ m_bCOMPRESSED_VERTS = true;
+#endif
+ }
+ void SetCOMPRESSED_VERTS( bool i )
+ {
+ m_nCOMPRESSED_VERTS = i ? 1 : 0;
+#ifdef _DEBUG
+ m_bCOMPRESSED_VERTS = true;
+#endif
+ }
+private:
+ int m_nDYNAMIC_LIGHT;
+#ifdef _DEBUG
+ bool m_bDYNAMIC_LIGHT;
+#endif
+public:
+ void SetDYNAMIC_LIGHT( int i )
+ {
+ Assert( i >= 0 && i <= 1 );
+ m_nDYNAMIC_LIGHT = i;
+#ifdef _DEBUG
+ m_bDYNAMIC_LIGHT = true;
+#endif
+ }
+ void SetDYNAMIC_LIGHT( bool i )
+ {
+ m_nDYNAMIC_LIGHT = i ? 1 : 0;
+#ifdef _DEBUG
+ m_bDYNAMIC_LIGHT = true;
+#endif
+ }
+private:
+ int m_nSTATIC_LIGHT_VERTEX;
+#ifdef _DEBUG
+ bool m_bSTATIC_LIGHT_VERTEX;
+#endif
+public:
+ void SetSTATIC_LIGHT_VERTEX( int i )
+ {
+ Assert( i >= 0 && i <= 1 );
+ m_nSTATIC_LIGHT_VERTEX = i;
+#ifdef _DEBUG
+ m_bSTATIC_LIGHT_VERTEX = true;
+#endif
+ }
+ void SetSTATIC_LIGHT_VERTEX( bool i )
+ {
+ m_nSTATIC_LIGHT_VERTEX = i ? 1 : 0;
+#ifdef _DEBUG
+ m_bSTATIC_LIGHT_VERTEX = true;
+#endif
+ }
+private:
+ int m_nSTATIC_LIGHT_LIGHTMAP;
+#ifdef _DEBUG
+ bool m_bSTATIC_LIGHT_LIGHTMAP;
+#endif
+public:
+ void SetSTATIC_LIGHT_LIGHTMAP( int i )
+ {
+ Assert( i >= 0 && i <= 1 );
+ m_nSTATIC_LIGHT_LIGHTMAP = i;
+#ifdef _DEBUG
+ m_bSTATIC_LIGHT_LIGHTMAP = true;
+#endif
+ }
+ void SetSTATIC_LIGHT_LIGHTMAP( bool i )
+ {
+ m_nSTATIC_LIGHT_LIGHTMAP = i ? 1 : 0;
+#ifdef _DEBUG
+ m_bSTATIC_LIGHT_LIGHTMAP = true;
+#endif
+ }
+private:
+ int m_nDOWATERFOG;
+#ifdef _DEBUG
+ bool m_bDOWATERFOG;
+#endif
+public:
+ void SetDOWATERFOG( int i )
+ {
+ Assert( i >= 0 && i <= 1 );
+ m_nDOWATERFOG = i;
+#ifdef _DEBUG
+ m_bDOWATERFOG = true;
+#endif
+ }
+ void SetDOWATERFOG( bool i )
+ {
+ m_nDOWATERFOG = i ? 1 : 0;
+#ifdef _DEBUG
+ m_bDOWATERFOG = true;
+#endif
+ }
+private:
+ int m_nSKINNING;
+#ifdef _DEBUG
+ bool m_bSKINNING;
+#endif
+public:
+ void SetSKINNING( int i )
+ {
+ Assert( i >= 0 && i <= 1 );
+ m_nSKINNING = i;
+#ifdef _DEBUG
+ m_bSKINNING = true;
+#endif
+ }
+ void SetSKINNING( bool i )
+ {
+ m_nSKINNING = i ? 1 : 0;
+#ifdef _DEBUG
+ m_bSKINNING = true;
+#endif
+ }
+private:
+ int m_nLIGHTING_PREVIEW;
+#ifdef _DEBUG
+ bool m_bLIGHTING_PREVIEW;
+#endif
+public:
+ void SetLIGHTING_PREVIEW( int i )
+ {
+ Assert( i >= 0 && i <= 1 );
+ 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_nNUM_LIGHTS;
+#ifdef _DEBUG
+ bool m_bNUM_LIGHTS;
+#endif
+public:
+ void SetNUM_LIGHTS( int i )
+ {
+ Assert( i >= 0 && i <= 2 );
+ m_nNUM_LIGHTS = i;
+#ifdef _DEBUG
+ m_bNUM_LIGHTS = true;
+#endif
+ }
+ void SetNUM_LIGHTS( bool i )
+ {
+ m_nNUM_LIGHTS = i ? 1 : 0;
+#ifdef _DEBUG
+ m_bNUM_LIGHTS = true;
+#endif
+ }
+public:
+ vertexlit_and_unlit_generic_vs20_Dynamic_Index()
+ {
+#ifdef _DEBUG
+ m_bCOMPRESSED_VERTS = false;
+#endif // _DEBUG
+ m_nCOMPRESSED_VERTS = 0;
+#ifdef _DEBUG
+ m_bDYNAMIC_LIGHT = false;
+#endif // _DEBUG
+ m_nDYNAMIC_LIGHT = 0;
+#ifdef _DEBUG
+ m_bSTATIC_LIGHT_VERTEX = false;
+#endif // _DEBUG
+ m_nSTATIC_LIGHT_VERTEX = 0;
+#ifdef _DEBUG
+ m_bSTATIC_LIGHT_LIGHTMAP = false;
+#endif // _DEBUG
+ m_nSTATIC_LIGHT_LIGHTMAP = 0;
+#ifdef _DEBUG
+ m_bDOWATERFOG = false;
+#endif // _DEBUG
+ m_nDOWATERFOG = 0;
+#ifdef _DEBUG
+ m_bSKINNING = false;
+#endif // _DEBUG
+ m_nSKINNING = 0;
+#ifdef _DEBUG
+ m_bLIGHTING_PREVIEW = false;
+#endif // _DEBUG
+ m_nLIGHTING_PREVIEW = 0;
+#ifdef _DEBUG
+ m_bNUM_LIGHTS = false;
+#endif // _DEBUG
+ m_nNUM_LIGHTS = 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_bCOMPRESSED_VERTS && m_bDYNAMIC_LIGHT && m_bSTATIC_LIGHT_VERTEX && m_bSTATIC_LIGHT_LIGHTMAP && m_bDOWATERFOG && m_bSKINNING && m_bLIGHTING_PREVIEW && m_bNUM_LIGHTS;
+ Assert( bAllDynamicVarsDefined );
+#endif // _DEBUG
+ return ( 1 * m_nCOMPRESSED_VERTS ) + ( 2 * m_nDYNAMIC_LIGHT ) + ( 4 * m_nSTATIC_LIGHT_VERTEX ) + ( 8 * m_nSTATIC_LIGHT_LIGHTMAP ) + ( 16 * m_nDOWATERFOG ) + ( 32 * m_nSKINNING ) + ( 64 * m_nLIGHTING_PREVIEW ) + ( 128 * m_nNUM_LIGHTS ) + 0;
+ }
+};
+#define shaderDynamicTest_vertexlit_and_unlit_generic_vs20 vsh_forgot_to_set_dynamic_COMPRESSED_VERTS + vsh_forgot_to_set_dynamic_DYNAMIC_LIGHT + vsh_forgot_to_set_dynamic_STATIC_LIGHT_VERTEX + vsh_forgot_to_set_dynamic_STATIC_LIGHT_LIGHTMAP + vsh_forgot_to_set_dynamic_DOWATERFOG + vsh_forgot_to_set_dynamic_SKINNING + vsh_forgot_to_set_dynamic_LIGHTING_PREVIEW + vsh_forgot_to_set_dynamic_NUM_LIGHTS + 0
diff --git a/materialsystem/stdshaders/fxctmp9/WaterCheap_ps20.inc b/materialsystem/stdshaders/fxctmp9/WaterCheap_ps20.inc
new file mode 100644
index 0000000..5e6dd2b
--- /dev/null
+++ b/materialsystem/stdshaders/fxctmp9/WaterCheap_ps20.inc
@@ -0,0 +1,237 @@
+#include "shaderlib/cshader.h"
+class watercheap_ps20_Static_Index
+{
+private:
+ int m_nMULTITEXTURE;
+#ifdef _DEBUG
+ bool m_bMULTITEXTURE;
+#endif
+public:
+ void SetMULTITEXTURE( int i )
+ {
+ Assert( i >= 0 && i <= 1 );
+ m_nMULTITEXTURE = i;
+#ifdef _DEBUG
+ m_bMULTITEXTURE = true;
+#endif
+ }
+ void SetMULTITEXTURE( bool i )
+ {
+ m_nMULTITEXTURE = i ? 1 : 0;
+#ifdef _DEBUG
+ m_bMULTITEXTURE = true;
+#endif
+ }
+private:
+ int m_nFRESNEL;
+#ifdef _DEBUG
+ bool m_bFRESNEL;
+#endif
+public:
+ void SetFRESNEL( int i )
+ {
+ Assert( i >= 0 && i <= 1 );
+ m_nFRESNEL = i;
+#ifdef _DEBUG
+ m_bFRESNEL = true;
+#endif
+ }
+ void SetFRESNEL( bool i )
+ {
+ m_nFRESNEL = i ? 1 : 0;
+#ifdef _DEBUG
+ m_bFRESNEL = true;
+#endif
+ }
+private:
+ int m_nBLEND;
+#ifdef _DEBUG
+ bool m_bBLEND;
+#endif
+public:
+ void SetBLEND( int i )
+ {
+ Assert( i >= 0 && i <= 1 );
+ m_nBLEND = i;
+#ifdef _DEBUG
+ m_bBLEND = true;
+#endif
+ }
+ void SetBLEND( bool i )
+ {
+ m_nBLEND = i ? 1 : 0;
+#ifdef _DEBUG
+ m_bBLEND = true;
+#endif
+ }
+private:
+ int m_nREFRACTALPHA;
+#ifdef _DEBUG
+ bool m_bREFRACTALPHA;
+#endif
+public:
+ void SetREFRACTALPHA( int i )
+ {
+ Assert( i >= 0 && i <= 1 );
+ m_nREFRACTALPHA = i;
+#ifdef _DEBUG
+ m_bREFRACTALPHA = true;
+#endif
+ }
+ void SetREFRACTALPHA( bool i )
+ {
+ m_nREFRACTALPHA = i ? 1 : 0;
+#ifdef _DEBUG
+ m_bREFRACTALPHA = true;
+#endif
+ }
+private:
+ int m_nHDRTYPE;
+#ifdef _DEBUG
+ bool m_bHDRTYPE;
+#endif
+public:
+ void SetHDRTYPE( int i )
+ {
+ Assert( i >= 0 && i <= 2 );
+ m_nHDRTYPE = i;
+#ifdef _DEBUG
+ m_bHDRTYPE = true;
+#endif
+ }
+ void SetHDRTYPE( bool i )
+ {
+ m_nHDRTYPE = i ? 1 : 0;
+#ifdef _DEBUG
+ m_bHDRTYPE = 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
+ }
+public:
+ watercheap_ps20_Static_Index( )
+ {
+#ifdef _DEBUG
+ m_bMULTITEXTURE = false;
+#endif // _DEBUG
+ m_nMULTITEXTURE = 0;
+#ifdef _DEBUG
+ m_bFRESNEL = false;
+#endif // _DEBUG
+ m_nFRESNEL = 0;
+#ifdef _DEBUG
+ m_bBLEND = false;
+#endif // _DEBUG
+ m_nBLEND = 0;
+#ifdef _DEBUG
+ m_bREFRACTALPHA = false;
+#endif // _DEBUG
+ m_nREFRACTALPHA = 0;
+#ifdef _DEBUG
+ m_bHDRTYPE = false;
+#endif // _DEBUG
+ m_nHDRTYPE = 0;
+#ifdef _DEBUG
+ m_bNORMAL_DECODE_MODE = false;
+#endif // _DEBUG
+ m_nNORMAL_DECODE_MODE = 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_bMULTITEXTURE && m_bFRESNEL && m_bBLEND && m_bREFRACTALPHA && m_bHDRTYPE && m_bNORMAL_DECODE_MODE;
+ Assert( bAllStaticVarsDefined );
+#endif // _DEBUG
+ return ( 4 * m_nMULTITEXTURE ) + ( 8 * m_nFRESNEL ) + ( 16 * m_nBLEND ) + ( 32 * m_nREFRACTALPHA ) + ( 64 * m_nHDRTYPE ) + ( 192 * m_nNORMAL_DECODE_MODE ) + 0;
+ }
+};
+#define shaderStaticTest_watercheap_ps20 psh_forgot_to_set_static_MULTITEXTURE + psh_forgot_to_set_static_FRESNEL + psh_forgot_to_set_static_BLEND + psh_forgot_to_set_static_REFRACTALPHA + psh_forgot_to_set_static_HDRTYPE + psh_forgot_to_set_static_NORMAL_DECODE_MODE + 0
+class watercheap_ps20_Dynamic_Index
+{
+private:
+ int m_nHDRENABLED;
+#ifdef _DEBUG
+ bool m_bHDRENABLED;
+#endif
+public:
+ void SetHDRENABLED( int i )
+ {
+ Assert( i >= 0 && i <= 1 );
+ m_nHDRENABLED = i;
+#ifdef _DEBUG
+ m_bHDRENABLED = true;
+#endif
+ }
+ void SetHDRENABLED( bool i )
+ {
+ m_nHDRENABLED = i ? 1 : 0;
+#ifdef _DEBUG
+ m_bHDRENABLED = 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
+ }
+public:
+ watercheap_ps20_Dynamic_Index()
+ {
+#ifdef _DEBUG
+ m_bHDRENABLED = false;
+#endif // _DEBUG
+ m_nHDRENABLED = 0;
+#ifdef _DEBUG
+ m_bPIXELFOGTYPE = false;
+#endif // _DEBUG
+ m_nPIXELFOGTYPE = 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_bHDRENABLED && m_bPIXELFOGTYPE;
+ Assert( bAllDynamicVarsDefined );
+#endif // _DEBUG
+ return ( 1 * m_nHDRENABLED ) + ( 2 * m_nPIXELFOGTYPE ) + 0;
+ }
+};
+#define shaderDynamicTest_watercheap_ps20 psh_forgot_to_set_dynamic_HDRENABLED + psh_forgot_to_set_dynamic_PIXELFOGTYPE + 0
diff --git a/materialsystem/stdshaders/fxctmp9/WaterCheap_ps20b.inc b/materialsystem/stdshaders/fxctmp9/WaterCheap_ps20b.inc
new file mode 100644
index 0000000..0b51581
--- /dev/null
+++ b/materialsystem/stdshaders/fxctmp9/WaterCheap_ps20b.inc
@@ -0,0 +1,262 @@
+#include "shaderlib/cshader.h"
+class watercheap_ps20b_Static_Index
+{
+private:
+ int m_nCONVERT_TO_SRGB;
+#ifdef _DEBUG
+ bool m_bCONVERT_TO_SRGB;
+#endif
+public:
+ void SetCONVERT_TO_SRGB( int i )
+ {
+ Assert( i >= 0 && i <= 1 );
+ m_nCONVERT_TO_SRGB = i;
+#ifdef _DEBUG
+ m_bCONVERT_TO_SRGB = true;
+#endif
+ }
+ void SetCONVERT_TO_SRGB( bool i )
+ {
+ m_nCONVERT_TO_SRGB = i ? 1 : 0;
+#ifdef _DEBUG
+ m_bCONVERT_TO_SRGB = true;
+#endif
+ }
+private:
+ int m_nMULTITEXTURE;
+#ifdef _DEBUG
+ bool m_bMULTITEXTURE;
+#endif
+public:
+ void SetMULTITEXTURE( int i )
+ {
+ Assert( i >= 0 && i <= 1 );
+ m_nMULTITEXTURE = i;
+#ifdef _DEBUG
+ m_bMULTITEXTURE = true;
+#endif
+ }
+ void SetMULTITEXTURE( bool i )
+ {
+ m_nMULTITEXTURE = i ? 1 : 0;
+#ifdef _DEBUG
+ m_bMULTITEXTURE = true;
+#endif
+ }
+private:
+ int m_nFRESNEL;
+#ifdef _DEBUG
+ bool m_bFRESNEL;
+#endif
+public:
+ void SetFRESNEL( int i )
+ {
+ Assert( i >= 0 && i <= 1 );
+ m_nFRESNEL = i;
+#ifdef _DEBUG
+ m_bFRESNEL = true;
+#endif
+ }
+ void SetFRESNEL( bool i )
+ {
+ m_nFRESNEL = i ? 1 : 0;
+#ifdef _DEBUG
+ m_bFRESNEL = true;
+#endif
+ }
+private:
+ int m_nBLEND;
+#ifdef _DEBUG
+ bool m_bBLEND;
+#endif
+public:
+ void SetBLEND( int i )
+ {
+ Assert( i >= 0 && i <= 1 );
+ m_nBLEND = i;
+#ifdef _DEBUG
+ m_bBLEND = true;
+#endif
+ }
+ void SetBLEND( bool i )
+ {
+ m_nBLEND = i ? 1 : 0;
+#ifdef _DEBUG
+ m_bBLEND = true;
+#endif
+ }
+private:
+ int m_nREFRACTALPHA;
+#ifdef _DEBUG
+ bool m_bREFRACTALPHA;
+#endif
+public:
+ void SetREFRACTALPHA( int i )
+ {
+ Assert( i >= 0 && i <= 1 );
+ m_nREFRACTALPHA = i;
+#ifdef _DEBUG
+ m_bREFRACTALPHA = true;
+#endif
+ }
+ void SetREFRACTALPHA( bool i )
+ {
+ m_nREFRACTALPHA = i ? 1 : 0;
+#ifdef _DEBUG
+ m_bREFRACTALPHA = true;
+#endif
+ }
+private:
+ int m_nHDRTYPE;
+#ifdef _DEBUG
+ bool m_bHDRTYPE;
+#endif
+public:
+ void SetHDRTYPE( int i )
+ {
+ Assert( i >= 0 && i <= 2 );
+ m_nHDRTYPE = i;
+#ifdef _DEBUG
+ m_bHDRTYPE = true;
+#endif
+ }
+ void SetHDRTYPE( bool i )
+ {
+ m_nHDRTYPE = i ? 1 : 0;
+#ifdef _DEBUG
+ m_bHDRTYPE = 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
+ }
+public:
+ watercheap_ps20b_Static_Index( )
+ {
+#ifdef _DEBUG
+ m_bCONVERT_TO_SRGB = true;
+#endif // _DEBUG
+ m_nCONVERT_TO_SRGB = g_pHardwareConfig->NeedsShaderSRGBConversion();
+#ifdef _DEBUG
+ m_bMULTITEXTURE = false;
+#endif // _DEBUG
+ m_nMULTITEXTURE = 0;
+#ifdef _DEBUG
+ m_bFRESNEL = false;
+#endif // _DEBUG
+ m_nFRESNEL = 0;
+#ifdef _DEBUG
+ m_bBLEND = false;
+#endif // _DEBUG
+ m_nBLEND = 0;
+#ifdef _DEBUG
+ m_bREFRACTALPHA = false;
+#endif // _DEBUG
+ m_nREFRACTALPHA = 0;
+#ifdef _DEBUG
+ m_bHDRTYPE = false;
+#endif // _DEBUG
+ m_nHDRTYPE = 0;
+#ifdef _DEBUG
+ m_bNORMAL_DECODE_MODE = false;
+#endif // _DEBUG
+ m_nNORMAL_DECODE_MODE = 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_bCONVERT_TO_SRGB && m_bMULTITEXTURE && m_bFRESNEL && m_bBLEND && m_bREFRACTALPHA && m_bHDRTYPE && m_bNORMAL_DECODE_MODE;
+ Assert( bAllStaticVarsDefined );
+#endif // _DEBUG
+ return ( 4 * m_nCONVERT_TO_SRGB ) + ( 8 * m_nMULTITEXTURE ) + ( 16 * m_nFRESNEL ) + ( 32 * m_nBLEND ) + ( 64 * m_nREFRACTALPHA ) + ( 128 * m_nHDRTYPE ) + ( 384 * m_nNORMAL_DECODE_MODE ) + 0;
+ }
+};
+#define shaderStaticTest_watercheap_ps20b psh_forgot_to_set_static_MULTITEXTURE + psh_forgot_to_set_static_FRESNEL + psh_forgot_to_set_static_BLEND + psh_forgot_to_set_static_REFRACTALPHA + psh_forgot_to_set_static_HDRTYPE + psh_forgot_to_set_static_NORMAL_DECODE_MODE + 0
+class watercheap_ps20b_Dynamic_Index
+{
+private:
+ int m_nHDRENABLED;
+#ifdef _DEBUG
+ bool m_bHDRENABLED;
+#endif
+public:
+ void SetHDRENABLED( int i )
+ {
+ Assert( i >= 0 && i <= 1 );
+ m_nHDRENABLED = i;
+#ifdef _DEBUG
+ m_bHDRENABLED = true;
+#endif
+ }
+ void SetHDRENABLED( bool i )
+ {
+ m_nHDRENABLED = i ? 1 : 0;
+#ifdef _DEBUG
+ m_bHDRENABLED = 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
+ }
+public:
+ watercheap_ps20b_Dynamic_Index()
+ {
+#ifdef _DEBUG
+ m_bHDRENABLED = false;
+#endif // _DEBUG
+ m_nHDRENABLED = 0;
+#ifdef _DEBUG
+ m_bPIXELFOGTYPE = false;
+#endif // _DEBUG
+ m_nPIXELFOGTYPE = 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_bHDRENABLED && m_bPIXELFOGTYPE;
+ Assert( bAllDynamicVarsDefined );
+#endif // _DEBUG
+ return ( 1 * m_nHDRENABLED ) + ( 2 * m_nPIXELFOGTYPE ) + 0;
+ }
+};
+#define shaderDynamicTest_watercheap_ps20b psh_forgot_to_set_dynamic_HDRENABLED + psh_forgot_to_set_dynamic_PIXELFOGTYPE + 0
diff --git a/materialsystem/stdshaders/fxctmp9/WaterCheap_vs20.inc b/materialsystem/stdshaders/fxctmp9/WaterCheap_vs20.inc
new file mode 100644
index 0000000..fec9108
--- /dev/null
+++ b/materialsystem/stdshaders/fxctmp9/WaterCheap_vs20.inc
@@ -0,0 +1,60 @@
+#include "shaderlib/cshader.h"
+class watercheap_vs20_Static_Index
+{
+private:
+ int m_nBLEND;
+#ifdef _DEBUG
+ bool m_bBLEND;
+#endif
+public:
+ void SetBLEND( int i )
+ {
+ Assert( i >= 0 && i <= 1 );
+ m_nBLEND = i;
+#ifdef _DEBUG
+ m_bBLEND = true;
+#endif
+ }
+ void SetBLEND( bool i )
+ {
+ m_nBLEND = i ? 1 : 0;
+#ifdef _DEBUG
+ m_bBLEND = true;
+#endif
+ }
+public:
+ watercheap_vs20_Static_Index( )
+ {
+#ifdef _DEBUG
+ m_bBLEND = false;
+#endif // _DEBUG
+ m_nBLEND = 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_bBLEND;
+ Assert( bAllStaticVarsDefined );
+#endif // _DEBUG
+ return ( 1 * m_nBLEND ) + 0;
+ }
+};
+#define shaderStaticTest_watercheap_vs20 vsh_forgot_to_set_static_BLEND + 0
+class watercheap_vs20_Dynamic_Index
+{
+public:
+ watercheap_vs20_Dynamic_Index()
+ {
+ }
+ 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
+#endif // _DEBUG
+ return 0;
+ }
+};
+#define shaderDynamicTest_watercheap_vs20 0
diff --git a/materialsystem/stdshaders/fxctmp9/Water_ps20.inc b/materialsystem/stdshaders/fxctmp9/Water_ps20.inc
new file mode 100644
index 0000000..e67bfdb
--- /dev/null
+++ b/materialsystem/stdshaders/fxctmp9/Water_ps20.inc
@@ -0,0 +1,212 @@
+#include "shaderlib/cshader.h"
+class water_ps20_Static_Index
+{
+private:
+ int m_nBASETEXTURE;
+#ifdef _DEBUG
+ bool m_bBASETEXTURE;
+#endif
+public:
+ void SetBASETEXTURE( int i )
+ {
+ Assert( i >= 0 && i <= 1 );
+ m_nBASETEXTURE = i;
+#ifdef _DEBUG
+ m_bBASETEXTURE = true;
+#endif
+ }
+ void SetBASETEXTURE( bool i )
+ {
+ m_nBASETEXTURE = i ? 1 : 0;
+#ifdef _DEBUG
+ m_bBASETEXTURE = true;
+#endif
+ }
+private:
+ int m_nMULTITEXTURE;
+#ifdef _DEBUG
+ bool m_bMULTITEXTURE;
+#endif
+public:
+ void SetMULTITEXTURE( int i )
+ {
+ Assert( i >= 0 && i <= 1 );
+ m_nMULTITEXTURE = i;
+#ifdef _DEBUG
+ m_bMULTITEXTURE = true;
+#endif
+ }
+ void SetMULTITEXTURE( bool i )
+ {
+ m_nMULTITEXTURE = i ? 1 : 0;
+#ifdef _DEBUG
+ m_bMULTITEXTURE = true;
+#endif
+ }
+private:
+ int m_nREFLECT;
+#ifdef _DEBUG
+ bool m_bREFLECT;
+#endif
+public:
+ void SetREFLECT( int i )
+ {
+ Assert( i >= 0 && i <= 1 );
+ m_nREFLECT = i;
+#ifdef _DEBUG
+ m_bREFLECT = true;
+#endif
+ }
+ void SetREFLECT( bool i )
+ {
+ m_nREFLECT = i ? 1 : 0;
+#ifdef _DEBUG
+ m_bREFLECT = true;
+#endif
+ }
+private:
+ int m_nREFRACT;
+#ifdef _DEBUG
+ bool m_bREFRACT;
+#endif
+public:
+ void SetREFRACT( int i )
+ {
+ Assert( i >= 0 && i <= 1 );
+ m_nREFRACT = i;
+#ifdef _DEBUG
+ m_bREFRACT = true;
+#endif
+ }
+ void SetREFRACT( bool i )
+ {
+ m_nREFRACT = i ? 1 : 0;
+#ifdef _DEBUG
+ m_bREFRACT = true;
+#endif
+ }
+private:
+ int m_nABOVEWATER;
+#ifdef _DEBUG
+ bool m_bABOVEWATER;
+#endif
+public:
+ void SetABOVEWATER( int i )
+ {
+ Assert( i >= 0 && i <= 1 );
+ m_nABOVEWATER = i;
+#ifdef _DEBUG
+ m_bABOVEWATER = true;
+#endif
+ }
+ void SetABOVEWATER( bool i )
+ {
+ m_nABOVEWATER = i ? 1 : 0;
+#ifdef _DEBUG
+ m_bABOVEWATER = 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
+ }
+public:
+ water_ps20_Static_Index( )
+ {
+#ifdef _DEBUG
+ m_bBASETEXTURE = false;
+#endif // _DEBUG
+ m_nBASETEXTURE = 0;
+#ifdef _DEBUG
+ m_bMULTITEXTURE = false;
+#endif // _DEBUG
+ m_nMULTITEXTURE = 0;
+#ifdef _DEBUG
+ m_bREFLECT = false;
+#endif // _DEBUG
+ m_nREFLECT = 0;
+#ifdef _DEBUG
+ m_bREFRACT = false;
+#endif // _DEBUG
+ m_nREFRACT = 0;
+#ifdef _DEBUG
+ m_bABOVEWATER = false;
+#endif // _DEBUG
+ m_nABOVEWATER = 0;
+#ifdef _DEBUG
+ m_bNORMAL_DECODE_MODE = false;
+#endif // _DEBUG
+ m_nNORMAL_DECODE_MODE = 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_bBASETEXTURE && m_bMULTITEXTURE && m_bREFLECT && m_bREFRACT && m_bABOVEWATER && m_bNORMAL_DECODE_MODE;
+ Assert( bAllStaticVarsDefined );
+#endif // _DEBUG
+ return ( 2 * m_nBASETEXTURE ) + ( 4 * m_nMULTITEXTURE ) + ( 8 * m_nREFLECT ) + ( 16 * m_nREFRACT ) + ( 32 * m_nABOVEWATER ) + ( 64 * m_nNORMAL_DECODE_MODE ) + 0;
+ }
+};
+#define shaderStaticTest_water_ps20 psh_forgot_to_set_static_BASETEXTURE + psh_forgot_to_set_static_MULTITEXTURE + psh_forgot_to_set_static_REFLECT + psh_forgot_to_set_static_REFRACT + psh_forgot_to_set_static_ABOVEWATER + psh_forgot_to_set_static_NORMAL_DECODE_MODE + 0
+class water_ps20_Dynamic_Index
+{
+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
+ }
+public:
+ water_ps20_Dynamic_Index()
+ {
+#ifdef _DEBUG
+ m_bPIXELFOGTYPE = false;
+#endif // _DEBUG
+ m_nPIXELFOGTYPE = 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_bPIXELFOGTYPE;
+ Assert( bAllDynamicVarsDefined );
+#endif // _DEBUG
+ return ( 1 * m_nPIXELFOGTYPE ) + 0;
+ }
+};
+#define shaderDynamicTest_water_ps20 psh_forgot_to_set_dynamic_PIXELFOGTYPE + 0
diff --git a/materialsystem/stdshaders/fxctmp9/Water_vs20.inc b/materialsystem/stdshaders/fxctmp9/Water_vs20.inc
new file mode 100644
index 0000000..4f31b04
--- /dev/null
+++ b/materialsystem/stdshaders/fxctmp9/Water_vs20.inc
@@ -0,0 +1,85 @@
+#include "shaderlib/cshader.h"
+class water_vs20_Static_Index
+{
+private:
+ int m_nBASETEXTURE;
+#ifdef _DEBUG
+ bool m_bBASETEXTURE;
+#endif
+public:
+ void SetBASETEXTURE( int i )
+ {
+ Assert( i >= 0 && i <= 1 );
+ m_nBASETEXTURE = i;
+#ifdef _DEBUG
+ m_bBASETEXTURE = true;
+#endif
+ }
+ void SetBASETEXTURE( bool i )
+ {
+ m_nBASETEXTURE = i ? 1 : 0;
+#ifdef _DEBUG
+ m_bBASETEXTURE = true;
+#endif
+ }
+private:
+ int m_nMULTITEXTURE;
+#ifdef _DEBUG
+ bool m_bMULTITEXTURE;
+#endif
+public:
+ void SetMULTITEXTURE( int i )
+ {
+ Assert( i >= 0 && i <= 1 );
+ m_nMULTITEXTURE = i;
+#ifdef _DEBUG
+ m_bMULTITEXTURE = true;
+#endif
+ }
+ void SetMULTITEXTURE( bool i )
+ {
+ m_nMULTITEXTURE = i ? 1 : 0;
+#ifdef _DEBUG
+ m_bMULTITEXTURE = true;
+#endif
+ }
+public:
+ water_vs20_Static_Index( )
+ {
+#ifdef _DEBUG
+ m_bBASETEXTURE = false;
+#endif // _DEBUG
+ m_nBASETEXTURE = 0;
+#ifdef _DEBUG
+ m_bMULTITEXTURE = false;
+#endif // _DEBUG
+ m_nMULTITEXTURE = 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_bBASETEXTURE && m_bMULTITEXTURE;
+ Assert( bAllStaticVarsDefined );
+#endif // _DEBUG
+ return ( 1 * m_nBASETEXTURE ) + ( 2 * m_nMULTITEXTURE ) + 0;
+ }
+};
+#define shaderStaticTest_water_vs20 vsh_forgot_to_set_static_BASETEXTURE + vsh_forgot_to_set_static_MULTITEXTURE + 0
+class water_vs20_Dynamic_Index
+{
+public:
+ water_vs20_Dynamic_Index()
+ {
+ }
+ 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
+#endif // _DEBUG
+ return 0;
+ }
+};
+#define shaderDynamicTest_water_vs20 0
diff --git a/materialsystem/stdshaders/fxctmp9/WorldTwoTextureBlend_ps20.inc b/materialsystem/stdshaders/fxctmp9/WorldTwoTextureBlend_ps20.inc
new file mode 100644
index 0000000..5211faf
--- /dev/null
+++ b/materialsystem/stdshaders/fxctmp9/WorldTwoTextureBlend_ps20.inc
@@ -0,0 +1,287 @@
+#include "shaderlib/cshader.h"
+class worldtwotextureblend_ps20_Static_Index
+{
+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 <= 1 );
+ 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_nVERTEXCOLOR;
+#ifdef _DEBUG
+ bool m_bVERTEXCOLOR;
+#endif
+public:
+ void SetVERTEXCOLOR( int i )
+ {
+ Assert( i >= 0 && i <= 1 );
+ m_nVERTEXCOLOR = i;
+#ifdef _DEBUG
+ m_bVERTEXCOLOR = true;
+#endif
+ }
+ void SetVERTEXCOLOR( bool i )
+ {
+ m_nVERTEXCOLOR = i ? 1 : 0;
+#ifdef _DEBUG
+ m_bVERTEXCOLOR = 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_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_nDETAIL_ALPHA_MASK_BASE_TEXTURE;
+#ifdef _DEBUG
+ bool m_bDETAIL_ALPHA_MASK_BASE_TEXTURE;
+#endif
+public:
+ void SetDETAIL_ALPHA_MASK_BASE_TEXTURE( int i )
+ {
+ Assert( i >= 0 && i <= 1 );
+ m_nDETAIL_ALPHA_MASK_BASE_TEXTURE = i;
+#ifdef _DEBUG
+ m_bDETAIL_ALPHA_MASK_BASE_TEXTURE = true;
+#endif
+ }
+ void SetDETAIL_ALPHA_MASK_BASE_TEXTURE( bool i )
+ {
+ m_nDETAIL_ALPHA_MASK_BASE_TEXTURE = i ? 1 : 0;
+#ifdef _DEBUG
+ m_bDETAIL_ALPHA_MASK_BASE_TEXTURE = 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
+ }
+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
+ }
+public:
+ worldtwotextureblend_ps20_Static_Index( )
+ {
+#ifdef _DEBUG
+ m_bDETAILTEXTURE = false;
+#endif // _DEBUG
+ m_nDETAILTEXTURE = 0;
+#ifdef _DEBUG
+ m_bBUMPMAP = false;
+#endif // _DEBUG
+ m_nBUMPMAP = 0;
+#ifdef _DEBUG
+ m_bVERTEXCOLOR = false;
+#endif // _DEBUG
+ m_nVERTEXCOLOR = 0;
+#ifdef _DEBUG
+ m_bSELFILLUM = false;
+#endif // _DEBUG
+ m_nSELFILLUM = 0;
+#ifdef _DEBUG
+ m_bDIFFUSEBUMPMAP = false;
+#endif // _DEBUG
+ m_nDIFFUSEBUMPMAP = 0;
+#ifdef _DEBUG
+ m_bDETAIL_ALPHA_MASK_BASE_TEXTURE = false;
+#endif // _DEBUG
+ m_nDETAIL_ALPHA_MASK_BASE_TEXTURE = 0;
+#ifdef _DEBUG
+ m_bFLASHLIGHT = false;
+#endif // _DEBUG
+ m_nFLASHLIGHT = 0;
+#ifdef _DEBUG
+ m_bSEAMLESS = false;
+#endif // _DEBUG
+ m_nSEAMLESS = 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_bDETAILTEXTURE && m_bBUMPMAP && m_bVERTEXCOLOR && m_bSELFILLUM && m_bDIFFUSEBUMPMAP && m_bDETAIL_ALPHA_MASK_BASE_TEXTURE && m_bFLASHLIGHT && m_bSEAMLESS;
+ Assert( bAllStaticVarsDefined );
+#endif // _DEBUG
+ return ( 4 * m_nDETAILTEXTURE ) + ( 8 * m_nBUMPMAP ) + ( 16 * m_nVERTEXCOLOR ) + ( 32 * m_nSELFILLUM ) + ( 64 * m_nDIFFUSEBUMPMAP ) + ( 128 * m_nDETAIL_ALPHA_MASK_BASE_TEXTURE ) + ( 256 * m_nFLASHLIGHT ) + ( 512 * m_nSEAMLESS ) + 0;
+ }
+};
+#define shaderStaticTest_worldtwotextureblend_ps20 psh_forgot_to_set_static_DETAILTEXTURE + psh_forgot_to_set_static_BUMPMAP + psh_forgot_to_set_static_VERTEXCOLOR + psh_forgot_to_set_static_SELFILLUM + psh_forgot_to_set_static_DIFFUSEBUMPMAP + psh_forgot_to_set_static_DETAIL_ALPHA_MASK_BASE_TEXTURE + psh_forgot_to_set_static_FLASHLIGHT + psh_forgot_to_set_static_SEAMLESS + 0
+class worldtwotextureblend_ps20_Dynamic_Index
+{
+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
+ }
+public:
+ worldtwotextureblend_ps20_Dynamic_Index()
+ {
+#ifdef _DEBUG
+ m_bWRITEWATERFOGTODESTALPHA = false;
+#endif // _DEBUG
+ m_nWRITEWATERFOGTODESTALPHA = 0;
+#ifdef _DEBUG
+ m_bPIXELFOGTYPE = false;
+#endif // _DEBUG
+ m_nPIXELFOGTYPE = 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_bWRITEWATERFOGTODESTALPHA && m_bPIXELFOGTYPE;
+ Assert( bAllDynamicVarsDefined );
+#endif // _DEBUG
+ return ( 1 * m_nWRITEWATERFOGTODESTALPHA ) + ( 2 * m_nPIXELFOGTYPE ) + 0;
+ }
+};
+#define shaderDynamicTest_worldtwotextureblend_ps20 psh_forgot_to_set_dynamic_WRITEWATERFOGTODESTALPHA + psh_forgot_to_set_dynamic_PIXELFOGTYPE + 0
diff --git a/materialsystem/stdshaders/fxctmp9/WorldTwoTextureBlend_ps20b.inc b/materialsystem/stdshaders/fxctmp9/WorldTwoTextureBlend_ps20b.inc
new file mode 100644
index 0000000..b9d095e
--- /dev/null
+++ b/materialsystem/stdshaders/fxctmp9/WorldTwoTextureBlend_ps20b.inc
@@ -0,0 +1,387 @@
+#include "shaderlib/cshader.h"
+class worldtwotextureblend_ps20b_Static_Index
+{
+private:
+ int m_nCONVERT_TO_SRGB;
+#ifdef _DEBUG
+ bool m_bCONVERT_TO_SRGB;
+#endif
+public:
+ void SetCONVERT_TO_SRGB( int i )
+ {
+ Assert( i >= 0 && i <= 1 );
+ m_nCONVERT_TO_SRGB = i;
+#ifdef _DEBUG
+ m_bCONVERT_TO_SRGB = true;
+#endif
+ }
+ void SetCONVERT_TO_SRGB( bool i )
+ {
+ m_nCONVERT_TO_SRGB = i ? 1 : 0;
+#ifdef _DEBUG
+ m_bCONVERT_TO_SRGB = 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 <= 1 );
+ 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_nVERTEXCOLOR;
+#ifdef _DEBUG
+ bool m_bVERTEXCOLOR;
+#endif
+public:
+ void SetVERTEXCOLOR( int i )
+ {
+ Assert( i >= 0 && i <= 1 );
+ m_nVERTEXCOLOR = i;
+#ifdef _DEBUG
+ m_bVERTEXCOLOR = true;
+#endif
+ }
+ void SetVERTEXCOLOR( bool i )
+ {
+ m_nVERTEXCOLOR = i ? 1 : 0;
+#ifdef _DEBUG
+ m_bVERTEXCOLOR = 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_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_nDETAIL_ALPHA_MASK_BASE_TEXTURE;
+#ifdef _DEBUG
+ bool m_bDETAIL_ALPHA_MASK_BASE_TEXTURE;
+#endif
+public:
+ void SetDETAIL_ALPHA_MASK_BASE_TEXTURE( int i )
+ {
+ Assert( i >= 0 && i <= 1 );
+ m_nDETAIL_ALPHA_MASK_BASE_TEXTURE = i;
+#ifdef _DEBUG
+ m_bDETAIL_ALPHA_MASK_BASE_TEXTURE = true;
+#endif
+ }
+ void SetDETAIL_ALPHA_MASK_BASE_TEXTURE( bool i )
+ {
+ m_nDETAIL_ALPHA_MASK_BASE_TEXTURE = i ? 1 : 0;
+#ifdef _DEBUG
+ m_bDETAIL_ALPHA_MASK_BASE_TEXTURE = 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
+ }
+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_nFLASHLIGHTDEPTHFILTERMODE;
+#ifdef _DEBUG
+ bool m_bFLASHLIGHTDEPTHFILTERMODE;
+#endif
+public:
+ void SetFLASHLIGHTDEPTHFILTERMODE( int i )
+ {
+ Assert( i >= 0 && i <= 2 );
+ m_nFLASHLIGHTDEPTHFILTERMODE = i;
+#ifdef _DEBUG
+ m_bFLASHLIGHTDEPTHFILTERMODE = true;
+#endif
+ }
+ void SetFLASHLIGHTDEPTHFILTERMODE( bool i )
+ {
+ m_nFLASHLIGHTDEPTHFILTERMODE = i ? 1 : 0;
+#ifdef _DEBUG
+ m_bFLASHLIGHTDEPTHFILTERMODE = true;
+#endif
+ }
+public:
+ worldtwotextureblend_ps20b_Static_Index( )
+ {
+#ifdef _DEBUG
+ m_bCONVERT_TO_SRGB = true;
+#endif // _DEBUG
+ m_nCONVERT_TO_SRGB = g_pHardwareConfig->NeedsShaderSRGBConversion();
+#ifdef _DEBUG
+ m_bDETAILTEXTURE = false;
+#endif // _DEBUG
+ m_nDETAILTEXTURE = 0;
+#ifdef _DEBUG
+ m_bBUMPMAP = false;
+#endif // _DEBUG
+ m_nBUMPMAP = 0;
+#ifdef _DEBUG
+ m_bVERTEXCOLOR = false;
+#endif // _DEBUG
+ m_nVERTEXCOLOR = 0;
+#ifdef _DEBUG
+ m_bSELFILLUM = false;
+#endif // _DEBUG
+ m_nSELFILLUM = 0;
+#ifdef _DEBUG
+ m_bDIFFUSEBUMPMAP = false;
+#endif // _DEBUG
+ m_nDIFFUSEBUMPMAP = 0;
+#ifdef _DEBUG
+ m_bDETAIL_ALPHA_MASK_BASE_TEXTURE = false;
+#endif // _DEBUG
+ m_nDETAIL_ALPHA_MASK_BASE_TEXTURE = 0;
+#ifdef _DEBUG
+ m_bFLASHLIGHT = false;
+#endif // _DEBUG
+ m_nFLASHLIGHT = 0;
+#ifdef _DEBUG
+ m_bSEAMLESS = false;
+#endif // _DEBUG
+ m_nSEAMLESS = 0;
+#ifdef _DEBUG
+ m_bFLASHLIGHTDEPTHFILTERMODE = false;
+#endif // _DEBUG
+ m_nFLASHLIGHTDEPTHFILTERMODE = 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_bCONVERT_TO_SRGB && m_bDETAILTEXTURE && m_bBUMPMAP && m_bVERTEXCOLOR && m_bSELFILLUM && m_bDIFFUSEBUMPMAP && m_bDETAIL_ALPHA_MASK_BASE_TEXTURE && m_bFLASHLIGHT && m_bSEAMLESS && m_bFLASHLIGHTDEPTHFILTERMODE;
+ Assert( bAllStaticVarsDefined );
+#endif // _DEBUG
+ return ( 16 * m_nCONVERT_TO_SRGB ) + ( 32 * m_nDETAILTEXTURE ) + ( 64 * m_nBUMPMAP ) + ( 128 * m_nVERTEXCOLOR ) + ( 256 * m_nSELFILLUM ) + ( 512 * m_nDIFFUSEBUMPMAP ) + ( 1024 * m_nDETAIL_ALPHA_MASK_BASE_TEXTURE ) + ( 2048 * m_nFLASHLIGHT ) + ( 4096 * m_nSEAMLESS ) + ( 8192 * m_nFLASHLIGHTDEPTHFILTERMODE ) + 0;
+ }
+};
+#define shaderStaticTest_worldtwotextureblend_ps20b psh_forgot_to_set_static_DETAILTEXTURE + psh_forgot_to_set_static_BUMPMAP + psh_forgot_to_set_static_VERTEXCOLOR + psh_forgot_to_set_static_SELFILLUM + psh_forgot_to_set_static_DIFFUSEBUMPMAP + psh_forgot_to_set_static_DETAIL_ALPHA_MASK_BASE_TEXTURE + psh_forgot_to_set_static_FLASHLIGHT + psh_forgot_to_set_static_SEAMLESS + psh_forgot_to_set_static_FLASHLIGHTDEPTHFILTERMODE + 0
+class worldtwotextureblend_ps20b_Dynamic_Index
+{
+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_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 <= 1 );
+ 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
+ }
+private:
+ int m_nFLASHLIGHTSHADOWS;
+#ifdef _DEBUG
+ bool m_bFLASHLIGHTSHADOWS;
+#endif
+public:
+ void SetFLASHLIGHTSHADOWS( int i )
+ {
+ Assert( i >= 0 && i <= 1 );
+ m_nFLASHLIGHTSHADOWS = i;
+#ifdef _DEBUG
+ m_bFLASHLIGHTSHADOWS = true;
+#endif
+ }
+ void SetFLASHLIGHTSHADOWS( bool i )
+ {
+ m_nFLASHLIGHTSHADOWS = i ? 1 : 0;
+#ifdef _DEBUG
+ m_bFLASHLIGHTSHADOWS = true;
+#endif
+ }
+public:
+ worldtwotextureblend_ps20b_Dynamic_Index()
+ {
+#ifdef _DEBUG
+ m_bWRITEWATERFOGTODESTALPHA = false;
+#endif // _DEBUG
+ m_nWRITEWATERFOGTODESTALPHA = 0;
+#ifdef _DEBUG
+ m_bPIXELFOGTYPE = false;
+#endif // _DEBUG
+ m_nPIXELFOGTYPE = 0;
+#ifdef _DEBUG
+ m_bWRITE_DEPTH_TO_DESTALPHA = false;
+#endif // _DEBUG
+ m_nWRITE_DEPTH_TO_DESTALPHA = 0;
+#ifdef _DEBUG
+ m_bFLASHLIGHTSHADOWS = false;
+#endif // _DEBUG
+ m_nFLASHLIGHTSHADOWS = 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_bWRITEWATERFOGTODESTALPHA && m_bPIXELFOGTYPE && m_bWRITE_DEPTH_TO_DESTALPHA && m_bFLASHLIGHTSHADOWS;
+ Assert( bAllDynamicVarsDefined );
+#endif // _DEBUG
+ return ( 1 * m_nWRITEWATERFOGTODESTALPHA ) + ( 2 * m_nPIXELFOGTYPE ) + ( 4 * m_nWRITE_DEPTH_TO_DESTALPHA ) + ( 8 * m_nFLASHLIGHTSHADOWS ) + 0;
+ }
+};
+#define shaderDynamicTest_worldtwotextureblend_ps20b psh_forgot_to_set_dynamic_WRITEWATERFOGTODESTALPHA + psh_forgot_to_set_dynamic_PIXELFOGTYPE + psh_forgot_to_set_dynamic_WRITE_DEPTH_TO_DESTALPHA + psh_forgot_to_set_dynamic_FLASHLIGHTSHADOWS + 0
diff --git a/materialsystem/stdshaders/fxctmp9/accumbuff4sample_ps20.inc b/materialsystem/stdshaders/fxctmp9/accumbuff4sample_ps20.inc
new file mode 100644
index 0000000..cacf59b
--- /dev/null
+++ b/materialsystem/stdshaders/fxctmp9/accumbuff4sample_ps20.inc
@@ -0,0 +1,33 @@
+#include "shaderlib/cshader.h"
+class accumbuff4sample_ps20_Static_Index
+{
+public:
+ accumbuff4sample_ps20_Static_Index( )
+ {
+ }
+ 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
+#endif // _DEBUG
+ return 0;
+ }
+};
+#define shaderStaticTest_accumbuff4sample_ps20 0
+class accumbuff4sample_ps20_Dynamic_Index
+{
+public:
+ accumbuff4sample_ps20_Dynamic_Index()
+ {
+ }
+ 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
+#endif // _DEBUG
+ return 0;
+ }
+};
+#define shaderDynamicTest_accumbuff4sample_ps20 0
diff --git a/materialsystem/stdshaders/fxctmp9/accumbuff4sample_ps20b.inc b/materialsystem/stdshaders/fxctmp9/accumbuff4sample_ps20b.inc
new file mode 100644
index 0000000..716ea9a
--- /dev/null
+++ b/materialsystem/stdshaders/fxctmp9/accumbuff4sample_ps20b.inc
@@ -0,0 +1,60 @@
+#include "shaderlib/cshader.h"
+class accumbuff4sample_ps20b_Static_Index
+{
+private:
+ int m_nCONVERT_TO_SRGB;
+#ifdef _DEBUG
+ bool m_bCONVERT_TO_SRGB;
+#endif
+public:
+ void SetCONVERT_TO_SRGB( int i )
+ {
+ Assert( i >= 0 && i <= 1 );
+ m_nCONVERT_TO_SRGB = i;
+#ifdef _DEBUG
+ m_bCONVERT_TO_SRGB = true;
+#endif
+ }
+ void SetCONVERT_TO_SRGB( bool i )
+ {
+ m_nCONVERT_TO_SRGB = i ? 1 : 0;
+#ifdef _DEBUG
+ m_bCONVERT_TO_SRGB = true;
+#endif
+ }
+public:
+ accumbuff4sample_ps20b_Static_Index( )
+ {
+#ifdef _DEBUG
+ m_bCONVERT_TO_SRGB = true;
+#endif // _DEBUG
+ m_nCONVERT_TO_SRGB = g_pHardwareConfig->NeedsShaderSRGBConversion();
+ }
+ 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_bCONVERT_TO_SRGB;
+ Assert( bAllStaticVarsDefined );
+#endif // _DEBUG
+ return ( 1 * m_nCONVERT_TO_SRGB ) + 0;
+ }
+};
+#define shaderStaticTest_accumbuff4sample_ps20b 0
+class accumbuff4sample_ps20b_Dynamic_Index
+{
+public:
+ accumbuff4sample_ps20b_Dynamic_Index()
+ {
+ }
+ 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
+#endif // _DEBUG
+ return 0;
+ }
+};
+#define shaderDynamicTest_accumbuff4sample_ps20b 0
diff --git a/materialsystem/stdshaders/fxctmp9/accumbuff5sample_ps20.inc b/materialsystem/stdshaders/fxctmp9/accumbuff5sample_ps20.inc
new file mode 100644
index 0000000..9090398
--- /dev/null
+++ b/materialsystem/stdshaders/fxctmp9/accumbuff5sample_ps20.inc
@@ -0,0 +1,33 @@
+#include "shaderlib/cshader.h"
+class accumbuff5sample_ps20_Static_Index
+{
+public:
+ accumbuff5sample_ps20_Static_Index( )
+ {
+ }
+ 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
+#endif // _DEBUG
+ return 0;
+ }
+};
+#define shaderStaticTest_accumbuff5sample_ps20 0
+class accumbuff5sample_ps20_Dynamic_Index
+{
+public:
+ accumbuff5sample_ps20_Dynamic_Index()
+ {
+ }
+ 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
+#endif // _DEBUG
+ return 0;
+ }
+};
+#define shaderDynamicTest_accumbuff5sample_ps20 0
diff --git a/materialsystem/stdshaders/fxctmp9/accumbuff5sample_ps20b.inc b/materialsystem/stdshaders/fxctmp9/accumbuff5sample_ps20b.inc
new file mode 100644
index 0000000..fd14c0a
--- /dev/null
+++ b/materialsystem/stdshaders/fxctmp9/accumbuff5sample_ps20b.inc
@@ -0,0 +1,60 @@
+#include "shaderlib/cshader.h"
+class accumbuff5sample_ps20b_Static_Index
+{
+private:
+ int m_nCONVERT_TO_SRGB;
+#ifdef _DEBUG
+ bool m_bCONVERT_TO_SRGB;
+#endif
+public:
+ void SetCONVERT_TO_SRGB( int i )
+ {
+ Assert( i >= 0 && i <= 1 );
+ m_nCONVERT_TO_SRGB = i;
+#ifdef _DEBUG
+ m_bCONVERT_TO_SRGB = true;
+#endif
+ }
+ void SetCONVERT_TO_SRGB( bool i )
+ {
+ m_nCONVERT_TO_SRGB = i ? 1 : 0;
+#ifdef _DEBUG
+ m_bCONVERT_TO_SRGB = true;
+#endif
+ }
+public:
+ accumbuff5sample_ps20b_Static_Index( )
+ {
+#ifdef _DEBUG
+ m_bCONVERT_TO_SRGB = true;
+#endif // _DEBUG
+ m_nCONVERT_TO_SRGB = g_pHardwareConfig->NeedsShaderSRGBConversion();
+ }
+ 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_bCONVERT_TO_SRGB;
+ Assert( bAllStaticVarsDefined );
+#endif // _DEBUG
+ return ( 1 * m_nCONVERT_TO_SRGB ) + 0;
+ }
+};
+#define shaderStaticTest_accumbuff5sample_ps20b 0
+class accumbuff5sample_ps20b_Dynamic_Index
+{
+public:
+ accumbuff5sample_ps20b_Dynamic_Index()
+ {
+ }
+ 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
+#endif // _DEBUG
+ return 0;
+ }
+};
+#define shaderDynamicTest_accumbuff5sample_ps20b 0
diff --git a/materialsystem/stdshaders/fxctmp9/aftershock_ps20.inc b/materialsystem/stdshaders/fxctmp9/aftershock_ps20.inc
new file mode 100644
index 0000000..5e737ba
--- /dev/null
+++ b/materialsystem/stdshaders/fxctmp9/aftershock_ps20.inc
@@ -0,0 +1,33 @@
+#include "shaderlib/cshader.h"
+class aftershock_ps20_Static_Index
+{
+public:
+ aftershock_ps20_Static_Index( )
+ {
+ }
+ 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
+#endif // _DEBUG
+ return 0;
+ }
+};
+#define shaderStaticTest_aftershock_ps20 0
+class aftershock_ps20_Dynamic_Index
+{
+public:
+ aftershock_ps20_Dynamic_Index()
+ {
+ }
+ 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
+#endif // _DEBUG
+ return 0;
+ }
+};
+#define shaderDynamicTest_aftershock_ps20 0
diff --git a/materialsystem/stdshaders/fxctmp9/aftershock_ps20b.inc b/materialsystem/stdshaders/fxctmp9/aftershock_ps20b.inc
new file mode 100644
index 0000000..8e3b442
--- /dev/null
+++ b/materialsystem/stdshaders/fxctmp9/aftershock_ps20b.inc
@@ -0,0 +1,60 @@
+#include "shaderlib/cshader.h"
+class aftershock_ps20b_Static_Index
+{
+private:
+ int m_nCONVERT_TO_SRGB;
+#ifdef _DEBUG
+ bool m_bCONVERT_TO_SRGB;
+#endif
+public:
+ void SetCONVERT_TO_SRGB( int i )
+ {
+ Assert( i >= 0 && i <= 1 );
+ m_nCONVERT_TO_SRGB = i;
+#ifdef _DEBUG
+ m_bCONVERT_TO_SRGB = true;
+#endif
+ }
+ void SetCONVERT_TO_SRGB( bool i )
+ {
+ m_nCONVERT_TO_SRGB = i ? 1 : 0;
+#ifdef _DEBUG
+ m_bCONVERT_TO_SRGB = true;
+#endif
+ }
+public:
+ aftershock_ps20b_Static_Index( )
+ {
+#ifdef _DEBUG
+ m_bCONVERT_TO_SRGB = true;
+#endif // _DEBUG
+ m_nCONVERT_TO_SRGB = g_pHardwareConfig->NeedsShaderSRGBConversion();
+ }
+ 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_bCONVERT_TO_SRGB;
+ Assert( bAllStaticVarsDefined );
+#endif // _DEBUG
+ return ( 1 * m_nCONVERT_TO_SRGB ) + 0;
+ }
+};
+#define shaderStaticTest_aftershock_ps20b 0
+class aftershock_ps20b_Dynamic_Index
+{
+public:
+ aftershock_ps20b_Dynamic_Index()
+ {
+ }
+ 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
+#endif // _DEBUG
+ return 0;
+ }
+};
+#define shaderDynamicTest_aftershock_ps20b 0
diff --git a/materialsystem/stdshaders/fxctmp9/aftershock_vs20.inc b/materialsystem/stdshaders/fxctmp9/aftershock_vs20.inc
new file mode 100644
index 0000000..9461ece
--- /dev/null
+++ b/materialsystem/stdshaders/fxctmp9/aftershock_vs20.inc
@@ -0,0 +1,85 @@
+#include "shaderlib/cshader.h"
+class aftershock_vs20_Static_Index
+{
+public:
+ aftershock_vs20_Static_Index( )
+ {
+ }
+ 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
+#endif // _DEBUG
+ return 0;
+ }
+};
+#define shaderStaticTest_aftershock_vs20 0
+class aftershock_vs20_Dynamic_Index
+{
+private:
+ int m_nCOMPRESSED_VERTS;
+#ifdef _DEBUG
+ bool m_bCOMPRESSED_VERTS;
+#endif
+public:
+ void SetCOMPRESSED_VERTS( int i )
+ {
+ Assert( i >= 0 && i <= 1 );
+ m_nCOMPRESSED_VERTS = i;
+#ifdef _DEBUG
+ m_bCOMPRESSED_VERTS = true;
+#endif
+ }
+ void SetCOMPRESSED_VERTS( bool i )
+ {
+ m_nCOMPRESSED_VERTS = i ? 1 : 0;
+#ifdef _DEBUG
+ m_bCOMPRESSED_VERTS = true;
+#endif
+ }
+private:
+ int m_nSKINNING;
+#ifdef _DEBUG
+ bool m_bSKINNING;
+#endif
+public:
+ void SetSKINNING( int i )
+ {
+ Assert( i >= 0 && i <= 1 );
+ m_nSKINNING = i;
+#ifdef _DEBUG
+ m_bSKINNING = true;
+#endif
+ }
+ void SetSKINNING( bool i )
+ {
+ m_nSKINNING = i ? 1 : 0;
+#ifdef _DEBUG
+ m_bSKINNING = true;
+#endif
+ }
+public:
+ aftershock_vs20_Dynamic_Index()
+ {
+#ifdef _DEBUG
+ m_bCOMPRESSED_VERTS = false;
+#endif // _DEBUG
+ m_nCOMPRESSED_VERTS = 0;
+#ifdef _DEBUG
+ m_bSKINNING = false;
+#endif // _DEBUG
+ m_nSKINNING = 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_bCOMPRESSED_VERTS && m_bSKINNING;
+ Assert( bAllDynamicVarsDefined );
+#endif // _DEBUG
+ return ( 1 * m_nCOMPRESSED_VERTS ) + ( 2 * m_nSKINNING ) + 0;
+ }
+};
+#define shaderDynamicTest_aftershock_vs20 vsh_forgot_to_set_dynamic_COMPRESSED_VERTS + vsh_forgot_to_set_dynamic_SKINNING + 0
diff --git a/materialsystem/stdshaders/fxctmp9/alphadist_ps11.inc b/materialsystem/stdshaders/fxctmp9/alphadist_ps11.inc
new file mode 100644
index 0000000..5ee1d3e
--- /dev/null
+++ b/materialsystem/stdshaders/fxctmp9/alphadist_ps11.inc
@@ -0,0 +1,33 @@
+#include "shaderlib/cshader.h"
+class alphadist_ps11_Static_Index
+{
+public:
+ alphadist_ps11_Static_Index( )
+ {
+ }
+ 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
+#endif // _DEBUG
+ return 0;
+ }
+};
+#define shaderStaticTest_alphadist_ps11 0
+class alphadist_ps11_Dynamic_Index
+{
+public:
+ alphadist_ps11_Dynamic_Index()
+ {
+ }
+ 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
+#endif // _DEBUG
+ return 0;
+ }
+};
+#define shaderDynamicTest_alphadist_ps11 0
diff --git a/materialsystem/stdshaders/fxctmp9/appchooser360movie_ps20.inc b/materialsystem/stdshaders/fxctmp9/appchooser360movie_ps20.inc
new file mode 100644
index 0000000..2f10670
--- /dev/null
+++ b/materialsystem/stdshaders/fxctmp9/appchooser360movie_ps20.inc
@@ -0,0 +1,33 @@
+#include "shaderlib/cshader.h"
+class appchooser360movie_ps20_Static_Index
+{
+public:
+ appchooser360movie_ps20_Static_Index( )
+ {
+ }
+ 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
+#endif // _DEBUG
+ return 0;
+ }
+};
+#define shaderStaticTest_appchooser360movie_ps20 0
+class appchooser360movie_ps20_Dynamic_Index
+{
+public:
+ appchooser360movie_ps20_Dynamic_Index()
+ {
+ }
+ 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
+#endif // _DEBUG
+ return 0;
+ }
+};
+#define shaderDynamicTest_appchooser360movie_ps20 0
diff --git a/materialsystem/stdshaders/fxctmp9/appchooser360movie_ps20b.inc b/materialsystem/stdshaders/fxctmp9/appchooser360movie_ps20b.inc
new file mode 100644
index 0000000..41ab35e
--- /dev/null
+++ b/materialsystem/stdshaders/fxctmp9/appchooser360movie_ps20b.inc
@@ -0,0 +1,33 @@
+#include "shaderlib/cshader.h"
+class appchooser360movie_ps20b_Static_Index
+{
+public:
+ appchooser360movie_ps20b_Static_Index( )
+ {
+ }
+ 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
+#endif // _DEBUG
+ return 0;
+ }
+};
+#define shaderStaticTest_appchooser360movie_ps20b 0
+class appchooser360movie_ps20b_Dynamic_Index
+{
+public:
+ appchooser360movie_ps20b_Dynamic_Index()
+ {
+ }
+ 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
+#endif // _DEBUG
+ return 0;
+ }
+};
+#define shaderDynamicTest_appchooser360movie_ps20b 0
diff --git a/materialsystem/stdshaders/fxctmp9/bik_ps20.inc b/materialsystem/stdshaders/fxctmp9/bik_ps20.inc
new file mode 100644
index 0000000..278f10b
--- /dev/null
+++ b/materialsystem/stdshaders/fxctmp9/bik_ps20.inc
@@ -0,0 +1,60 @@
+#include "shaderlib/cshader.h"
+class bik_ps20_Static_Index
+{
+public:
+ bik_ps20_Static_Index( )
+ {
+ }
+ 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
+#endif // _DEBUG
+ return 0;
+ }
+};
+#define shaderStaticTest_bik_ps20 0
+class bik_ps20_Dynamic_Index
+{
+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
+ }
+public:
+ bik_ps20_Dynamic_Index()
+ {
+#ifdef _DEBUG
+ m_bPIXELFOGTYPE = false;
+#endif // _DEBUG
+ m_nPIXELFOGTYPE = 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_bPIXELFOGTYPE;
+ Assert( bAllDynamicVarsDefined );
+#endif // _DEBUG
+ return ( 1 * m_nPIXELFOGTYPE ) + 0;
+ }
+};
+#define shaderDynamicTest_bik_ps20 psh_forgot_to_set_dynamic_PIXELFOGTYPE + 0
diff --git a/materialsystem/stdshaders/fxctmp9/bik_ps20b.inc b/materialsystem/stdshaders/fxctmp9/bik_ps20b.inc
new file mode 100644
index 0000000..e5359e3
--- /dev/null
+++ b/materialsystem/stdshaders/fxctmp9/bik_ps20b.inc
@@ -0,0 +1,87 @@
+#include "shaderlib/cshader.h"
+class bik_ps20b_Static_Index
+{
+private:
+ int m_nCONVERT_TO_SRGB;
+#ifdef _DEBUG
+ bool m_bCONVERT_TO_SRGB;
+#endif
+public:
+ void SetCONVERT_TO_SRGB( int i )
+ {
+ Assert( i >= 0 && i <= 1 );
+ m_nCONVERT_TO_SRGB = i;
+#ifdef _DEBUG
+ m_bCONVERT_TO_SRGB = true;
+#endif
+ }
+ void SetCONVERT_TO_SRGB( bool i )
+ {
+ m_nCONVERT_TO_SRGB = i ? 1 : 0;
+#ifdef _DEBUG
+ m_bCONVERT_TO_SRGB = true;
+#endif
+ }
+public:
+ bik_ps20b_Static_Index( )
+ {
+#ifdef _DEBUG
+ m_bCONVERT_TO_SRGB = true;
+#endif // _DEBUG
+ m_nCONVERT_TO_SRGB = g_pHardwareConfig->NeedsShaderSRGBConversion();
+ }
+ 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_bCONVERT_TO_SRGB;
+ Assert( bAllStaticVarsDefined );
+#endif // _DEBUG
+ return ( 2 * m_nCONVERT_TO_SRGB ) + 0;
+ }
+};
+#define shaderStaticTest_bik_ps20b 0
+class bik_ps20b_Dynamic_Index
+{
+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
+ }
+public:
+ bik_ps20b_Dynamic_Index()
+ {
+#ifdef _DEBUG
+ m_bPIXELFOGTYPE = false;
+#endif // _DEBUG
+ m_nPIXELFOGTYPE = 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_bPIXELFOGTYPE;
+ Assert( bAllDynamicVarsDefined );
+#endif // _DEBUG
+ return ( 1 * m_nPIXELFOGTYPE ) + 0;
+ }
+};
+#define shaderDynamicTest_bik_ps20b psh_forgot_to_set_dynamic_PIXELFOGTYPE + 0
diff --git a/materialsystem/stdshaders/fxctmp9/bik_vs20.inc b/materialsystem/stdshaders/fxctmp9/bik_vs20.inc
new file mode 100644
index 0000000..1c1673a
--- /dev/null
+++ b/materialsystem/stdshaders/fxctmp9/bik_vs20.inc
@@ -0,0 +1,60 @@
+#include "shaderlib/cshader.h"
+class bik_vs20_Static_Index
+{
+public:
+ bik_vs20_Static_Index( )
+ {
+ }
+ 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
+#endif // _DEBUG
+ return 0;
+ }
+};
+#define shaderStaticTest_bik_vs20 0
+class bik_vs20_Dynamic_Index
+{
+private:
+ int m_nDOWATERFOG;
+#ifdef _DEBUG
+ bool m_bDOWATERFOG;
+#endif
+public:
+ void SetDOWATERFOG( int i )
+ {
+ Assert( i >= 0 && i <= 1 );
+ m_nDOWATERFOG = i;
+#ifdef _DEBUG
+ m_bDOWATERFOG = true;
+#endif
+ }
+ void SetDOWATERFOG( bool i )
+ {
+ m_nDOWATERFOG = i ? 1 : 0;
+#ifdef _DEBUG
+ m_bDOWATERFOG = true;
+#endif
+ }
+public:
+ bik_vs20_Dynamic_Index()
+ {
+#ifdef _DEBUG
+ m_bDOWATERFOG = false;
+#endif // _DEBUG
+ m_nDOWATERFOG = 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_bDOWATERFOG;
+ Assert( bAllDynamicVarsDefined );
+#endif // _DEBUG
+ return ( 1 * m_nDOWATERFOG ) + 0;
+ }
+};
+#define shaderDynamicTest_bik_vs20 vsh_forgot_to_set_dynamic_DOWATERFOG + 0
diff --git a/materialsystem/stdshaders/fxctmp9/bloomadd_ps11.inc b/materialsystem/stdshaders/fxctmp9/bloomadd_ps11.inc
new file mode 100644
index 0000000..5452dee
--- /dev/null
+++ b/materialsystem/stdshaders/fxctmp9/bloomadd_ps11.inc
@@ -0,0 +1,33 @@
+#include "shaderlib/cshader.h"
+class bloomadd_ps11_Static_Index
+{
+public:
+ bloomadd_ps11_Static_Index( )
+ {
+ }
+ 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
+#endif // _DEBUG
+ return 0;
+ }
+};
+#define shaderStaticTest_bloomadd_ps11 0
+class bloomadd_ps11_Dynamic_Index
+{
+public:
+ bloomadd_ps11_Dynamic_Index()
+ {
+ }
+ 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
+#endif // _DEBUG
+ return 0;
+ }
+};
+#define shaderDynamicTest_bloomadd_ps11 0
diff --git a/materialsystem/stdshaders/fxctmp9/bloomadd_ps20.inc b/materialsystem/stdshaders/fxctmp9/bloomadd_ps20.inc
new file mode 100644
index 0000000..031c6dd
--- /dev/null
+++ b/materialsystem/stdshaders/fxctmp9/bloomadd_ps20.inc
@@ -0,0 +1,33 @@
+#include "shaderlib/cshader.h"
+class bloomadd_ps20_Static_Index
+{
+public:
+ bloomadd_ps20_Static_Index( )
+ {
+ }
+ 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
+#endif // _DEBUG
+ return 0;
+ }
+};
+#define shaderStaticTest_bloomadd_ps20 0
+class bloomadd_ps20_Dynamic_Index
+{
+public:
+ bloomadd_ps20_Dynamic_Index()
+ {
+ }
+ 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
+#endif // _DEBUG
+ return 0;
+ }
+};
+#define shaderDynamicTest_bloomadd_ps20 0
diff --git a/materialsystem/stdshaders/fxctmp9/bloomadd_ps20b.inc b/materialsystem/stdshaders/fxctmp9/bloomadd_ps20b.inc
new file mode 100644
index 0000000..686a62e
--- /dev/null
+++ b/materialsystem/stdshaders/fxctmp9/bloomadd_ps20b.inc
@@ -0,0 +1,33 @@
+#include "shaderlib/cshader.h"
+class bloomadd_ps20b_Static_Index
+{
+public:
+ bloomadd_ps20b_Static_Index( )
+ {
+ }
+ 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
+#endif // _DEBUG
+ return 0;
+ }
+};
+#define shaderStaticTest_bloomadd_ps20b 0
+class bloomadd_ps20b_Dynamic_Index
+{
+public:
+ bloomadd_ps20b_Dynamic_Index()
+ {
+ }
+ 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
+#endif // _DEBUG
+ return 0;
+ }
+};
+#define shaderDynamicTest_bloomadd_ps20b 0
diff --git a/materialsystem/stdshaders/fxctmp9/bufferclearobeystencil_ps20.inc b/materialsystem/stdshaders/fxctmp9/bufferclearobeystencil_ps20.inc
new file mode 100644
index 0000000..16b3f05
--- /dev/null
+++ b/materialsystem/stdshaders/fxctmp9/bufferclearobeystencil_ps20.inc
@@ -0,0 +1,33 @@
+#include "shaderlib/cshader.h"
+class bufferclearobeystencil_ps20_Static_Index
+{
+public:
+ bufferclearobeystencil_ps20_Static_Index( )
+ {
+ }
+ 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
+#endif // _DEBUG
+ return 0;
+ }
+};
+#define shaderStaticTest_bufferclearobeystencil_ps20 0
+class bufferclearobeystencil_ps20_Dynamic_Index
+{
+public:
+ bufferclearobeystencil_ps20_Dynamic_Index()
+ {
+ }
+ 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
+#endif // _DEBUG
+ return 0;
+ }
+};
+#define shaderDynamicTest_bufferclearobeystencil_ps20 0
diff --git a/materialsystem/stdshaders/fxctmp9/bufferclearobeystencil_ps20b.inc b/materialsystem/stdshaders/fxctmp9/bufferclearobeystencil_ps20b.inc
new file mode 100644
index 0000000..09541a4
--- /dev/null
+++ b/materialsystem/stdshaders/fxctmp9/bufferclearobeystencil_ps20b.inc
@@ -0,0 +1,60 @@
+#include "shaderlib/cshader.h"
+class bufferclearobeystencil_ps20b_Static_Index
+{
+private:
+ int m_nCONVERT_TO_SRGB;
+#ifdef _DEBUG
+ bool m_bCONVERT_TO_SRGB;
+#endif
+public:
+ void SetCONVERT_TO_SRGB( int i )
+ {
+ Assert( i >= 0 && i <= 1 );
+ m_nCONVERT_TO_SRGB = i;
+#ifdef _DEBUG
+ m_bCONVERT_TO_SRGB = true;
+#endif
+ }
+ void SetCONVERT_TO_SRGB( bool i )
+ {
+ m_nCONVERT_TO_SRGB = i ? 1 : 0;
+#ifdef _DEBUG
+ m_bCONVERT_TO_SRGB = true;
+#endif
+ }
+public:
+ bufferclearobeystencil_ps20b_Static_Index( )
+ {
+#ifdef _DEBUG
+ m_bCONVERT_TO_SRGB = true;
+#endif // _DEBUG
+ m_nCONVERT_TO_SRGB = g_pHardwareConfig->NeedsShaderSRGBConversion();
+ }
+ 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_bCONVERT_TO_SRGB;
+ Assert( bAllStaticVarsDefined );
+#endif // _DEBUG
+ return ( 1 * m_nCONVERT_TO_SRGB ) + 0;
+ }
+};
+#define shaderStaticTest_bufferclearobeystencil_ps20b 0
+class bufferclearobeystencil_ps20b_Dynamic_Index
+{
+public:
+ bufferclearobeystencil_ps20b_Dynamic_Index()
+ {
+ }
+ 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
+#endif // _DEBUG
+ return 0;
+ }
+};
+#define shaderDynamicTest_bufferclearobeystencil_ps20b 0
diff --git a/materialsystem/stdshaders/fxctmp9/bufferclearobeystencil_vs20.inc b/materialsystem/stdshaders/fxctmp9/bufferclearobeystencil_vs20.inc
new file mode 100644
index 0000000..ca2e245
--- /dev/null
+++ b/materialsystem/stdshaders/fxctmp9/bufferclearobeystencil_vs20.inc
@@ -0,0 +1,60 @@
+#include "shaderlib/cshader.h"
+class bufferclearobeystencil_vs20_Static_Index
+{
+private:
+ int m_nUSESCOLOR;
+#ifdef _DEBUG
+ bool m_bUSESCOLOR;
+#endif
+public:
+ void SetUSESCOLOR( int i )
+ {
+ Assert( i >= 0 && i <= 1 );
+ m_nUSESCOLOR = i;
+#ifdef _DEBUG
+ m_bUSESCOLOR = true;
+#endif
+ }
+ void SetUSESCOLOR( bool i )
+ {
+ m_nUSESCOLOR = i ? 1 : 0;
+#ifdef _DEBUG
+ m_bUSESCOLOR = true;
+#endif
+ }
+public:
+ bufferclearobeystencil_vs20_Static_Index( )
+ {
+#ifdef _DEBUG
+ m_bUSESCOLOR = false;
+#endif // _DEBUG
+ m_nUSESCOLOR = 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_bUSESCOLOR;
+ Assert( bAllStaticVarsDefined );
+#endif // _DEBUG
+ return ( 1 * m_nUSESCOLOR ) + 0;
+ }
+};
+#define shaderStaticTest_bufferclearobeystencil_vs20 vsh_forgot_to_set_static_USESCOLOR + 0
+class bufferclearobeystencil_vs20_Dynamic_Index
+{
+public:
+ bufferclearobeystencil_vs20_Dynamic_Index()
+ {
+ }
+ 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
+#endif // _DEBUG
+ return 0;
+ }
+};
+#define shaderDynamicTest_bufferclearobeystencil_vs20 0
diff --git a/materialsystem/stdshaders/fxctmp9/bumpmappedlightmap_vs11.inc b/materialsystem/stdshaders/fxctmp9/bumpmappedlightmap_vs11.inc
new file mode 100644
index 0000000..0b7b8bb
--- /dev/null
+++ b/materialsystem/stdshaders/fxctmp9/bumpmappedlightmap_vs11.inc
@@ -0,0 +1,60 @@
+#include "shaderlib/cshader.h"
+class bumpmappedlightmap_vs11_Static_Index
+{
+public:
+ bumpmappedlightmap_vs11_Static_Index( )
+ {
+ }
+ 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
+#endif // _DEBUG
+ return 0;
+ }
+};
+#define shaderStaticTest_bumpmappedlightmap_vs11 0
+class bumpmappedlightmap_vs11_Dynamic_Index
+{
+private:
+ int m_nDOWATERFOG;
+#ifdef _DEBUG
+ bool m_bDOWATERFOG;
+#endif
+public:
+ void SetDOWATERFOG( int i )
+ {
+ Assert( i >= 0 && i <= 1 );
+ m_nDOWATERFOG = i;
+#ifdef _DEBUG
+ m_bDOWATERFOG = true;
+#endif
+ }
+ void SetDOWATERFOG( bool i )
+ {
+ m_nDOWATERFOG = i ? 1 : 0;
+#ifdef _DEBUG
+ m_bDOWATERFOG = true;
+#endif
+ }
+public:
+ bumpmappedlightmap_vs11_Dynamic_Index()
+ {
+#ifdef _DEBUG
+ m_bDOWATERFOG = false;
+#endif // _DEBUG
+ m_nDOWATERFOG = 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_bDOWATERFOG;
+ Assert( bAllDynamicVarsDefined );
+#endif // _DEBUG
+ return ( 1 * m_nDOWATERFOG ) + 0;
+ }
+};
+#define shaderDynamicTest_bumpmappedlightmap_vs11 vsh_forgot_to_set_dynamic_DOWATERFOG + 0
diff --git a/materialsystem/stdshaders/fxctmp9/cable_ps20.inc b/materialsystem/stdshaders/fxctmp9/cable_ps20.inc
new file mode 100644
index 0000000..e52b5fc
--- /dev/null
+++ b/materialsystem/stdshaders/fxctmp9/cable_ps20.inc
@@ -0,0 +1,60 @@
+#include "shaderlib/cshader.h"
+class cable_ps20_Static_Index
+{
+public:
+ cable_ps20_Static_Index( )
+ {
+ }
+ 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
+#endif // _DEBUG
+ return 0;
+ }
+};
+#define shaderStaticTest_cable_ps20 0
+class cable_ps20_Dynamic_Index
+{
+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
+ }
+public:
+ cable_ps20_Dynamic_Index()
+ {
+#ifdef _DEBUG
+ m_bPIXELFOGTYPE = false;
+#endif // _DEBUG
+ m_nPIXELFOGTYPE = 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_bPIXELFOGTYPE;
+ Assert( bAllDynamicVarsDefined );
+#endif // _DEBUG
+ return ( 1 * m_nPIXELFOGTYPE ) + 0;
+ }
+};
+#define shaderDynamicTest_cable_ps20 psh_forgot_to_set_dynamic_PIXELFOGTYPE + 0
diff --git a/materialsystem/stdshaders/fxctmp9/cable_ps20b.inc b/materialsystem/stdshaders/fxctmp9/cable_ps20b.inc
new file mode 100644
index 0000000..0f07ba7
--- /dev/null
+++ b/materialsystem/stdshaders/fxctmp9/cable_ps20b.inc
@@ -0,0 +1,112 @@
+#include "shaderlib/cshader.h"
+class cable_ps20b_Static_Index
+{
+private:
+ int m_nCONVERT_TO_SRGB;
+#ifdef _DEBUG
+ bool m_bCONVERT_TO_SRGB;
+#endif
+public:
+ void SetCONVERT_TO_SRGB( int i )
+ {
+ Assert( i >= 0 && i <= 1 );
+ m_nCONVERT_TO_SRGB = i;
+#ifdef _DEBUG
+ m_bCONVERT_TO_SRGB = true;
+#endif
+ }
+ void SetCONVERT_TO_SRGB( bool i )
+ {
+ m_nCONVERT_TO_SRGB = i ? 1 : 0;
+#ifdef _DEBUG
+ m_bCONVERT_TO_SRGB = true;
+#endif
+ }
+public:
+ cable_ps20b_Static_Index( )
+ {
+#ifdef _DEBUG
+ m_bCONVERT_TO_SRGB = true;
+#endif // _DEBUG
+ m_nCONVERT_TO_SRGB = g_pHardwareConfig->NeedsShaderSRGBConversion();
+ }
+ 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_bCONVERT_TO_SRGB;
+ Assert( bAllStaticVarsDefined );
+#endif // _DEBUG
+ return ( 4 * m_nCONVERT_TO_SRGB ) + 0;
+ }
+};
+#define shaderStaticTest_cable_ps20b 0
+class cable_ps20b_Dynamic_Index
+{
+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_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 <= 1 );
+ 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:
+ cable_ps20b_Dynamic_Index()
+ {
+#ifdef _DEBUG
+ m_bPIXELFOGTYPE = false;
+#endif // _DEBUG
+ m_nPIXELFOGTYPE = 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_bPIXELFOGTYPE && m_bWRITE_DEPTH_TO_DESTALPHA;
+ Assert( bAllDynamicVarsDefined );
+#endif // _DEBUG
+ return ( 1 * m_nPIXELFOGTYPE ) + ( 2 * m_nWRITE_DEPTH_TO_DESTALPHA ) + 0;
+ }
+};
+#define shaderDynamicTest_cable_ps20b psh_forgot_to_set_dynamic_PIXELFOGTYPE + psh_forgot_to_set_dynamic_WRITE_DEPTH_TO_DESTALPHA + 0
diff --git a/materialsystem/stdshaders/fxctmp9/cable_vs20.inc b/materialsystem/stdshaders/fxctmp9/cable_vs20.inc
new file mode 100644
index 0000000..832a15e
--- /dev/null
+++ b/materialsystem/stdshaders/fxctmp9/cable_vs20.inc
@@ -0,0 +1,60 @@
+#include "shaderlib/cshader.h"
+class cable_vs20_Static_Index
+{
+public:
+ cable_vs20_Static_Index( )
+ {
+ }
+ 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
+#endif // _DEBUG
+ return 0;
+ }
+};
+#define shaderStaticTest_cable_vs20 0
+class cable_vs20_Dynamic_Index
+{
+private:
+ int m_nDOWATERFOG;
+#ifdef _DEBUG
+ bool m_bDOWATERFOG;
+#endif
+public:
+ void SetDOWATERFOG( int i )
+ {
+ Assert( i >= 0 && i <= 1 );
+ m_nDOWATERFOG = i;
+#ifdef _DEBUG
+ m_bDOWATERFOG = true;
+#endif
+ }
+ void SetDOWATERFOG( bool i )
+ {
+ m_nDOWATERFOG = i ? 1 : 0;
+#ifdef _DEBUG
+ m_bDOWATERFOG = true;
+#endif
+ }
+public:
+ cable_vs20_Dynamic_Index()
+ {
+#ifdef _DEBUG
+ m_bDOWATERFOG = false;
+#endif // _DEBUG
+ m_nDOWATERFOG = 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_bDOWATERFOG;
+ Assert( bAllDynamicVarsDefined );
+#endif // _DEBUG
+ return ( 1 * m_nDOWATERFOG ) + 0;
+ }
+};
+#define shaderDynamicTest_cable_vs20 vsh_forgot_to_set_dynamic_DOWATERFOG + 0
diff --git a/materialsystem/stdshaders/fxctmp9/cloak_blended_pass_ps20.inc b/materialsystem/stdshaders/fxctmp9/cloak_blended_pass_ps20.inc
new file mode 100644
index 0000000..698b3f4
--- /dev/null
+++ b/materialsystem/stdshaders/fxctmp9/cloak_blended_pass_ps20.inc
@@ -0,0 +1,60 @@
+#include "shaderlib/cshader.h"
+class cloak_blended_pass_ps20_Static_Index
+{
+private:
+ int m_nBUMPMAP;
+#ifdef _DEBUG
+ bool m_bBUMPMAP;
+#endif
+public:
+ void SetBUMPMAP( int i )
+ {
+ Assert( i >= 0 && i <= 1 );
+ m_nBUMPMAP = i;
+#ifdef _DEBUG
+ m_bBUMPMAP = true;
+#endif
+ }
+ void SetBUMPMAP( bool i )
+ {
+ m_nBUMPMAP = i ? 1 : 0;
+#ifdef _DEBUG
+ m_bBUMPMAP = true;
+#endif
+ }
+public:
+ cloak_blended_pass_ps20_Static_Index( )
+ {
+#ifdef _DEBUG
+ m_bBUMPMAP = false;
+#endif // _DEBUG
+ m_nBUMPMAP = 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_bBUMPMAP;
+ Assert( bAllStaticVarsDefined );
+#endif // _DEBUG
+ return ( 1 * m_nBUMPMAP ) + 0;
+ }
+};
+#define shaderStaticTest_cloak_blended_pass_ps20 psh_forgot_to_set_static_BUMPMAP + 0
+class cloak_blended_pass_ps20_Dynamic_Index
+{
+public:
+ cloak_blended_pass_ps20_Dynamic_Index()
+ {
+ }
+ 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
+#endif // _DEBUG
+ return 0;
+ }
+};
+#define shaderDynamicTest_cloak_blended_pass_ps20 0
diff --git a/materialsystem/stdshaders/fxctmp9/cloak_blended_pass_ps20b.inc b/materialsystem/stdshaders/fxctmp9/cloak_blended_pass_ps20b.inc
new file mode 100644
index 0000000..0508a0c
--- /dev/null
+++ b/materialsystem/stdshaders/fxctmp9/cloak_blended_pass_ps20b.inc
@@ -0,0 +1,85 @@
+#include "shaderlib/cshader.h"
+class cloak_blended_pass_ps20b_Static_Index
+{
+private:
+ int m_nCONVERT_TO_SRGB;
+#ifdef _DEBUG
+ bool m_bCONVERT_TO_SRGB;
+#endif
+public:
+ void SetCONVERT_TO_SRGB( int i )
+ {
+ Assert( i >= 0 && i <= 1 );
+ m_nCONVERT_TO_SRGB = i;
+#ifdef _DEBUG
+ m_bCONVERT_TO_SRGB = true;
+#endif
+ }
+ void SetCONVERT_TO_SRGB( bool i )
+ {
+ m_nCONVERT_TO_SRGB = i ? 1 : 0;
+#ifdef _DEBUG
+ m_bCONVERT_TO_SRGB = true;
+#endif
+ }
+private:
+ int m_nBUMPMAP;
+#ifdef _DEBUG
+ bool m_bBUMPMAP;
+#endif
+public:
+ void SetBUMPMAP( int i )
+ {
+ Assert( i >= 0 && i <= 1 );
+ m_nBUMPMAP = i;
+#ifdef _DEBUG
+ m_bBUMPMAP = true;
+#endif
+ }
+ void SetBUMPMAP( bool i )
+ {
+ m_nBUMPMAP = i ? 1 : 0;
+#ifdef _DEBUG
+ m_bBUMPMAP = true;
+#endif
+ }
+public:
+ cloak_blended_pass_ps20b_Static_Index( )
+ {
+#ifdef _DEBUG
+ m_bCONVERT_TO_SRGB = true;
+#endif // _DEBUG
+ m_nCONVERT_TO_SRGB = g_pHardwareConfig->NeedsShaderSRGBConversion();
+#ifdef _DEBUG
+ m_bBUMPMAP = false;
+#endif // _DEBUG
+ m_nBUMPMAP = 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_bCONVERT_TO_SRGB && m_bBUMPMAP;
+ Assert( bAllStaticVarsDefined );
+#endif // _DEBUG
+ return ( 1 * m_nCONVERT_TO_SRGB ) + ( 2 * m_nBUMPMAP ) + 0;
+ }
+};
+#define shaderStaticTest_cloak_blended_pass_ps20b psh_forgot_to_set_static_BUMPMAP + 0
+class cloak_blended_pass_ps20b_Dynamic_Index
+{
+public:
+ cloak_blended_pass_ps20b_Dynamic_Index()
+ {
+ }
+ 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
+#endif // _DEBUG
+ return 0;
+ }
+};
+#define shaderDynamicTest_cloak_blended_pass_ps20b 0
diff --git a/materialsystem/stdshaders/fxctmp9/cloak_blended_pass_ps30.inc b/materialsystem/stdshaders/fxctmp9/cloak_blended_pass_ps30.inc
new file mode 100644
index 0000000..acfd354
--- /dev/null
+++ b/materialsystem/stdshaders/fxctmp9/cloak_blended_pass_ps30.inc
@@ -0,0 +1,85 @@
+#include "shaderlib/cshader.h"
+class cloak_blended_pass_ps30_Static_Index
+{
+private:
+ int m_nCONVERT_TO_SRGB;
+#ifdef _DEBUG
+ bool m_bCONVERT_TO_SRGB;
+#endif
+public:
+ void SetCONVERT_TO_SRGB( int i )
+ {
+ Assert( i >= 0 && i <= 1 );
+ m_nCONVERT_TO_SRGB = i;
+#ifdef _DEBUG
+ m_bCONVERT_TO_SRGB = true;
+#endif
+ }
+ void SetCONVERT_TO_SRGB( bool i )
+ {
+ m_nCONVERT_TO_SRGB = i ? 1 : 0;
+#ifdef _DEBUG
+ m_bCONVERT_TO_SRGB = true;
+#endif
+ }
+private:
+ int m_nBUMPMAP;
+#ifdef _DEBUG
+ bool m_bBUMPMAP;
+#endif
+public:
+ void SetBUMPMAP( int i )
+ {
+ Assert( i >= 0 && i <= 1 );
+ m_nBUMPMAP = i;
+#ifdef _DEBUG
+ m_bBUMPMAP = true;
+#endif
+ }
+ void SetBUMPMAP( bool i )
+ {
+ m_nBUMPMAP = i ? 1 : 0;
+#ifdef _DEBUG
+ m_bBUMPMAP = true;
+#endif
+ }
+public:
+ cloak_blended_pass_ps30_Static_Index( )
+ {
+#ifdef _DEBUG
+ m_bCONVERT_TO_SRGB = true;
+#endif // _DEBUG
+ m_nCONVERT_TO_SRGB = g_pHardwareConfig->NeedsShaderSRGBConversion();
+#ifdef _DEBUG
+ m_bBUMPMAP = false;
+#endif // _DEBUG
+ m_nBUMPMAP = 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_bCONVERT_TO_SRGB && m_bBUMPMAP;
+ Assert( bAllStaticVarsDefined );
+#endif // _DEBUG
+ return ( 1 * m_nCONVERT_TO_SRGB ) + ( 2 * m_nBUMPMAP ) + 0;
+ }
+};
+#define shaderStaticTest_cloak_blended_pass_ps30 psh_forgot_to_set_static_BUMPMAP + 0
+class cloak_blended_pass_ps30_Dynamic_Index
+{
+public:
+ cloak_blended_pass_ps30_Dynamic_Index()
+ {
+ }
+ 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
+#endif // _DEBUG
+ return 0;
+ }
+};
+#define shaderDynamicTest_cloak_blended_pass_ps30 0
diff --git a/materialsystem/stdshaders/fxctmp9/cloak_blended_pass_vs20.inc b/materialsystem/stdshaders/fxctmp9/cloak_blended_pass_vs20.inc
new file mode 100644
index 0000000..6f6f504
--- /dev/null
+++ b/materialsystem/stdshaders/fxctmp9/cloak_blended_pass_vs20.inc
@@ -0,0 +1,112 @@
+#include "shaderlib/cshader.h"
+class cloak_blended_pass_vs20_Static_Index
+{
+private:
+ int m_nBUMPMAP;
+#ifdef _DEBUG
+ bool m_bBUMPMAP;
+#endif
+public:
+ void SetBUMPMAP( int i )
+ {
+ Assert( i >= 0 && i <= 1 );
+ m_nBUMPMAP = i;
+#ifdef _DEBUG
+ m_bBUMPMAP = true;
+#endif
+ }
+ void SetBUMPMAP( bool i )
+ {
+ m_nBUMPMAP = i ? 1 : 0;
+#ifdef _DEBUG
+ m_bBUMPMAP = true;
+#endif
+ }
+public:
+ cloak_blended_pass_vs20_Static_Index( )
+ {
+#ifdef _DEBUG
+ m_bBUMPMAP = false;
+#endif // _DEBUG
+ m_nBUMPMAP = 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_bBUMPMAP;
+ Assert( bAllStaticVarsDefined );
+#endif // _DEBUG
+ return ( 4 * m_nBUMPMAP ) + 0;
+ }
+};
+#define shaderStaticTest_cloak_blended_pass_vs20 vsh_forgot_to_set_static_BUMPMAP + 0
+class cloak_blended_pass_vs20_Dynamic_Index
+{
+private:
+ int m_nCOMPRESSED_VERTS;
+#ifdef _DEBUG
+ bool m_bCOMPRESSED_VERTS;
+#endif
+public:
+ void SetCOMPRESSED_VERTS( int i )
+ {
+ Assert( i >= 0 && i <= 1 );
+ m_nCOMPRESSED_VERTS = i;
+#ifdef _DEBUG
+ m_bCOMPRESSED_VERTS = true;
+#endif
+ }
+ void SetCOMPRESSED_VERTS( bool i )
+ {
+ m_nCOMPRESSED_VERTS = i ? 1 : 0;
+#ifdef _DEBUG
+ m_bCOMPRESSED_VERTS = true;
+#endif
+ }
+private:
+ int m_nSKINNING;
+#ifdef _DEBUG
+ bool m_bSKINNING;
+#endif
+public:
+ void SetSKINNING( int i )
+ {
+ Assert( i >= 0 && i <= 1 );
+ m_nSKINNING = i;
+#ifdef _DEBUG
+ m_bSKINNING = true;
+#endif
+ }
+ void SetSKINNING( bool i )
+ {
+ m_nSKINNING = i ? 1 : 0;
+#ifdef _DEBUG
+ m_bSKINNING = true;
+#endif
+ }
+public:
+ cloak_blended_pass_vs20_Dynamic_Index()
+ {
+#ifdef _DEBUG
+ m_bCOMPRESSED_VERTS = false;
+#endif // _DEBUG
+ m_nCOMPRESSED_VERTS = 0;
+#ifdef _DEBUG
+ m_bSKINNING = false;
+#endif // _DEBUG
+ m_nSKINNING = 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_bCOMPRESSED_VERTS && m_bSKINNING;
+ Assert( bAllDynamicVarsDefined );
+#endif // _DEBUG
+ return ( 1 * m_nCOMPRESSED_VERTS ) + ( 2 * m_nSKINNING ) + 0;
+ }
+};
+#define shaderDynamicTest_cloak_blended_pass_vs20 vsh_forgot_to_set_dynamic_COMPRESSED_VERTS + vsh_forgot_to_set_dynamic_SKINNING + 0
diff --git a/materialsystem/stdshaders/fxctmp9/cloak_blended_pass_vs30.inc b/materialsystem/stdshaders/fxctmp9/cloak_blended_pass_vs30.inc
new file mode 100644
index 0000000..bd94090
--- /dev/null
+++ b/materialsystem/stdshaders/fxctmp9/cloak_blended_pass_vs30.inc
@@ -0,0 +1,137 @@
+#include "shaderlib/cshader.h"
+class cloak_blended_pass_vs30_Static_Index
+{
+private:
+ int m_nBUMPMAP;
+#ifdef _DEBUG
+ bool m_bBUMPMAP;
+#endif
+public:
+ void SetBUMPMAP( int i )
+ {
+ Assert( i >= 0 && i <= 1 );
+ m_nBUMPMAP = i;
+#ifdef _DEBUG
+ m_bBUMPMAP = true;
+#endif
+ }
+ void SetBUMPMAP( bool i )
+ {
+ m_nBUMPMAP = i ? 1 : 0;
+#ifdef _DEBUG
+ m_bBUMPMAP = true;
+#endif
+ }
+public:
+ cloak_blended_pass_vs30_Static_Index( )
+ {
+#ifdef _DEBUG
+ m_bBUMPMAP = false;
+#endif // _DEBUG
+ m_nBUMPMAP = 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_bBUMPMAP;
+ Assert( bAllStaticVarsDefined );
+#endif // _DEBUG
+ return ( 8 * m_nBUMPMAP ) + 0;
+ }
+};
+#define shaderStaticTest_cloak_blended_pass_vs30 vsh_forgot_to_set_static_BUMPMAP + 0
+class cloak_blended_pass_vs30_Dynamic_Index
+{
+private:
+ int m_nCOMPRESSED_VERTS;
+#ifdef _DEBUG
+ bool m_bCOMPRESSED_VERTS;
+#endif
+public:
+ void SetCOMPRESSED_VERTS( int i )
+ {
+ Assert( i >= 0 && i <= 1 );
+ m_nCOMPRESSED_VERTS = i;
+#ifdef _DEBUG
+ m_bCOMPRESSED_VERTS = true;
+#endif
+ }
+ void SetCOMPRESSED_VERTS( bool i )
+ {
+ m_nCOMPRESSED_VERTS = i ? 1 : 0;
+#ifdef _DEBUG
+ m_bCOMPRESSED_VERTS = true;
+#endif
+ }
+private:
+ int m_nSKINNING;
+#ifdef _DEBUG
+ bool m_bSKINNING;
+#endif
+public:
+ void SetSKINNING( int i )
+ {
+ Assert( i >= 0 && i <= 1 );
+ m_nSKINNING = i;
+#ifdef _DEBUG
+ m_bSKINNING = true;
+#endif
+ }
+ void SetSKINNING( bool i )
+ {
+ m_nSKINNING = i ? 1 : 0;
+#ifdef _DEBUG
+ m_bSKINNING = true;
+#endif
+ }
+private:
+ int m_nMORPHING;
+#ifdef _DEBUG
+ bool m_bMORPHING;
+#endif
+public:
+ void SetMORPHING( int i )
+ {
+ Assert( i >= 0 && i <= 1 );
+ m_nMORPHING = i;
+#ifdef _DEBUG
+ m_bMORPHING = true;
+#endif
+ }
+ void SetMORPHING( bool i )
+ {
+ m_nMORPHING = i ? 1 : 0;
+#ifdef _DEBUG
+ m_bMORPHING = true;
+#endif
+ }
+public:
+ cloak_blended_pass_vs30_Dynamic_Index()
+ {
+#ifdef _DEBUG
+ m_bCOMPRESSED_VERTS = false;
+#endif // _DEBUG
+ m_nCOMPRESSED_VERTS = 0;
+#ifdef _DEBUG
+ m_bSKINNING = false;
+#endif // _DEBUG
+ m_nSKINNING = 0;
+#ifdef _DEBUG
+ m_bMORPHING = false;
+#endif // _DEBUG
+ m_nMORPHING = 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_bCOMPRESSED_VERTS && m_bSKINNING && m_bMORPHING;
+ Assert( bAllDynamicVarsDefined );
+#endif // _DEBUG
+ return ( 1 * m_nCOMPRESSED_VERTS ) + ( 2 * m_nSKINNING ) + ( 4 * m_nMORPHING ) + 0;
+ }
+};
+#define shaderDynamicTest_cloak_blended_pass_vs30 vsh_forgot_to_set_dynamic_COMPRESSED_VERTS + vsh_forgot_to_set_dynamic_SKINNING + vsh_forgot_to_set_dynamic_MORPHING + 0
diff --git a/materialsystem/stdshaders/fxctmp9/cloak_ps20.inc b/materialsystem/stdshaders/fxctmp9/cloak_ps20.inc
new file mode 100644
index 0000000..31d2b25
--- /dev/null
+++ b/materialsystem/stdshaders/fxctmp9/cloak_ps20.inc
@@ -0,0 +1,137 @@
+#include "shaderlib/cshader.h"
+class cloak_ps20_Static_Index
+{
+private:
+ int m_nLIGHTWARPTEXTURE;
+#ifdef _DEBUG
+ bool m_bLIGHTWARPTEXTURE;
+#endif
+public:
+ void SetLIGHTWARPTEXTURE( int i )
+ {
+ Assert( i >= 0 && i <= 1 );
+ m_nLIGHTWARPTEXTURE = i;
+#ifdef _DEBUG
+ m_bLIGHTWARPTEXTURE = true;
+#endif
+ }
+ void SetLIGHTWARPTEXTURE( bool i )
+ {
+ m_nLIGHTWARPTEXTURE = i ? 1 : 0;
+#ifdef _DEBUG
+ m_bLIGHTWARPTEXTURE = true;
+#endif
+ }
+public:
+ cloak_ps20_Static_Index( )
+ {
+#ifdef _DEBUG
+ m_bLIGHTWARPTEXTURE = false;
+#endif // _DEBUG
+ m_nLIGHTWARPTEXTURE = 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_bLIGHTWARPTEXTURE;
+ Assert( bAllStaticVarsDefined );
+#endif // _DEBUG
+ return ( 12 * m_nLIGHTWARPTEXTURE ) + 0;
+ }
+};
+#define shaderStaticTest_cloak_ps20 psh_forgot_to_set_static_LIGHTWARPTEXTURE + 0
+class cloak_ps20_Dynamic_Index
+{
+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_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_nNUM_LIGHTS;
+#ifdef _DEBUG
+ bool m_bNUM_LIGHTS;
+#endif
+public:
+ void SetNUM_LIGHTS( int i )
+ {
+ Assert( i >= 0 && i <= 2 );
+ m_nNUM_LIGHTS = i;
+#ifdef _DEBUG
+ m_bNUM_LIGHTS = true;
+#endif
+ }
+ void SetNUM_LIGHTS( bool i )
+ {
+ m_nNUM_LIGHTS = i ? 1 : 0;
+#ifdef _DEBUG
+ m_bNUM_LIGHTS = true;
+#endif
+ }
+public:
+ cloak_ps20_Dynamic_Index()
+ {
+#ifdef _DEBUG
+ m_bPIXELFOGTYPE = false;
+#endif // _DEBUG
+ m_nPIXELFOGTYPE = 0;
+#ifdef _DEBUG
+ m_bWRITEWATERFOGTODESTALPHA = false;
+#endif // _DEBUG
+ m_nWRITEWATERFOGTODESTALPHA = 0;
+#ifdef _DEBUG
+ m_bNUM_LIGHTS = false;
+#endif // _DEBUG
+ m_nNUM_LIGHTS = 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_bPIXELFOGTYPE && m_bWRITEWATERFOGTODESTALPHA && m_bNUM_LIGHTS;
+ Assert( bAllDynamicVarsDefined );
+#endif // _DEBUG
+ return ( 1 * m_nPIXELFOGTYPE ) + ( 2 * m_nWRITEWATERFOGTODESTALPHA ) + ( 4 * m_nNUM_LIGHTS ) + 0;
+ }
+};
+#define shaderDynamicTest_cloak_ps20 psh_forgot_to_set_dynamic_PIXELFOGTYPE + psh_forgot_to_set_dynamic_WRITEWATERFOGTODESTALPHA + psh_forgot_to_set_dynamic_NUM_LIGHTS + 0
diff --git a/materialsystem/stdshaders/fxctmp9/cloak_ps20b.inc b/materialsystem/stdshaders/fxctmp9/cloak_ps20b.inc
new file mode 100644
index 0000000..847b3c7
--- /dev/null
+++ b/materialsystem/stdshaders/fxctmp9/cloak_ps20b.inc
@@ -0,0 +1,162 @@
+#include "shaderlib/cshader.h"
+class cloak_ps20b_Static_Index
+{
+private:
+ int m_nCONVERT_TO_SRGB;
+#ifdef _DEBUG
+ bool m_bCONVERT_TO_SRGB;
+#endif
+public:
+ void SetCONVERT_TO_SRGB( int i )
+ {
+ Assert( i >= 0 && i <= 1 );
+ m_nCONVERT_TO_SRGB = i;
+#ifdef _DEBUG
+ m_bCONVERT_TO_SRGB = true;
+#endif
+ }
+ void SetCONVERT_TO_SRGB( bool i )
+ {
+ m_nCONVERT_TO_SRGB = i ? 1 : 0;
+#ifdef _DEBUG
+ m_bCONVERT_TO_SRGB = true;
+#endif
+ }
+private:
+ int m_nLIGHTWARPTEXTURE;
+#ifdef _DEBUG
+ bool m_bLIGHTWARPTEXTURE;
+#endif
+public:
+ void SetLIGHTWARPTEXTURE( int i )
+ {
+ Assert( i >= 0 && i <= 1 );
+ m_nLIGHTWARPTEXTURE = i;
+#ifdef _DEBUG
+ m_bLIGHTWARPTEXTURE = true;
+#endif
+ }
+ void SetLIGHTWARPTEXTURE( bool i )
+ {
+ m_nLIGHTWARPTEXTURE = i ? 1 : 0;
+#ifdef _DEBUG
+ m_bLIGHTWARPTEXTURE = true;
+#endif
+ }
+public:
+ cloak_ps20b_Static_Index( )
+ {
+#ifdef _DEBUG
+ m_bCONVERT_TO_SRGB = true;
+#endif // _DEBUG
+ m_nCONVERT_TO_SRGB = g_pHardwareConfig->NeedsShaderSRGBConversion();
+#ifdef _DEBUG
+ m_bLIGHTWARPTEXTURE = false;
+#endif // _DEBUG
+ m_nLIGHTWARPTEXTURE = 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_bCONVERT_TO_SRGB && m_bLIGHTWARPTEXTURE;
+ Assert( bAllStaticVarsDefined );
+#endif // _DEBUG
+ return ( 20 * m_nCONVERT_TO_SRGB ) + ( 40 * m_nLIGHTWARPTEXTURE ) + 0;
+ }
+};
+#define shaderStaticTest_cloak_ps20b psh_forgot_to_set_static_LIGHTWARPTEXTURE + 0
+class cloak_ps20b_Dynamic_Index
+{
+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_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_nNUM_LIGHTS;
+#ifdef _DEBUG
+ bool m_bNUM_LIGHTS;
+#endif
+public:
+ void SetNUM_LIGHTS( int i )
+ {
+ Assert( i >= 0 && i <= 4 );
+ m_nNUM_LIGHTS = i;
+#ifdef _DEBUG
+ m_bNUM_LIGHTS = true;
+#endif
+ }
+ void SetNUM_LIGHTS( bool i )
+ {
+ m_nNUM_LIGHTS = i ? 1 : 0;
+#ifdef _DEBUG
+ m_bNUM_LIGHTS = true;
+#endif
+ }
+public:
+ cloak_ps20b_Dynamic_Index()
+ {
+#ifdef _DEBUG
+ m_bPIXELFOGTYPE = false;
+#endif // _DEBUG
+ m_nPIXELFOGTYPE = 0;
+#ifdef _DEBUG
+ m_bWRITEWATERFOGTODESTALPHA = false;
+#endif // _DEBUG
+ m_nWRITEWATERFOGTODESTALPHA = 0;
+#ifdef _DEBUG
+ m_bNUM_LIGHTS = false;
+#endif // _DEBUG
+ m_nNUM_LIGHTS = 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_bPIXELFOGTYPE && m_bWRITEWATERFOGTODESTALPHA && m_bNUM_LIGHTS;
+ Assert( bAllDynamicVarsDefined );
+#endif // _DEBUG
+ return ( 1 * m_nPIXELFOGTYPE ) + ( 2 * m_nWRITEWATERFOGTODESTALPHA ) + ( 4 * m_nNUM_LIGHTS ) + 0;
+ }
+};
+#define shaderDynamicTest_cloak_ps20b psh_forgot_to_set_dynamic_PIXELFOGTYPE + psh_forgot_to_set_dynamic_WRITEWATERFOGTODESTALPHA + psh_forgot_to_set_dynamic_NUM_LIGHTS + 0
diff --git a/materialsystem/stdshaders/fxctmp9/cloak_ps30.inc b/materialsystem/stdshaders/fxctmp9/cloak_ps30.inc
new file mode 100644
index 0000000..b94553b
--- /dev/null
+++ b/materialsystem/stdshaders/fxctmp9/cloak_ps30.inc
@@ -0,0 +1,162 @@
+#include "shaderlib/cshader.h"
+class cloak_ps30_Static_Index
+{
+private:
+ int m_nCONVERT_TO_SRGB;
+#ifdef _DEBUG
+ bool m_bCONVERT_TO_SRGB;
+#endif
+public:
+ void SetCONVERT_TO_SRGB( int i )
+ {
+ Assert( i >= 0 && i <= 1 );
+ m_nCONVERT_TO_SRGB = i;
+#ifdef _DEBUG
+ m_bCONVERT_TO_SRGB = true;
+#endif
+ }
+ void SetCONVERT_TO_SRGB( bool i )
+ {
+ m_nCONVERT_TO_SRGB = i ? 1 : 0;
+#ifdef _DEBUG
+ m_bCONVERT_TO_SRGB = true;
+#endif
+ }
+private:
+ int m_nLIGHTWARPTEXTURE;
+#ifdef _DEBUG
+ bool m_bLIGHTWARPTEXTURE;
+#endif
+public:
+ void SetLIGHTWARPTEXTURE( int i )
+ {
+ Assert( i >= 0 && i <= 1 );
+ m_nLIGHTWARPTEXTURE = i;
+#ifdef _DEBUG
+ m_bLIGHTWARPTEXTURE = true;
+#endif
+ }
+ void SetLIGHTWARPTEXTURE( bool i )
+ {
+ m_nLIGHTWARPTEXTURE = i ? 1 : 0;
+#ifdef _DEBUG
+ m_bLIGHTWARPTEXTURE = true;
+#endif
+ }
+public:
+ cloak_ps30_Static_Index( )
+ {
+#ifdef _DEBUG
+ m_bCONVERT_TO_SRGB = true;
+#endif // _DEBUG
+ m_nCONVERT_TO_SRGB = g_pHardwareConfig->NeedsShaderSRGBConversion();
+#ifdef _DEBUG
+ m_bLIGHTWARPTEXTURE = false;
+#endif // _DEBUG
+ m_nLIGHTWARPTEXTURE = 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_bCONVERT_TO_SRGB && m_bLIGHTWARPTEXTURE;
+ Assert( bAllStaticVarsDefined );
+#endif // _DEBUG
+ return ( 20 * m_nCONVERT_TO_SRGB ) + ( 40 * m_nLIGHTWARPTEXTURE ) + 0;
+ }
+};
+#define shaderStaticTest_cloak_ps30 psh_forgot_to_set_static_LIGHTWARPTEXTURE + 0
+class cloak_ps30_Dynamic_Index
+{
+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_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_nNUM_LIGHTS;
+#ifdef _DEBUG
+ bool m_bNUM_LIGHTS;
+#endif
+public:
+ void SetNUM_LIGHTS( int i )
+ {
+ Assert( i >= 0 && i <= 4 );
+ m_nNUM_LIGHTS = i;
+#ifdef _DEBUG
+ m_bNUM_LIGHTS = true;
+#endif
+ }
+ void SetNUM_LIGHTS( bool i )
+ {
+ m_nNUM_LIGHTS = i ? 1 : 0;
+#ifdef _DEBUG
+ m_bNUM_LIGHTS = true;
+#endif
+ }
+public:
+ cloak_ps30_Dynamic_Index()
+ {
+#ifdef _DEBUG
+ m_bPIXELFOGTYPE = false;
+#endif // _DEBUG
+ m_nPIXELFOGTYPE = 0;
+#ifdef _DEBUG
+ m_bWRITEWATERFOGTODESTALPHA = false;
+#endif // _DEBUG
+ m_nWRITEWATERFOGTODESTALPHA = 0;
+#ifdef _DEBUG
+ m_bNUM_LIGHTS = false;
+#endif // _DEBUG
+ m_nNUM_LIGHTS = 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_bPIXELFOGTYPE && m_bWRITEWATERFOGTODESTALPHA && m_bNUM_LIGHTS;
+ Assert( bAllDynamicVarsDefined );
+#endif // _DEBUG
+ return ( 1 * m_nPIXELFOGTYPE ) + ( 2 * m_nWRITEWATERFOGTODESTALPHA ) + ( 4 * m_nNUM_LIGHTS ) + 0;
+ }
+};
+#define shaderDynamicTest_cloak_ps30 psh_forgot_to_set_dynamic_PIXELFOGTYPE + psh_forgot_to_set_dynamic_WRITEWATERFOGTODESTALPHA + psh_forgot_to_set_dynamic_NUM_LIGHTS + 0
diff --git a/materialsystem/stdshaders/fxctmp9/cloak_vs20.inc b/materialsystem/stdshaders/fxctmp9/cloak_vs20.inc
new file mode 100644
index 0000000..6693832
--- /dev/null
+++ b/materialsystem/stdshaders/fxctmp9/cloak_vs20.inc
@@ -0,0 +1,187 @@
+#include "shaderlib/cshader.h"
+class cloak_vs20_Static_Index
+{
+private:
+ int m_nMODEL;
+#ifdef _DEBUG
+ bool m_bMODEL;
+#endif
+public:
+ void SetMODEL( int i )
+ {
+ Assert( i >= 0 && i <= 1 );
+ m_nMODEL = i;
+#ifdef _DEBUG
+ m_bMODEL = true;
+#endif
+ }
+ void SetMODEL( bool i )
+ {
+ m_nMODEL = i ? 1 : 0;
+#ifdef _DEBUG
+ m_bMODEL = true;
+#endif
+ }
+private:
+ int m_nUSE_STATIC_CONTROL_FLOW;
+#ifdef _DEBUG
+ bool m_bUSE_STATIC_CONTROL_FLOW;
+#endif
+public:
+ void SetUSE_STATIC_CONTROL_FLOW( int i )
+ {
+ Assert( i >= 0 && i <= 1 );
+ m_nUSE_STATIC_CONTROL_FLOW = i;
+#ifdef _DEBUG
+ m_bUSE_STATIC_CONTROL_FLOW = true;
+#endif
+ }
+ void SetUSE_STATIC_CONTROL_FLOW( bool i )
+ {
+ m_nUSE_STATIC_CONTROL_FLOW = i ? 1 : 0;
+#ifdef _DEBUG
+ m_bUSE_STATIC_CONTROL_FLOW = true;
+#endif
+ }
+public:
+ cloak_vs20_Static_Index( )
+ {
+#ifdef _DEBUG
+ m_bMODEL = false;
+#endif // _DEBUG
+ m_nMODEL = 0;
+#ifdef _DEBUG
+ m_bUSE_STATIC_CONTROL_FLOW = false;
+#endif // _DEBUG
+ m_nUSE_STATIC_CONTROL_FLOW = 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_bMODEL && m_bUSE_STATIC_CONTROL_FLOW;
+ Assert( bAllStaticVarsDefined );
+#endif // _DEBUG
+ return ( 24 * m_nMODEL ) + ( 48 * m_nUSE_STATIC_CONTROL_FLOW ) + 0;
+ }
+};
+#define shaderStaticTest_cloak_vs20 vsh_forgot_to_set_static_MODEL + vsh_forgot_to_set_static_USE_STATIC_CONTROL_FLOW + 0
+class cloak_vs20_Dynamic_Index
+{
+private:
+ int m_nCOMPRESSED_VERTS;
+#ifdef _DEBUG
+ bool m_bCOMPRESSED_VERTS;
+#endif
+public:
+ void SetCOMPRESSED_VERTS( int i )
+ {
+ Assert( i >= 0 && i <= 1 );
+ m_nCOMPRESSED_VERTS = i;
+#ifdef _DEBUG
+ m_bCOMPRESSED_VERTS = true;
+#endif
+ }
+ void SetCOMPRESSED_VERTS( bool i )
+ {
+ m_nCOMPRESSED_VERTS = i ? 1 : 0;
+#ifdef _DEBUG
+ m_bCOMPRESSED_VERTS = true;
+#endif
+ }
+private:
+ int m_nDOWATERFOG;
+#ifdef _DEBUG
+ bool m_bDOWATERFOG;
+#endif
+public:
+ void SetDOWATERFOG( int i )
+ {
+ Assert( i >= 0 && i <= 1 );
+ m_nDOWATERFOG = i;
+#ifdef _DEBUG
+ m_bDOWATERFOG = true;
+#endif
+ }
+ void SetDOWATERFOG( bool i )
+ {
+ m_nDOWATERFOG = i ? 1 : 0;
+#ifdef _DEBUG
+ m_bDOWATERFOG = true;
+#endif
+ }
+private:
+ int m_nSKINNING;
+#ifdef _DEBUG
+ bool m_bSKINNING;
+#endif
+public:
+ void SetSKINNING( int i )
+ {
+ Assert( i >= 0 && i <= 1 );
+ m_nSKINNING = i;
+#ifdef _DEBUG
+ m_bSKINNING = true;
+#endif
+ }
+ void SetSKINNING( bool i )
+ {
+ m_nSKINNING = i ? 1 : 0;
+#ifdef _DEBUG
+ m_bSKINNING = true;
+#endif
+ }
+private:
+ int m_nNUM_LIGHTS;
+#ifdef _DEBUG
+ bool m_bNUM_LIGHTS;
+#endif
+public:
+ void SetNUM_LIGHTS( int i )
+ {
+ Assert( i >= 0 && i <= 2 );
+ m_nNUM_LIGHTS = i;
+#ifdef _DEBUG
+ m_bNUM_LIGHTS = true;
+#endif
+ }
+ void SetNUM_LIGHTS( bool i )
+ {
+ m_nNUM_LIGHTS = i ? 1 : 0;
+#ifdef _DEBUG
+ m_bNUM_LIGHTS = true;
+#endif
+ }
+public:
+ cloak_vs20_Dynamic_Index()
+ {
+#ifdef _DEBUG
+ m_bCOMPRESSED_VERTS = false;
+#endif // _DEBUG
+ m_nCOMPRESSED_VERTS = 0;
+#ifdef _DEBUG
+ m_bDOWATERFOG = false;
+#endif // _DEBUG
+ m_nDOWATERFOG = 0;
+#ifdef _DEBUG
+ m_bSKINNING = false;
+#endif // _DEBUG
+ m_nSKINNING = 0;
+#ifdef _DEBUG
+ m_bNUM_LIGHTS = false;
+#endif // _DEBUG
+ m_nNUM_LIGHTS = 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_bCOMPRESSED_VERTS && m_bDOWATERFOG && m_bSKINNING && m_bNUM_LIGHTS;
+ Assert( bAllDynamicVarsDefined );
+#endif // _DEBUG
+ return ( 1 * m_nCOMPRESSED_VERTS ) + ( 2 * m_nDOWATERFOG ) + ( 4 * m_nSKINNING ) + ( 8 * m_nNUM_LIGHTS ) + 0;
+ }
+};
+#define shaderDynamicTest_cloak_vs20 vsh_forgot_to_set_dynamic_COMPRESSED_VERTS + vsh_forgot_to_set_dynamic_DOWATERFOG + vsh_forgot_to_set_dynamic_SKINNING + vsh_forgot_to_set_dynamic_NUM_LIGHTS + 0
diff --git a/materialsystem/stdshaders/fxctmp9/cloak_vs30.inc b/materialsystem/stdshaders/fxctmp9/cloak_vs30.inc
new file mode 100644
index 0000000..09cee16
--- /dev/null
+++ b/materialsystem/stdshaders/fxctmp9/cloak_vs30.inc
@@ -0,0 +1,162 @@
+#include "shaderlib/cshader.h"
+class cloak_vs30_Static_Index
+{
+private:
+ int m_nMODEL;
+#ifdef _DEBUG
+ bool m_bMODEL;
+#endif
+public:
+ void SetMODEL( int i )
+ {
+ Assert( i >= 0 && i <= 1 );
+ m_nMODEL = i;
+#ifdef _DEBUG
+ m_bMODEL = true;
+#endif
+ }
+ void SetMODEL( bool i )
+ {
+ m_nMODEL = i ? 1 : 0;
+#ifdef _DEBUG
+ m_bMODEL = true;
+#endif
+ }
+public:
+ cloak_vs30_Static_Index( )
+ {
+#ifdef _DEBUG
+ m_bMODEL = false;
+#endif // _DEBUG
+ m_nMODEL = 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_bMODEL;
+ Assert( bAllStaticVarsDefined );
+#endif // _DEBUG
+ return ( 16 * m_nMODEL ) + 0;
+ }
+};
+#define shaderStaticTest_cloak_vs30 vsh_forgot_to_set_static_MODEL + 0
+class cloak_vs30_Dynamic_Index
+{
+private:
+ int m_nCOMPRESSED_VERTS;
+#ifdef _DEBUG
+ bool m_bCOMPRESSED_VERTS;
+#endif
+public:
+ void SetCOMPRESSED_VERTS( int i )
+ {
+ Assert( i >= 0 && i <= 1 );
+ m_nCOMPRESSED_VERTS = i;
+#ifdef _DEBUG
+ m_bCOMPRESSED_VERTS = true;
+#endif
+ }
+ void SetCOMPRESSED_VERTS( bool i )
+ {
+ m_nCOMPRESSED_VERTS = i ? 1 : 0;
+#ifdef _DEBUG
+ m_bCOMPRESSED_VERTS = true;
+#endif
+ }
+private:
+ int m_nDOWATERFOG;
+#ifdef _DEBUG
+ bool m_bDOWATERFOG;
+#endif
+public:
+ void SetDOWATERFOG( int i )
+ {
+ Assert( i >= 0 && i <= 1 );
+ m_nDOWATERFOG = i;
+#ifdef _DEBUG
+ m_bDOWATERFOG = true;
+#endif
+ }
+ void SetDOWATERFOG( bool i )
+ {
+ m_nDOWATERFOG = i ? 1 : 0;
+#ifdef _DEBUG
+ m_bDOWATERFOG = true;
+#endif
+ }
+private:
+ int m_nSKINNING;
+#ifdef _DEBUG
+ bool m_bSKINNING;
+#endif
+public:
+ void SetSKINNING( int i )
+ {
+ Assert( i >= 0 && i <= 1 );
+ m_nSKINNING = i;
+#ifdef _DEBUG
+ m_bSKINNING = true;
+#endif
+ }
+ void SetSKINNING( bool i )
+ {
+ m_nSKINNING = i ? 1 : 0;
+#ifdef _DEBUG
+ m_bSKINNING = true;
+#endif
+ }
+private:
+ int m_nMORPHING;
+#ifdef _DEBUG
+ bool m_bMORPHING;
+#endif
+public:
+ void SetMORPHING( int i )
+ {
+ Assert( i >= 0 && i <= 1 );
+ m_nMORPHING = i;
+#ifdef _DEBUG
+ m_bMORPHING = true;
+#endif
+ }
+ void SetMORPHING( bool i )
+ {
+ m_nMORPHING = i ? 1 : 0;
+#ifdef _DEBUG
+ m_bMORPHING = true;
+#endif
+ }
+public:
+ cloak_vs30_Dynamic_Index()
+ {
+#ifdef _DEBUG
+ m_bCOMPRESSED_VERTS = false;
+#endif // _DEBUG
+ m_nCOMPRESSED_VERTS = 0;
+#ifdef _DEBUG
+ m_bDOWATERFOG = false;
+#endif // _DEBUG
+ m_nDOWATERFOG = 0;
+#ifdef _DEBUG
+ m_bSKINNING = false;
+#endif // _DEBUG
+ m_nSKINNING = 0;
+#ifdef _DEBUG
+ m_bMORPHING = false;
+#endif // _DEBUG
+ m_nMORPHING = 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_bCOMPRESSED_VERTS && m_bDOWATERFOG && m_bSKINNING && m_bMORPHING;
+ Assert( bAllDynamicVarsDefined );
+#endif // _DEBUG
+ return ( 1 * m_nCOMPRESSED_VERTS ) + ( 2 * m_nDOWATERFOG ) + ( 4 * m_nSKINNING ) + ( 8 * m_nMORPHING ) + 0;
+ }
+};
+#define shaderDynamicTest_cloak_vs30 vsh_forgot_to_set_dynamic_COMPRESSED_VERTS + vsh_forgot_to_set_dynamic_DOWATERFOG + vsh_forgot_to_set_dynamic_SKINNING + vsh_forgot_to_set_dynamic_MORPHING + 0
diff --git a/materialsystem/stdshaders/fxctmp9/cloud_ps20.inc b/materialsystem/stdshaders/fxctmp9/cloud_ps20.inc
new file mode 100644
index 0000000..494bf27
--- /dev/null
+++ b/materialsystem/stdshaders/fxctmp9/cloud_ps20.inc
@@ -0,0 +1,33 @@
+#include "shaderlib/cshader.h"
+class cloud_ps20_Static_Index
+{
+public:
+ cloud_ps20_Static_Index( )
+ {
+ }
+ 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
+#endif // _DEBUG
+ return 0;
+ }
+};
+#define shaderStaticTest_cloud_ps20 0
+class cloud_ps20_Dynamic_Index
+{
+public:
+ cloud_ps20_Dynamic_Index()
+ {
+ }
+ 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
+#endif // _DEBUG
+ return 0;
+ }
+};
+#define shaderDynamicTest_cloud_ps20 0
diff --git a/materialsystem/stdshaders/fxctmp9/cloud_vs20.inc b/materialsystem/stdshaders/fxctmp9/cloud_vs20.inc
new file mode 100644
index 0000000..c285f87
--- /dev/null
+++ b/materialsystem/stdshaders/fxctmp9/cloud_vs20.inc
@@ -0,0 +1,33 @@
+#include "shaderlib/cshader.h"
+class cloud_vs20_Static_Index
+{
+public:
+ cloud_vs20_Static_Index( )
+ {
+ }
+ 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
+#endif // _DEBUG
+ return 0;
+ }
+};
+#define shaderStaticTest_cloud_vs20 0
+class cloud_vs20_Dynamic_Index
+{
+public:
+ cloud_vs20_Dynamic_Index()
+ {
+ }
+ 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
+#endif // _DEBUG
+ return 0;
+ }
+};
+#define shaderDynamicTest_cloud_vs20 0
diff --git a/materialsystem/stdshaders/fxctmp9/color_projection_ps20.inc b/materialsystem/stdshaders/fxctmp9/color_projection_ps20.inc
new file mode 100644
index 0000000..be9ef5a
--- /dev/null
+++ b/materialsystem/stdshaders/fxctmp9/color_projection_ps20.inc
@@ -0,0 +1,110 @@
+#include "shaderlib/cshader.h"
+class color_projection_ps20_Static_Index
+{
+public:
+ color_projection_ps20_Static_Index( )
+ {
+ }
+ 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
+#endif // _DEBUG
+ return 0;
+ }
+};
+#define shaderStaticTest_color_projection_ps20 0
+class color_projection_ps20_Dynamic_Index
+{
+private:
+ int m_nNEED_BLINDMK;
+#ifdef _DEBUG
+ bool m_bNEED_BLINDMK;
+#endif
+public:
+ void SetNEED_BLINDMK( int i )
+ {
+ Assert( i >= 0 && i <= 1 );
+ m_nNEED_BLINDMK = i;
+#ifdef _DEBUG
+ m_bNEED_BLINDMK = true;
+#endif
+ }
+ void SetNEED_BLINDMK( bool i )
+ {
+ m_nNEED_BLINDMK = i ? 1 : 0;
+#ifdef _DEBUG
+ m_bNEED_BLINDMK = true;
+#endif
+ }
+private:
+ int m_nNEED_ANOMYLIZE;
+#ifdef _DEBUG
+ bool m_bNEED_ANOMYLIZE;
+#endif
+public:
+ void SetNEED_ANOMYLIZE( int i )
+ {
+ Assert( i >= 0 && i <= 1 );
+ m_nNEED_ANOMYLIZE = i;
+#ifdef _DEBUG
+ m_bNEED_ANOMYLIZE = true;
+#endif
+ }
+ void SetNEED_ANOMYLIZE( bool i )
+ {
+ m_nNEED_ANOMYLIZE = i ? 1 : 0;
+#ifdef _DEBUG
+ m_bNEED_ANOMYLIZE = true;
+#endif
+ }
+private:
+ int m_nNEED_MONOCHROME;
+#ifdef _DEBUG
+ bool m_bNEED_MONOCHROME;
+#endif
+public:
+ void SetNEED_MONOCHROME( int i )
+ {
+ Assert( i >= 0 && i <= 1 );
+ m_nNEED_MONOCHROME = i;
+#ifdef _DEBUG
+ m_bNEED_MONOCHROME = true;
+#endif
+ }
+ void SetNEED_MONOCHROME( bool i )
+ {
+ m_nNEED_MONOCHROME = i ? 1 : 0;
+#ifdef _DEBUG
+ m_bNEED_MONOCHROME = true;
+#endif
+ }
+public:
+ color_projection_ps20_Dynamic_Index()
+ {
+#ifdef _DEBUG
+ m_bNEED_BLINDMK = false;
+#endif // _DEBUG
+ m_nNEED_BLINDMK = 0;
+#ifdef _DEBUG
+ m_bNEED_ANOMYLIZE = false;
+#endif // _DEBUG
+ m_nNEED_ANOMYLIZE = 0;
+#ifdef _DEBUG
+ m_bNEED_MONOCHROME = false;
+#endif // _DEBUG
+ m_nNEED_MONOCHROME = 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_bNEED_BLINDMK && m_bNEED_ANOMYLIZE && m_bNEED_MONOCHROME;
+ Assert( bAllDynamicVarsDefined );
+#endif // _DEBUG
+ return ( 1 * m_nNEED_BLINDMK ) + ( 2 * m_nNEED_ANOMYLIZE ) + ( 4 * m_nNEED_MONOCHROME ) + 0;
+ }
+};
+#define shaderDynamicTest_color_projection_ps20 psh_forgot_to_set_dynamic_NEED_BLINDMK + psh_forgot_to_set_dynamic_NEED_ANOMYLIZE + psh_forgot_to_set_dynamic_NEED_MONOCHROME + 0
diff --git a/materialsystem/stdshaders/fxctmp9/color_projection_ps20b.inc b/materialsystem/stdshaders/fxctmp9/color_projection_ps20b.inc
new file mode 100644
index 0000000..8aba230
--- /dev/null
+++ b/materialsystem/stdshaders/fxctmp9/color_projection_ps20b.inc
@@ -0,0 +1,110 @@
+#include "shaderlib/cshader.h"
+class color_projection_ps20b_Static_Index
+{
+public:
+ color_projection_ps20b_Static_Index( )
+ {
+ }
+ 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
+#endif // _DEBUG
+ return 0;
+ }
+};
+#define shaderStaticTest_color_projection_ps20b 0
+class color_projection_ps20b_Dynamic_Index
+{
+private:
+ int m_nNEED_BLINDMK;
+#ifdef _DEBUG
+ bool m_bNEED_BLINDMK;
+#endif
+public:
+ void SetNEED_BLINDMK( int i )
+ {
+ Assert( i >= 0 && i <= 1 );
+ m_nNEED_BLINDMK = i;
+#ifdef _DEBUG
+ m_bNEED_BLINDMK = true;
+#endif
+ }
+ void SetNEED_BLINDMK( bool i )
+ {
+ m_nNEED_BLINDMK = i ? 1 : 0;
+#ifdef _DEBUG
+ m_bNEED_BLINDMK = true;
+#endif
+ }
+private:
+ int m_nNEED_ANOMYLIZE;
+#ifdef _DEBUG
+ bool m_bNEED_ANOMYLIZE;
+#endif
+public:
+ void SetNEED_ANOMYLIZE( int i )
+ {
+ Assert( i >= 0 && i <= 1 );
+ m_nNEED_ANOMYLIZE = i;
+#ifdef _DEBUG
+ m_bNEED_ANOMYLIZE = true;
+#endif
+ }
+ void SetNEED_ANOMYLIZE( bool i )
+ {
+ m_nNEED_ANOMYLIZE = i ? 1 : 0;
+#ifdef _DEBUG
+ m_bNEED_ANOMYLIZE = true;
+#endif
+ }
+private:
+ int m_nNEED_MONOCHROME;
+#ifdef _DEBUG
+ bool m_bNEED_MONOCHROME;
+#endif
+public:
+ void SetNEED_MONOCHROME( int i )
+ {
+ Assert( i >= 0 && i <= 1 );
+ m_nNEED_MONOCHROME = i;
+#ifdef _DEBUG
+ m_bNEED_MONOCHROME = true;
+#endif
+ }
+ void SetNEED_MONOCHROME( bool i )
+ {
+ m_nNEED_MONOCHROME = i ? 1 : 0;
+#ifdef _DEBUG
+ m_bNEED_MONOCHROME = true;
+#endif
+ }
+public:
+ color_projection_ps20b_Dynamic_Index()
+ {
+#ifdef _DEBUG
+ m_bNEED_BLINDMK = false;
+#endif // _DEBUG
+ m_nNEED_BLINDMK = 0;
+#ifdef _DEBUG
+ m_bNEED_ANOMYLIZE = false;
+#endif // _DEBUG
+ m_nNEED_ANOMYLIZE = 0;
+#ifdef _DEBUG
+ m_bNEED_MONOCHROME = false;
+#endif // _DEBUG
+ m_nNEED_MONOCHROME = 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_bNEED_BLINDMK && m_bNEED_ANOMYLIZE && m_bNEED_MONOCHROME;
+ Assert( bAllDynamicVarsDefined );
+#endif // _DEBUG
+ return ( 1 * m_nNEED_BLINDMK ) + ( 2 * m_nNEED_ANOMYLIZE ) + ( 4 * m_nNEED_MONOCHROME ) + 0;
+ }
+};
+#define shaderDynamicTest_color_projection_ps20b psh_forgot_to_set_dynamic_NEED_BLINDMK + psh_forgot_to_set_dynamic_NEED_ANOMYLIZE + psh_forgot_to_set_dynamic_NEED_MONOCHROME + 0
diff --git a/materialsystem/stdshaders/fxctmp9/color_projection_vs20.inc b/materialsystem/stdshaders/fxctmp9/color_projection_vs20.inc
new file mode 100644
index 0000000..cb49b23
--- /dev/null
+++ b/materialsystem/stdshaders/fxctmp9/color_projection_vs20.inc
@@ -0,0 +1,33 @@
+#include "shaderlib/cshader.h"
+class color_projection_vs20_Static_Index
+{
+public:
+ color_projection_vs20_Static_Index( )
+ {
+ }
+ 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
+#endif // _DEBUG
+ return 0;
+ }
+};
+#define shaderStaticTest_color_projection_vs20 0
+class color_projection_vs20_Dynamic_Index
+{
+public:
+ color_projection_vs20_Dynamic_Index()
+ {
+ }
+ 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
+#endif // _DEBUG
+ return 0;
+ }
+};
+#define shaderDynamicTest_color_projection_vs20 0
diff --git a/materialsystem/stdshaders/fxctmp9/colorcorrection_ps20.inc b/materialsystem/stdshaders/fxctmp9/colorcorrection_ps20.inc
new file mode 100644
index 0000000..53b9055
--- /dev/null
+++ b/materialsystem/stdshaders/fxctmp9/colorcorrection_ps20.inc
@@ -0,0 +1,60 @@
+#include "shaderlib/cshader.h"
+class colorcorrection_ps20_Static_Index
+{
+public:
+ colorcorrection_ps20_Static_Index( )
+ {
+ }
+ 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
+#endif // _DEBUG
+ return 0;
+ }
+};
+#define shaderStaticTest_colorcorrection_ps20 0
+class colorcorrection_ps20_Dynamic_Index
+{
+private:
+ int m_nNUM_LOOKUPS;
+#ifdef _DEBUG
+ bool m_bNUM_LOOKUPS;
+#endif
+public:
+ void SetNUM_LOOKUPS( int i )
+ {
+ Assert( i >= 0 && i <= 4 );
+ m_nNUM_LOOKUPS = i;
+#ifdef _DEBUG
+ m_bNUM_LOOKUPS = true;
+#endif
+ }
+ void SetNUM_LOOKUPS( bool i )
+ {
+ m_nNUM_LOOKUPS = i ? 1 : 0;
+#ifdef _DEBUG
+ m_bNUM_LOOKUPS = true;
+#endif
+ }
+public:
+ colorcorrection_ps20_Dynamic_Index()
+ {
+#ifdef _DEBUG
+ m_bNUM_LOOKUPS = false;
+#endif // _DEBUG
+ m_nNUM_LOOKUPS = 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_bNUM_LOOKUPS;
+ Assert( bAllDynamicVarsDefined );
+#endif // _DEBUG
+ return ( 1 * m_nNUM_LOOKUPS ) + 0;
+ }
+};
+#define shaderDynamicTest_colorcorrection_ps20 psh_forgot_to_set_dynamic_NUM_LOOKUPS + 0
diff --git a/materialsystem/stdshaders/fxctmp9/colorcorrection_ps20b.inc b/materialsystem/stdshaders/fxctmp9/colorcorrection_ps20b.inc
new file mode 100644
index 0000000..ad4a221
--- /dev/null
+++ b/materialsystem/stdshaders/fxctmp9/colorcorrection_ps20b.inc
@@ -0,0 +1,87 @@
+#include "shaderlib/cshader.h"
+class colorcorrection_ps20b_Static_Index
+{
+private:
+ int m_nCONVERT_TO_SRGB;
+#ifdef _DEBUG
+ bool m_bCONVERT_TO_SRGB;
+#endif
+public:
+ void SetCONVERT_TO_SRGB( int i )
+ {
+ Assert( i >= 0 && i <= 1 );
+ m_nCONVERT_TO_SRGB = i;
+#ifdef _DEBUG
+ m_bCONVERT_TO_SRGB = true;
+#endif
+ }
+ void SetCONVERT_TO_SRGB( bool i )
+ {
+ m_nCONVERT_TO_SRGB = i ? 1 : 0;
+#ifdef _DEBUG
+ m_bCONVERT_TO_SRGB = true;
+#endif
+ }
+public:
+ colorcorrection_ps20b_Static_Index( )
+ {
+#ifdef _DEBUG
+ m_bCONVERT_TO_SRGB = true;
+#endif // _DEBUG
+ m_nCONVERT_TO_SRGB = g_pHardwareConfig->NeedsShaderSRGBConversion();
+ }
+ 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_bCONVERT_TO_SRGB;
+ Assert( bAllStaticVarsDefined );
+#endif // _DEBUG
+ return ( 5 * m_nCONVERT_TO_SRGB ) + 0;
+ }
+};
+#define shaderStaticTest_colorcorrection_ps20b 0
+class colorcorrection_ps20b_Dynamic_Index
+{
+private:
+ int m_nNUM_LOOKUPS;
+#ifdef _DEBUG
+ bool m_bNUM_LOOKUPS;
+#endif
+public:
+ void SetNUM_LOOKUPS( int i )
+ {
+ Assert( i >= 0 && i <= 4 );
+ m_nNUM_LOOKUPS = i;
+#ifdef _DEBUG
+ m_bNUM_LOOKUPS = true;
+#endif
+ }
+ void SetNUM_LOOKUPS( bool i )
+ {
+ m_nNUM_LOOKUPS = i ? 1 : 0;
+#ifdef _DEBUG
+ m_bNUM_LOOKUPS = true;
+#endif
+ }
+public:
+ colorcorrection_ps20b_Dynamic_Index()
+ {
+#ifdef _DEBUG
+ m_bNUM_LOOKUPS = false;
+#endif // _DEBUG
+ m_nNUM_LOOKUPS = 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_bNUM_LOOKUPS;
+ Assert( bAllDynamicVarsDefined );
+#endif // _DEBUG
+ return ( 1 * m_nNUM_LOOKUPS ) + 0;
+ }
+};
+#define shaderDynamicTest_colorcorrection_ps20b psh_forgot_to_set_dynamic_NUM_LOOKUPS + 0
diff --git a/materialsystem/stdshaders/fxctmp9/compositor_ps20.inc b/materialsystem/stdshaders/fxctmp9/compositor_ps20.inc
new file mode 100644
index 0000000..15125f2
--- /dev/null
+++ b/materialsystem/stdshaders/fxctmp9/compositor_ps20.inc
@@ -0,0 +1,87 @@
+#include "shaderlib/cshader.h"
+class compositor_ps20_Static_Index
+{
+private:
+ int m_nCOMBINE_MODE;
+#ifdef _DEBUG
+ bool m_bCOMBINE_MODE;
+#endif
+public:
+ void SetCOMBINE_MODE( int i )
+ {
+ Assert( i >= 0 && i <= 6 );
+ m_nCOMBINE_MODE = i;
+#ifdef _DEBUG
+ m_bCOMBINE_MODE = true;
+#endif
+ }
+ void SetCOMBINE_MODE( bool i )
+ {
+ m_nCOMBINE_MODE = i ? 1 : 0;
+#ifdef _DEBUG
+ m_bCOMBINE_MODE = true;
+#endif
+ }
+public:
+ compositor_ps20_Static_Index( )
+ {
+#ifdef _DEBUG
+ m_bCOMBINE_MODE = false;
+#endif // _DEBUG
+ m_nCOMBINE_MODE = 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_bCOMBINE_MODE;
+ Assert( bAllStaticVarsDefined );
+#endif // _DEBUG
+ return ( 1 * m_nCOMBINE_MODE ) + 0;
+ }
+};
+#define shaderStaticTest_compositor_ps20 psh_forgot_to_set_static_COMBINE_MODE + 0
+class compositor_ps20_Dynamic_Index
+{
+private:
+ int m_nDEBUG_MODE;
+#ifdef _DEBUG
+ bool m_bDEBUG_MODE;
+#endif
+public:
+ void SetDEBUG_MODE( int i )
+ {
+ Assert( i >= 0 && i <= 0 );
+ m_nDEBUG_MODE = i;
+#ifdef _DEBUG
+ m_bDEBUG_MODE = true;
+#endif
+ }
+ void SetDEBUG_MODE( bool i )
+ {
+ m_nDEBUG_MODE = i ? 1 : 0;
+#ifdef _DEBUG
+ m_bDEBUG_MODE = true;
+#endif
+ }
+public:
+ compositor_ps20_Dynamic_Index()
+ {
+#ifdef _DEBUG
+ m_bDEBUG_MODE = false;
+#endif // _DEBUG
+ m_nDEBUG_MODE = 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_bDEBUG_MODE;
+ Assert( bAllDynamicVarsDefined );
+#endif // _DEBUG
+ return ( 1 * m_nDEBUG_MODE ) + 0;
+ }
+};
+#define shaderDynamicTest_compositor_ps20 psh_forgot_to_set_dynamic_DEBUG_MODE + 0
diff --git a/materialsystem/stdshaders/fxctmp9/compositor_ps20b.inc b/materialsystem/stdshaders/fxctmp9/compositor_ps20b.inc
new file mode 100644
index 0000000..21e0291
--- /dev/null
+++ b/materialsystem/stdshaders/fxctmp9/compositor_ps20b.inc
@@ -0,0 +1,87 @@
+#include "shaderlib/cshader.h"
+class compositor_ps20b_Static_Index
+{
+private:
+ int m_nCOMBINE_MODE;
+#ifdef _DEBUG
+ bool m_bCOMBINE_MODE;
+#endif
+public:
+ void SetCOMBINE_MODE( int i )
+ {
+ Assert( i >= 0 && i <= 6 );
+ m_nCOMBINE_MODE = i;
+#ifdef _DEBUG
+ m_bCOMBINE_MODE = true;
+#endif
+ }
+ void SetCOMBINE_MODE( bool i )
+ {
+ m_nCOMBINE_MODE = i ? 1 : 0;
+#ifdef _DEBUG
+ m_bCOMBINE_MODE = true;
+#endif
+ }
+public:
+ compositor_ps20b_Static_Index( )
+ {
+#ifdef _DEBUG
+ m_bCOMBINE_MODE = false;
+#endif // _DEBUG
+ m_nCOMBINE_MODE = 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_bCOMBINE_MODE;
+ Assert( bAllStaticVarsDefined );
+#endif // _DEBUG
+ return ( 2 * m_nCOMBINE_MODE ) + 0;
+ }
+};
+#define shaderStaticTest_compositor_ps20b psh_forgot_to_set_static_COMBINE_MODE + 0
+class compositor_ps20b_Dynamic_Index
+{
+private:
+ int m_nDEBUG_MODE;
+#ifdef _DEBUG
+ bool m_bDEBUG_MODE;
+#endif
+public:
+ void SetDEBUG_MODE( int i )
+ {
+ Assert( i >= 0 && i <= 1 );
+ m_nDEBUG_MODE = i;
+#ifdef _DEBUG
+ m_bDEBUG_MODE = true;
+#endif
+ }
+ void SetDEBUG_MODE( bool i )
+ {
+ m_nDEBUG_MODE = i ? 1 : 0;
+#ifdef _DEBUG
+ m_bDEBUG_MODE = true;
+#endif
+ }
+public:
+ compositor_ps20b_Dynamic_Index()
+ {
+#ifdef _DEBUG
+ m_bDEBUG_MODE = false;
+#endif // _DEBUG
+ m_nDEBUG_MODE = 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_bDEBUG_MODE;
+ Assert( bAllDynamicVarsDefined );
+#endif // _DEBUG
+ return ( 1 * m_nDEBUG_MODE ) + 0;
+ }
+};
+#define shaderDynamicTest_compositor_ps20b psh_forgot_to_set_dynamic_DEBUG_MODE + 0
diff --git a/materialsystem/stdshaders/fxctmp9/compositor_vs20.inc b/materialsystem/stdshaders/fxctmp9/compositor_vs20.inc
new file mode 100644
index 0000000..c4baac4
--- /dev/null
+++ b/materialsystem/stdshaders/fxctmp9/compositor_vs20.inc
@@ -0,0 +1,33 @@
+#include "shaderlib/cshader.h"
+class compositor_vs20_Static_Index
+{
+public:
+ compositor_vs20_Static_Index( )
+ {
+ }
+ 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
+#endif // _DEBUG
+ return 0;
+ }
+};
+#define shaderStaticTest_compositor_vs20 0
+class compositor_vs20_Dynamic_Index
+{
+public:
+ compositor_vs20_Dynamic_Index()
+ {
+ }
+ 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
+#endif // _DEBUG
+ return 0;
+ }
+};
+#define shaderDynamicTest_compositor_vs20 0
diff --git a/materialsystem/stdshaders/fxctmp9/constant_color_ps20.inc b/materialsystem/stdshaders/fxctmp9/constant_color_ps20.inc
new file mode 100644
index 0000000..ea46c12
--- /dev/null
+++ b/materialsystem/stdshaders/fxctmp9/constant_color_ps20.inc
@@ -0,0 +1,33 @@
+#include "shaderlib/cshader.h"
+class constant_color_ps20_Static_Index
+{
+public:
+ constant_color_ps20_Static_Index( )
+ {
+ }
+ 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
+#endif // _DEBUG
+ return 0;
+ }
+};
+#define shaderStaticTest_constant_color_ps20 0
+class constant_color_ps20_Dynamic_Index
+{
+public:
+ constant_color_ps20_Dynamic_Index()
+ {
+ }
+ 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
+#endif // _DEBUG
+ return 0;
+ }
+};
+#define shaderDynamicTest_constant_color_ps20 0
diff --git a/materialsystem/stdshaders/fxctmp9/constant_color_ps20b.inc b/materialsystem/stdshaders/fxctmp9/constant_color_ps20b.inc
new file mode 100644
index 0000000..c9f6c3c
--- /dev/null
+++ b/materialsystem/stdshaders/fxctmp9/constant_color_ps20b.inc
@@ -0,0 +1,60 @@
+#include "shaderlib/cshader.h"
+class constant_color_ps20b_Static_Index
+{
+private:
+ int m_nCONVERT_TO_SRGB;
+#ifdef _DEBUG
+ bool m_bCONVERT_TO_SRGB;
+#endif
+public:
+ void SetCONVERT_TO_SRGB( int i )
+ {
+ Assert( i >= 0 && i <= 1 );
+ m_nCONVERT_TO_SRGB = i;
+#ifdef _DEBUG
+ m_bCONVERT_TO_SRGB = true;
+#endif
+ }
+ void SetCONVERT_TO_SRGB( bool i )
+ {
+ m_nCONVERT_TO_SRGB = i ? 1 : 0;
+#ifdef _DEBUG
+ m_bCONVERT_TO_SRGB = true;
+#endif
+ }
+public:
+ constant_color_ps20b_Static_Index( )
+ {
+#ifdef _DEBUG
+ m_bCONVERT_TO_SRGB = true;
+#endif // _DEBUG
+ m_nCONVERT_TO_SRGB = g_pHardwareConfig->NeedsShaderSRGBConversion();
+ }
+ 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_bCONVERT_TO_SRGB;
+ Assert( bAllStaticVarsDefined );
+#endif // _DEBUG
+ return ( 1 * m_nCONVERT_TO_SRGB ) + 0;
+ }
+};
+#define shaderStaticTest_constant_color_ps20b 0
+class constant_color_ps20b_Dynamic_Index
+{
+public:
+ constant_color_ps20b_Dynamic_Index()
+ {
+ }
+ 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
+#endif // _DEBUG
+ return 0;
+ }
+};
+#define shaderDynamicTest_constant_color_ps20b 0
diff --git a/materialsystem/stdshaders/fxctmp9/copy_fp_rt_ps20.inc b/materialsystem/stdshaders/fxctmp9/copy_fp_rt_ps20.inc
new file mode 100644
index 0000000..f15ba7a
--- /dev/null
+++ b/materialsystem/stdshaders/fxctmp9/copy_fp_rt_ps20.inc
@@ -0,0 +1,33 @@
+#include "shaderlib/cshader.h"
+class copy_fp_rt_ps20_Static_Index
+{
+public:
+ copy_fp_rt_ps20_Static_Index( )
+ {
+ }
+ 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
+#endif // _DEBUG
+ return 0;
+ }
+};
+#define shaderStaticTest_copy_fp_rt_ps20 0
+class copy_fp_rt_ps20_Dynamic_Index
+{
+public:
+ copy_fp_rt_ps20_Dynamic_Index()
+ {
+ }
+ 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
+#endif // _DEBUG
+ return 0;
+ }
+};
+#define shaderDynamicTest_copy_fp_rt_ps20 0
diff --git a/materialsystem/stdshaders/fxctmp9/copy_fp_rt_ps20b.inc b/materialsystem/stdshaders/fxctmp9/copy_fp_rt_ps20b.inc
new file mode 100644
index 0000000..2873f93
--- /dev/null
+++ b/materialsystem/stdshaders/fxctmp9/copy_fp_rt_ps20b.inc
@@ -0,0 +1,60 @@
+#include "shaderlib/cshader.h"
+class copy_fp_rt_ps20b_Static_Index
+{
+private:
+ int m_nCONVERT_TO_SRGB;
+#ifdef _DEBUG
+ bool m_bCONVERT_TO_SRGB;
+#endif
+public:
+ void SetCONVERT_TO_SRGB( int i )
+ {
+ Assert( i >= 0 && i <= 1 );
+ m_nCONVERT_TO_SRGB = i;
+#ifdef _DEBUG
+ m_bCONVERT_TO_SRGB = true;
+#endif
+ }
+ void SetCONVERT_TO_SRGB( bool i )
+ {
+ m_nCONVERT_TO_SRGB = i ? 1 : 0;
+#ifdef _DEBUG
+ m_bCONVERT_TO_SRGB = true;
+#endif
+ }
+public:
+ copy_fp_rt_ps20b_Static_Index( )
+ {
+#ifdef _DEBUG
+ m_bCONVERT_TO_SRGB = true;
+#endif // _DEBUG
+ m_nCONVERT_TO_SRGB = g_pHardwareConfig->NeedsShaderSRGBConversion();
+ }
+ 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_bCONVERT_TO_SRGB;
+ Assert( bAllStaticVarsDefined );
+#endif // _DEBUG
+ return ( 1 * m_nCONVERT_TO_SRGB ) + 0;
+ }
+};
+#define shaderStaticTest_copy_fp_rt_ps20b 0
+class copy_fp_rt_ps20b_Dynamic_Index
+{
+public:
+ copy_fp_rt_ps20b_Dynamic_Index()
+ {
+ }
+ 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
+#endif // _DEBUG
+ return 0;
+ }
+};
+#define shaderDynamicTest_copy_fp_rt_ps20b 0
diff --git a/materialsystem/stdshaders/fxctmp9/core_ps20.inc b/materialsystem/stdshaders/fxctmp9/core_ps20.inc
new file mode 100644
index 0000000..c52cc06
--- /dev/null
+++ b/materialsystem/stdshaders/fxctmp9/core_ps20.inc
@@ -0,0 +1,162 @@
+#include "shaderlib/cshader.h"
+class core_ps20_Static_Index
+{
+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_nFLOWMAP;
+#ifdef _DEBUG
+ bool m_bFLOWMAP;
+#endif
+public:
+ void SetFLOWMAP( int i )
+ {
+ Assert( i >= 0 && i <= 1 );
+ m_nFLOWMAP = i;
+#ifdef _DEBUG
+ m_bFLOWMAP = true;
+#endif
+ }
+ void SetFLOWMAP( bool i )
+ {
+ m_nFLOWMAP = i ? 1 : 0;
+#ifdef _DEBUG
+ m_bFLOWMAP = true;
+#endif
+ }
+private:
+ int m_nCORECOLORTEXTURE;
+#ifdef _DEBUG
+ bool m_bCORECOLORTEXTURE;
+#endif
+public:
+ void SetCORECOLORTEXTURE( int i )
+ {
+ Assert( i >= 0 && i <= 1 );
+ m_nCORECOLORTEXTURE = i;
+#ifdef _DEBUG
+ m_bCORECOLORTEXTURE = true;
+#endif
+ }
+ void SetCORECOLORTEXTURE( bool i )
+ {
+ m_nCORECOLORTEXTURE = i ? 1 : 0;
+#ifdef _DEBUG
+ m_bCORECOLORTEXTURE = true;
+#endif
+ }
+private:
+ int m_nREFRACT;
+#ifdef _DEBUG
+ bool m_bREFRACT;
+#endif
+public:
+ void SetREFRACT( int i )
+ {
+ Assert( i >= 0 && i <= 1 );
+ m_nREFRACT = i;
+#ifdef _DEBUG
+ m_bREFRACT = true;
+#endif
+ }
+ void SetREFRACT( bool i )
+ {
+ m_nREFRACT = i ? 1 : 0;
+#ifdef _DEBUG
+ m_bREFRACT = true;
+#endif
+ }
+public:
+ core_ps20_Static_Index( )
+ {
+#ifdef _DEBUG
+ m_bCUBEMAP = false;
+#endif // _DEBUG
+ m_nCUBEMAP = 0;
+#ifdef _DEBUG
+ m_bFLOWMAP = false;
+#endif // _DEBUG
+ m_nFLOWMAP = 0;
+#ifdef _DEBUG
+ m_bCORECOLORTEXTURE = false;
+#endif // _DEBUG
+ m_nCORECOLORTEXTURE = 0;
+#ifdef _DEBUG
+ m_bREFRACT = false;
+#endif // _DEBUG
+ m_nREFRACT = 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_bCUBEMAP && m_bFLOWMAP && m_bCORECOLORTEXTURE && m_bREFRACT;
+ Assert( bAllStaticVarsDefined );
+#endif // _DEBUG
+ return ( 2 * m_nCUBEMAP ) + ( 4 * m_nFLOWMAP ) + ( 8 * m_nCORECOLORTEXTURE ) + ( 16 * m_nREFRACT ) + 0;
+ }
+};
+#define shaderStaticTest_core_ps20 psh_forgot_to_set_static_CUBEMAP + psh_forgot_to_set_static_FLOWMAP + psh_forgot_to_set_static_CORECOLORTEXTURE + psh_forgot_to_set_static_REFRACT + 0
+class core_ps20_Dynamic_Index
+{
+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
+ }
+public:
+ core_ps20_Dynamic_Index()
+ {
+#ifdef _DEBUG
+ m_bPIXELFOGTYPE = false;
+#endif // _DEBUG
+ m_nPIXELFOGTYPE = 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_bPIXELFOGTYPE;
+ Assert( bAllDynamicVarsDefined );
+#endif // _DEBUG
+ return ( 1 * m_nPIXELFOGTYPE ) + 0;
+ }
+};
+#define shaderDynamicTest_core_ps20 psh_forgot_to_set_dynamic_PIXELFOGTYPE + 0
diff --git a/materialsystem/stdshaders/fxctmp9/core_ps20b.inc b/materialsystem/stdshaders/fxctmp9/core_ps20b.inc
new file mode 100644
index 0000000..b90999f
--- /dev/null
+++ b/materialsystem/stdshaders/fxctmp9/core_ps20b.inc
@@ -0,0 +1,187 @@
+#include "shaderlib/cshader.h"
+class core_ps20b_Static_Index
+{
+private:
+ int m_nCONVERT_TO_SRGB;
+#ifdef _DEBUG
+ bool m_bCONVERT_TO_SRGB;
+#endif
+public:
+ void SetCONVERT_TO_SRGB( int i )
+ {
+ Assert( i >= 0 && i <= 1 );
+ m_nCONVERT_TO_SRGB = i;
+#ifdef _DEBUG
+ m_bCONVERT_TO_SRGB = true;
+#endif
+ }
+ void SetCONVERT_TO_SRGB( bool i )
+ {
+ m_nCONVERT_TO_SRGB = i ? 1 : 0;
+#ifdef _DEBUG
+ m_bCONVERT_TO_SRGB = 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_nFLOWMAP;
+#ifdef _DEBUG
+ bool m_bFLOWMAP;
+#endif
+public:
+ void SetFLOWMAP( int i )
+ {
+ Assert( i >= 0 && i <= 1 );
+ m_nFLOWMAP = i;
+#ifdef _DEBUG
+ m_bFLOWMAP = true;
+#endif
+ }
+ void SetFLOWMAP( bool i )
+ {
+ m_nFLOWMAP = i ? 1 : 0;
+#ifdef _DEBUG
+ m_bFLOWMAP = true;
+#endif
+ }
+private:
+ int m_nCORECOLORTEXTURE;
+#ifdef _DEBUG
+ bool m_bCORECOLORTEXTURE;
+#endif
+public:
+ void SetCORECOLORTEXTURE( int i )
+ {
+ Assert( i >= 0 && i <= 1 );
+ m_nCORECOLORTEXTURE = i;
+#ifdef _DEBUG
+ m_bCORECOLORTEXTURE = true;
+#endif
+ }
+ void SetCORECOLORTEXTURE( bool i )
+ {
+ m_nCORECOLORTEXTURE = i ? 1 : 0;
+#ifdef _DEBUG
+ m_bCORECOLORTEXTURE = true;
+#endif
+ }
+private:
+ int m_nREFRACT;
+#ifdef _DEBUG
+ bool m_bREFRACT;
+#endif
+public:
+ void SetREFRACT( int i )
+ {
+ Assert( i >= 0 && i <= 1 );
+ m_nREFRACT = i;
+#ifdef _DEBUG
+ m_bREFRACT = true;
+#endif
+ }
+ void SetREFRACT( bool i )
+ {
+ m_nREFRACT = i ? 1 : 0;
+#ifdef _DEBUG
+ m_bREFRACT = true;
+#endif
+ }
+public:
+ core_ps20b_Static_Index( )
+ {
+#ifdef _DEBUG
+ m_bCONVERT_TO_SRGB = true;
+#endif // _DEBUG
+ m_nCONVERT_TO_SRGB = g_pHardwareConfig->NeedsShaderSRGBConversion();
+#ifdef _DEBUG
+ m_bCUBEMAP = false;
+#endif // _DEBUG
+ m_nCUBEMAP = 0;
+#ifdef _DEBUG
+ m_bFLOWMAP = false;
+#endif // _DEBUG
+ m_nFLOWMAP = 0;
+#ifdef _DEBUG
+ m_bCORECOLORTEXTURE = false;
+#endif // _DEBUG
+ m_nCORECOLORTEXTURE = 0;
+#ifdef _DEBUG
+ m_bREFRACT = false;
+#endif // _DEBUG
+ m_nREFRACT = 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_bCONVERT_TO_SRGB && m_bCUBEMAP && m_bFLOWMAP && m_bCORECOLORTEXTURE && m_bREFRACT;
+ Assert( bAllStaticVarsDefined );
+#endif // _DEBUG
+ return ( 2 * m_nCONVERT_TO_SRGB ) + ( 4 * m_nCUBEMAP ) + ( 8 * m_nFLOWMAP ) + ( 16 * m_nCORECOLORTEXTURE ) + ( 32 * m_nREFRACT ) + 0;
+ }
+};
+#define shaderStaticTest_core_ps20b psh_forgot_to_set_static_CUBEMAP + psh_forgot_to_set_static_FLOWMAP + psh_forgot_to_set_static_CORECOLORTEXTURE + psh_forgot_to_set_static_REFRACT + 0
+class core_ps20b_Dynamic_Index
+{
+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
+ }
+public:
+ core_ps20b_Dynamic_Index()
+ {
+#ifdef _DEBUG
+ m_bPIXELFOGTYPE = false;
+#endif // _DEBUG
+ m_nPIXELFOGTYPE = 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_bPIXELFOGTYPE;
+ Assert( bAllDynamicVarsDefined );
+#endif // _DEBUG
+ return ( 1 * m_nPIXELFOGTYPE ) + 0;
+ }
+};
+#define shaderDynamicTest_core_ps20b psh_forgot_to_set_dynamic_PIXELFOGTYPE + 0
diff --git a/materialsystem/stdshaders/fxctmp9/core_vs11.inc b/materialsystem/stdshaders/fxctmp9/core_vs11.inc
new file mode 100644
index 0000000..3a535e7
--- /dev/null
+++ b/materialsystem/stdshaders/fxctmp9/core_vs11.inc
@@ -0,0 +1,60 @@
+#include "shaderlib/cshader.h"
+class core_vs11_Static_Index
+{
+public:
+ core_vs11_Static_Index( )
+ {
+ }
+ 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
+#endif // _DEBUG
+ return 0;
+ }
+};
+#define shaderStaticTest_core_vs11 0
+class core_vs11_Dynamic_Index
+{
+private:
+ int m_nSKINNING;
+#ifdef _DEBUG
+ bool m_bSKINNING;
+#endif
+public:
+ void SetSKINNING( int i )
+ {
+ Assert( i >= 0 && i <= 1 );
+ m_nSKINNING = i;
+#ifdef _DEBUG
+ m_bSKINNING = true;
+#endif
+ }
+ void SetSKINNING( bool i )
+ {
+ m_nSKINNING = i ? 1 : 0;
+#ifdef _DEBUG
+ m_bSKINNING = true;
+#endif
+ }
+public:
+ core_vs11_Dynamic_Index()
+ {
+#ifdef _DEBUG
+ m_bSKINNING = false;
+#endif // _DEBUG
+ m_nSKINNING = 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_bSKINNING;
+ Assert( bAllDynamicVarsDefined );
+#endif // _DEBUG
+ return ( 1 * m_nSKINNING ) + 0;
+ }
+};
+#define shaderDynamicTest_core_vs11 vsh_forgot_to_set_dynamic_SKINNING + 0
diff --git a/materialsystem/stdshaders/fxctmp9/core_vs20.inc b/materialsystem/stdshaders/fxctmp9/core_vs20.inc
new file mode 100644
index 0000000..5cbf35f
--- /dev/null
+++ b/materialsystem/stdshaders/fxctmp9/core_vs20.inc
@@ -0,0 +1,112 @@
+#include "shaderlib/cshader.h"
+class core_vs20_Static_Index
+{
+private:
+ int m_nMODEL;
+#ifdef _DEBUG
+ bool m_bMODEL;
+#endif
+public:
+ void SetMODEL( int i )
+ {
+ Assert( i >= 0 && i <= 1 );
+ m_nMODEL = i;
+#ifdef _DEBUG
+ m_bMODEL = true;
+#endif
+ }
+ void SetMODEL( bool i )
+ {
+ m_nMODEL = i ? 1 : 0;
+#ifdef _DEBUG
+ m_bMODEL = true;
+#endif
+ }
+public:
+ core_vs20_Static_Index( )
+ {
+#ifdef _DEBUG
+ m_bMODEL = false;
+#endif // _DEBUG
+ m_nMODEL = 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_bMODEL;
+ Assert( bAllStaticVarsDefined );
+#endif // _DEBUG
+ return ( 4 * m_nMODEL ) + 0;
+ }
+};
+#define shaderStaticTest_core_vs20 vsh_forgot_to_set_static_MODEL + 0
+class core_vs20_Dynamic_Index
+{
+private:
+ int m_nCOMPRESSED_VERTS;
+#ifdef _DEBUG
+ bool m_bCOMPRESSED_VERTS;
+#endif
+public:
+ void SetCOMPRESSED_VERTS( int i )
+ {
+ Assert( i >= 0 && i <= 1 );
+ m_nCOMPRESSED_VERTS = i;
+#ifdef _DEBUG
+ m_bCOMPRESSED_VERTS = true;
+#endif
+ }
+ void SetCOMPRESSED_VERTS( bool i )
+ {
+ m_nCOMPRESSED_VERTS = i ? 1 : 0;
+#ifdef _DEBUG
+ m_bCOMPRESSED_VERTS = true;
+#endif
+ }
+private:
+ int m_nSKINNING;
+#ifdef _DEBUG
+ bool m_bSKINNING;
+#endif
+public:
+ void SetSKINNING( int i )
+ {
+ Assert( i >= 0 && i <= 1 );
+ m_nSKINNING = i;
+#ifdef _DEBUG
+ m_bSKINNING = true;
+#endif
+ }
+ void SetSKINNING( bool i )
+ {
+ m_nSKINNING = i ? 1 : 0;
+#ifdef _DEBUG
+ m_bSKINNING = true;
+#endif
+ }
+public:
+ core_vs20_Dynamic_Index()
+ {
+#ifdef _DEBUG
+ m_bCOMPRESSED_VERTS = false;
+#endif // _DEBUG
+ m_nCOMPRESSED_VERTS = 0;
+#ifdef _DEBUG
+ m_bSKINNING = false;
+#endif // _DEBUG
+ m_nSKINNING = 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_bCOMPRESSED_VERTS && m_bSKINNING;
+ Assert( bAllDynamicVarsDefined );
+#endif // _DEBUG
+ return ( 1 * m_nCOMPRESSED_VERTS ) + ( 2 * m_nSKINNING ) + 0;
+ }
+};
+#define shaderDynamicTest_core_vs20 vsh_forgot_to_set_dynamic_COMPRESSED_VERTS + vsh_forgot_to_set_dynamic_SKINNING + 0
diff --git a/materialsystem/stdshaders/fxctmp9/debugbumpmappedlightmap_ps11.inc b/materialsystem/stdshaders/fxctmp9/debugbumpmappedlightmap_ps11.inc
new file mode 100644
index 0000000..5a09de6
--- /dev/null
+++ b/materialsystem/stdshaders/fxctmp9/debugbumpmappedlightmap_ps11.inc
@@ -0,0 +1,59 @@
+class debugbumpmappedlightmap_ps11_Static_Index
+{
+public:
+ debugbumpmappedlightmap_ps11_Static_Index()
+ {
+ }
+ 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
+#endif // _DEBUG
+ return 0;
+ }
+};
+#define shaderStaticTest_debugbumpmappedlightmap_ps11 0
+class debugbumpmappedlightmap_ps11_Dynamic_Index
+{
+private:
+ int m_nMODE;
+#ifdef _DEBUG
+ bool m_bMODE;
+#endif
+public:
+ void SetMODE( int i )
+ {
+ Assert( i >= 0 && i <= 3 );
+ m_nMODE = i;
+#ifdef _DEBUG
+ m_bMODE = true;
+#endif
+ }
+ void SetMODE( bool i )
+ {
+ m_nMODE = i ? 1 : 0;
+#ifdef _DEBUG
+ m_bMODE = true;
+#endif
+ }
+public:
+ debugbumpmappedlightmap_ps11_Dynamic_Index()
+ {
+#ifdef _DEBUG
+ m_bMODE = false;
+#endif // _DEBUG
+ m_nMODE = 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_bMODE;
+ Assert( bAllDynamicVarsDefined );
+#endif // _DEBUG
+ return ( 1 * m_nMODE ) + 0;
+ }
+};
+#define shaderDynamicTest_debugbumpmappedlightmap_ps11 psh_forgot_to_set_dynamic_MODE + 0
diff --git a/materialsystem/stdshaders/fxctmp9/debugbumpmappedlightmap_ps20.inc b/materialsystem/stdshaders/fxctmp9/debugbumpmappedlightmap_ps20.inc
new file mode 100644
index 0000000..f4de181
--- /dev/null
+++ b/materialsystem/stdshaders/fxctmp9/debugbumpmappedlightmap_ps20.inc
@@ -0,0 +1,59 @@
+class debugbumpmappedlightmap_ps20_Static_Index
+{
+public:
+ debugbumpmappedlightmap_ps20_Static_Index()
+ {
+ }
+ 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
+#endif // _DEBUG
+ return 0;
+ }
+};
+#define shaderStaticTest_debugbumpmappedlightmap_ps20 0
+class debugbumpmappedlightmap_ps20_Dynamic_Index
+{
+private:
+ int m_nMODE;
+#ifdef _DEBUG
+ bool m_bMODE;
+#endif
+public:
+ void SetMODE( int i )
+ {
+ Assert( i >= 0 && i <= 3 );
+ m_nMODE = i;
+#ifdef _DEBUG
+ m_bMODE = true;
+#endif
+ }
+ void SetMODE( bool i )
+ {
+ m_nMODE = i ? 1 : 0;
+#ifdef _DEBUG
+ m_bMODE = true;
+#endif
+ }
+public:
+ debugbumpmappedlightmap_ps20_Dynamic_Index()
+ {
+#ifdef _DEBUG
+ m_bMODE = false;
+#endif // _DEBUG
+ m_nMODE = 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_bMODE;
+ Assert( bAllDynamicVarsDefined );
+#endif // _DEBUG
+ return ( 1 * m_nMODE ) + 0;
+ }
+};
+#define shaderDynamicTest_debugbumpmappedlightmap_ps20 psh_forgot_to_set_dynamic_MODE + 0
diff --git a/materialsystem/stdshaders/fxctmp9/debugbumpmappedlightmap_ps20b.inc b/materialsystem/stdshaders/fxctmp9/debugbumpmappedlightmap_ps20b.inc
new file mode 100644
index 0000000..a09e12a
--- /dev/null
+++ b/materialsystem/stdshaders/fxctmp9/debugbumpmappedlightmap_ps20b.inc
@@ -0,0 +1,59 @@
+class debugbumpmappedlightmap_ps20b_Static_Index
+{
+public:
+ debugbumpmappedlightmap_ps20b_Static_Index()
+ {
+ }
+ 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
+#endif // _DEBUG
+ return 0;
+ }
+};
+#define shaderStaticTest_debugbumpmappedlightmap_ps20b 0
+class debugbumpmappedlightmap_ps20b_Dynamic_Index
+{
+private:
+ int m_nMODE;
+#ifdef _DEBUG
+ bool m_bMODE;
+#endif
+public:
+ void SetMODE( int i )
+ {
+ Assert( i >= 0 && i <= 3 );
+ m_nMODE = i;
+#ifdef _DEBUG
+ m_bMODE = true;
+#endif
+ }
+ void SetMODE( bool i )
+ {
+ m_nMODE = i ? 1 : 0;
+#ifdef _DEBUG
+ m_bMODE = true;
+#endif
+ }
+public:
+ debugbumpmappedlightmap_ps20b_Dynamic_Index()
+ {
+#ifdef _DEBUG
+ m_bMODE = false;
+#endif // _DEBUG
+ m_nMODE = 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_bMODE;
+ Assert( bAllDynamicVarsDefined );
+#endif // _DEBUG
+ return ( 1 * m_nMODE ) + 0;
+ }
+};
+#define shaderDynamicTest_debugbumpmappedlightmap_ps20b psh_forgot_to_set_dynamic_MODE + 0
diff --git a/materialsystem/stdshaders/fxctmp9/debugdrawdepth_ps20.inc b/materialsystem/stdshaders/fxctmp9/debugdrawdepth_ps20.inc
new file mode 100644
index 0000000..4b455e4
--- /dev/null
+++ b/materialsystem/stdshaders/fxctmp9/debugdrawdepth_ps20.inc
@@ -0,0 +1,33 @@
+#include "shaderlib/cshader.h"
+class debugdrawdepth_ps20_Static_Index
+{
+public:
+ debugdrawdepth_ps20_Static_Index( )
+ {
+ }
+ 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
+#endif // _DEBUG
+ return 0;
+ }
+};
+#define shaderStaticTest_debugdrawdepth_ps20 0
+class debugdrawdepth_ps20_Dynamic_Index
+{
+public:
+ debugdrawdepth_ps20_Dynamic_Index()
+ {
+ }
+ 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
+#endif // _DEBUG
+ return 0;
+ }
+};
+#define shaderDynamicTest_debugdrawdepth_ps20 0
diff --git a/materialsystem/stdshaders/fxctmp9/debugdrawdepth_ps20b.inc b/materialsystem/stdshaders/fxctmp9/debugdrawdepth_ps20b.inc
new file mode 100644
index 0000000..4d82bb9
--- /dev/null
+++ b/materialsystem/stdshaders/fxctmp9/debugdrawdepth_ps20b.inc
@@ -0,0 +1,60 @@
+#include "shaderlib/cshader.h"
+class debugdrawdepth_ps20b_Static_Index
+{
+private:
+ int m_nCONVERT_TO_SRGB;
+#ifdef _DEBUG
+ bool m_bCONVERT_TO_SRGB;
+#endif
+public:
+ void SetCONVERT_TO_SRGB( int i )
+ {
+ Assert( i >= 0 && i <= 1 );
+ m_nCONVERT_TO_SRGB = i;
+#ifdef _DEBUG
+ m_bCONVERT_TO_SRGB = true;
+#endif
+ }
+ void SetCONVERT_TO_SRGB( bool i )
+ {
+ m_nCONVERT_TO_SRGB = i ? 1 : 0;
+#ifdef _DEBUG
+ m_bCONVERT_TO_SRGB = true;
+#endif
+ }
+public:
+ debugdrawdepth_ps20b_Static_Index( )
+ {
+#ifdef _DEBUG
+ m_bCONVERT_TO_SRGB = true;
+#endif // _DEBUG
+ m_nCONVERT_TO_SRGB = g_pHardwareConfig->NeedsShaderSRGBConversion();
+ }
+ 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_bCONVERT_TO_SRGB;
+ Assert( bAllStaticVarsDefined );
+#endif // _DEBUG
+ return ( 1 * m_nCONVERT_TO_SRGB ) + 0;
+ }
+};
+#define shaderStaticTest_debugdrawdepth_ps20b 0
+class debugdrawdepth_ps20b_Dynamic_Index
+{
+public:
+ debugdrawdepth_ps20b_Dynamic_Index()
+ {
+ }
+ 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
+#endif // _DEBUG
+ return 0;
+ }
+};
+#define shaderDynamicTest_debugdrawdepth_ps20b 0
diff --git a/materialsystem/stdshaders/fxctmp9/debugdrawdepth_vs20.inc b/materialsystem/stdshaders/fxctmp9/debugdrawdepth_vs20.inc
new file mode 100644
index 0000000..eea4b80
--- /dev/null
+++ b/materialsystem/stdshaders/fxctmp9/debugdrawdepth_vs20.inc
@@ -0,0 +1,85 @@
+#include "shaderlib/cshader.h"
+class debugdrawdepth_vs20_Static_Index
+{
+public:
+ debugdrawdepth_vs20_Static_Index( )
+ {
+ }
+ 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
+#endif // _DEBUG
+ return 0;
+ }
+};
+#define shaderStaticTest_debugdrawdepth_vs20 0
+class debugdrawdepth_vs20_Dynamic_Index
+{
+private:
+ int m_nCOMPRESSED_VERTS;
+#ifdef _DEBUG
+ bool m_bCOMPRESSED_VERTS;
+#endif
+public:
+ void SetCOMPRESSED_VERTS( int i )
+ {
+ Assert( i >= 0 && i <= 1 );
+ m_nCOMPRESSED_VERTS = i;
+#ifdef _DEBUG
+ m_bCOMPRESSED_VERTS = true;
+#endif
+ }
+ void SetCOMPRESSED_VERTS( bool i )
+ {
+ m_nCOMPRESSED_VERTS = i ? 1 : 0;
+#ifdef _DEBUG
+ m_bCOMPRESSED_VERTS = true;
+#endif
+ }
+private:
+ int m_nSKINNING;
+#ifdef _DEBUG
+ bool m_bSKINNING;
+#endif
+public:
+ void SetSKINNING( int i )
+ {
+ Assert( i >= 0 && i <= 1 );
+ m_nSKINNING = i;
+#ifdef _DEBUG
+ m_bSKINNING = true;
+#endif
+ }
+ void SetSKINNING( bool i )
+ {
+ m_nSKINNING = i ? 1 : 0;
+#ifdef _DEBUG
+ m_bSKINNING = true;
+#endif
+ }
+public:
+ debugdrawdepth_vs20_Dynamic_Index()
+ {
+#ifdef _DEBUG
+ m_bCOMPRESSED_VERTS = false;
+#endif // _DEBUG
+ m_nCOMPRESSED_VERTS = 0;
+#ifdef _DEBUG
+ m_bSKINNING = false;
+#endif // _DEBUG
+ m_nSKINNING = 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_bCOMPRESSED_VERTS && m_bSKINNING;
+ Assert( bAllDynamicVarsDefined );
+#endif // _DEBUG
+ return ( 1 * m_nCOMPRESSED_VERTS ) + ( 2 * m_nSKINNING ) + 0;
+ }
+};
+#define shaderDynamicTest_debugdrawdepth_vs20 vsh_forgot_to_set_dynamic_COMPRESSED_VERTS + vsh_forgot_to_set_dynamic_SKINNING + 0
diff --git a/materialsystem/stdshaders/fxctmp9/debugdrawenvmapmask_ps20.inc b/materialsystem/stdshaders/fxctmp9/debugdrawenvmapmask_ps20.inc
new file mode 100644
index 0000000..e111960
--- /dev/null
+++ b/materialsystem/stdshaders/fxctmp9/debugdrawenvmapmask_ps20.inc
@@ -0,0 +1,60 @@
+#include "shaderlib/cshader.h"
+class debugdrawenvmapmask_ps20_Static_Index
+{
+public:
+ debugdrawenvmapmask_ps20_Static_Index( )
+ {
+ }
+ 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
+#endif // _DEBUG
+ return 0;
+ }
+};
+#define shaderStaticTest_debugdrawenvmapmask_ps20 0
+class debugdrawenvmapmask_ps20_Dynamic_Index
+{
+private:
+ int m_nSHOWALPHA;
+#ifdef _DEBUG
+ bool m_bSHOWALPHA;
+#endif
+public:
+ void SetSHOWALPHA( int i )
+ {
+ Assert( i >= 0 && i <= 1 );
+ m_nSHOWALPHA = i;
+#ifdef _DEBUG
+ m_bSHOWALPHA = true;
+#endif
+ }
+ void SetSHOWALPHA( bool i )
+ {
+ m_nSHOWALPHA = i ? 1 : 0;
+#ifdef _DEBUG
+ m_bSHOWALPHA = true;
+#endif
+ }
+public:
+ debugdrawenvmapmask_ps20_Dynamic_Index()
+ {
+#ifdef _DEBUG
+ m_bSHOWALPHA = false;
+#endif // _DEBUG
+ m_nSHOWALPHA = 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_bSHOWALPHA;
+ Assert( bAllDynamicVarsDefined );
+#endif // _DEBUG
+ return ( 1 * m_nSHOWALPHA ) + 0;
+ }
+};
+#define shaderDynamicTest_debugdrawenvmapmask_ps20 psh_forgot_to_set_dynamic_SHOWALPHA + 0
diff --git a/materialsystem/stdshaders/fxctmp9/debugdrawenvmapmask_ps20b.inc b/materialsystem/stdshaders/fxctmp9/debugdrawenvmapmask_ps20b.inc
new file mode 100644
index 0000000..09e8a81
--- /dev/null
+++ b/materialsystem/stdshaders/fxctmp9/debugdrawenvmapmask_ps20b.inc
@@ -0,0 +1,87 @@
+#include "shaderlib/cshader.h"
+class debugdrawenvmapmask_ps20b_Static_Index
+{
+private:
+ int m_nCONVERT_TO_SRGB;
+#ifdef _DEBUG
+ bool m_bCONVERT_TO_SRGB;
+#endif
+public:
+ void SetCONVERT_TO_SRGB( int i )
+ {
+ Assert( i >= 0 && i <= 1 );
+ m_nCONVERT_TO_SRGB = i;
+#ifdef _DEBUG
+ m_bCONVERT_TO_SRGB = true;
+#endif
+ }
+ void SetCONVERT_TO_SRGB( bool i )
+ {
+ m_nCONVERT_TO_SRGB = i ? 1 : 0;
+#ifdef _DEBUG
+ m_bCONVERT_TO_SRGB = true;
+#endif
+ }
+public:
+ debugdrawenvmapmask_ps20b_Static_Index( )
+ {
+#ifdef _DEBUG
+ m_bCONVERT_TO_SRGB = true;
+#endif // _DEBUG
+ m_nCONVERT_TO_SRGB = g_pHardwareConfig->NeedsShaderSRGBConversion();
+ }
+ 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_bCONVERT_TO_SRGB;
+ Assert( bAllStaticVarsDefined );
+#endif // _DEBUG
+ return ( 2 * m_nCONVERT_TO_SRGB ) + 0;
+ }
+};
+#define shaderStaticTest_debugdrawenvmapmask_ps20b 0
+class debugdrawenvmapmask_ps20b_Dynamic_Index
+{
+private:
+ int m_nSHOWALPHA;
+#ifdef _DEBUG
+ bool m_bSHOWALPHA;
+#endif
+public:
+ void SetSHOWALPHA( int i )
+ {
+ Assert( i >= 0 && i <= 1 );
+ m_nSHOWALPHA = i;
+#ifdef _DEBUG
+ m_bSHOWALPHA = true;
+#endif
+ }
+ void SetSHOWALPHA( bool i )
+ {
+ m_nSHOWALPHA = i ? 1 : 0;
+#ifdef _DEBUG
+ m_bSHOWALPHA = true;
+#endif
+ }
+public:
+ debugdrawenvmapmask_ps20b_Dynamic_Index()
+ {
+#ifdef _DEBUG
+ m_bSHOWALPHA = false;
+#endif // _DEBUG
+ m_nSHOWALPHA = 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_bSHOWALPHA;
+ Assert( bAllDynamicVarsDefined );
+#endif // _DEBUG
+ return ( 1 * m_nSHOWALPHA ) + 0;
+ }
+};
+#define shaderDynamicTest_debugdrawenvmapmask_ps20b psh_forgot_to_set_dynamic_SHOWALPHA + 0
diff --git a/materialsystem/stdshaders/fxctmp9/debugdrawenvmapmask_vs20.inc b/materialsystem/stdshaders/fxctmp9/debugdrawenvmapmask_vs20.inc
new file mode 100644
index 0000000..96910cd
--- /dev/null
+++ b/materialsystem/stdshaders/fxctmp9/debugdrawenvmapmask_vs20.inc
@@ -0,0 +1,85 @@
+#include "shaderlib/cshader.h"
+class debugdrawenvmapmask_vs20_Static_Index
+{
+public:
+ debugdrawenvmapmask_vs20_Static_Index( )
+ {
+ }
+ 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
+#endif // _DEBUG
+ return 0;
+ }
+};
+#define shaderStaticTest_debugdrawenvmapmask_vs20 0
+class debugdrawenvmapmask_vs20_Dynamic_Index
+{
+private:
+ int m_nCOMPRESSED_VERTS;
+#ifdef _DEBUG
+ bool m_bCOMPRESSED_VERTS;
+#endif
+public:
+ void SetCOMPRESSED_VERTS( int i )
+ {
+ Assert( i >= 0 && i <= 1 );
+ m_nCOMPRESSED_VERTS = i;
+#ifdef _DEBUG
+ m_bCOMPRESSED_VERTS = true;
+#endif
+ }
+ void SetCOMPRESSED_VERTS( bool i )
+ {
+ m_nCOMPRESSED_VERTS = i ? 1 : 0;
+#ifdef _DEBUG
+ m_bCOMPRESSED_VERTS = true;
+#endif
+ }
+private:
+ int m_nSKINNING;
+#ifdef _DEBUG
+ bool m_bSKINNING;
+#endif
+public:
+ void SetSKINNING( int i )
+ {
+ Assert( i >= 0 && i <= 1 );
+ m_nSKINNING = i;
+#ifdef _DEBUG
+ m_bSKINNING = true;
+#endif
+ }
+ void SetSKINNING( bool i )
+ {
+ m_nSKINNING = i ? 1 : 0;
+#ifdef _DEBUG
+ m_bSKINNING = true;
+#endif
+ }
+public:
+ debugdrawenvmapmask_vs20_Dynamic_Index()
+ {
+#ifdef _DEBUG
+ m_bCOMPRESSED_VERTS = false;
+#endif // _DEBUG
+ m_nCOMPRESSED_VERTS = 0;
+#ifdef _DEBUG
+ m_bSKINNING = false;
+#endif // _DEBUG
+ m_nSKINNING = 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_bCOMPRESSED_VERTS && m_bSKINNING;
+ Assert( bAllDynamicVarsDefined );
+#endif // _DEBUG
+ return ( 1 * m_nCOMPRESSED_VERTS ) + ( 2 * m_nSKINNING ) + 0;
+ }
+};
+#define shaderDynamicTest_debugdrawenvmapmask_vs20 vsh_forgot_to_set_dynamic_COMPRESSED_VERTS + vsh_forgot_to_set_dynamic_SKINNING + 0
diff --git a/materialsystem/stdshaders/fxctmp9/debugluxel_ps20.inc b/materialsystem/stdshaders/fxctmp9/debugluxel_ps20.inc
new file mode 100644
index 0000000..9faa69b
--- /dev/null
+++ b/materialsystem/stdshaders/fxctmp9/debugluxel_ps20.inc
@@ -0,0 +1,33 @@
+#include "shaderlib/cshader.h"
+class debugluxel_ps20_Static_Index
+{
+public:
+ debugluxel_ps20_Static_Index( )
+ {
+ }
+ 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
+#endif // _DEBUG
+ return 0;
+ }
+};
+#define shaderStaticTest_debugluxel_ps20 0
+class debugluxel_ps20_Dynamic_Index
+{
+public:
+ debugluxel_ps20_Dynamic_Index()
+ {
+ }
+ 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
+#endif // _DEBUG
+ return 0;
+ }
+};
+#define shaderDynamicTest_debugluxel_ps20 0
diff --git a/materialsystem/stdshaders/fxctmp9/debugluxel_ps20b.inc b/materialsystem/stdshaders/fxctmp9/debugluxel_ps20b.inc
new file mode 100644
index 0000000..0675d21
--- /dev/null
+++ b/materialsystem/stdshaders/fxctmp9/debugluxel_ps20b.inc
@@ -0,0 +1,33 @@
+#include "shaderlib/cshader.h"
+class debugluxel_ps20b_Static_Index
+{
+public:
+ debugluxel_ps20b_Static_Index( )
+ {
+ }
+ 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
+#endif // _DEBUG
+ return 0;
+ }
+};
+#define shaderStaticTest_debugluxel_ps20b 0
+class debugluxel_ps20b_Dynamic_Index
+{
+public:
+ debugluxel_ps20b_Dynamic_Index()
+ {
+ }
+ 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
+#endif // _DEBUG
+ return 0;
+ }
+};
+#define shaderDynamicTest_debugluxel_ps20b 0
diff --git a/materialsystem/stdshaders/fxctmp9/debugluxel_vs20.inc b/materialsystem/stdshaders/fxctmp9/debugluxel_vs20.inc
new file mode 100644
index 0000000..5c1fb5a
--- /dev/null
+++ b/materialsystem/stdshaders/fxctmp9/debugluxel_vs20.inc
@@ -0,0 +1,33 @@
+#include "shaderlib/cshader.h"
+class debugluxel_vs20_Static_Index
+{
+public:
+ debugluxel_vs20_Static_Index( )
+ {
+ }
+ 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
+#endif // _DEBUG
+ return 0;
+ }
+};
+#define shaderStaticTest_debugluxel_vs20 0
+class debugluxel_vs20_Dynamic_Index
+{
+public:
+ debugluxel_vs20_Dynamic_Index()
+ {
+ }
+ 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
+#endif // _DEBUG
+ return 0;
+ }
+};
+#define shaderDynamicTest_debugluxel_vs20 0
diff --git a/materialsystem/stdshaders/fxctmp9/debugmorphaccumulator_ps30.inc b/materialsystem/stdshaders/fxctmp9/debugmorphaccumulator_ps30.inc
new file mode 100644
index 0000000..9c5f179
--- /dev/null
+++ b/materialsystem/stdshaders/fxctmp9/debugmorphaccumulator_ps30.inc
@@ -0,0 +1,33 @@
+#include "shaderlib/cshader.h"
+class debugmorphaccumulator_ps30_Static_Index
+{
+public:
+ debugmorphaccumulator_ps30_Static_Index( )
+ {
+ }
+ 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
+#endif // _DEBUG
+ return 0;
+ }
+};
+#define shaderStaticTest_debugmorphaccumulator_ps30 0
+class debugmorphaccumulator_ps30_Dynamic_Index
+{
+public:
+ debugmorphaccumulator_ps30_Dynamic_Index()
+ {
+ }
+ 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
+#endif // _DEBUG
+ return 0;
+ }
+};
+#define shaderDynamicTest_debugmorphaccumulator_ps30 0
diff --git a/materialsystem/stdshaders/fxctmp9/debugmorphaccumulator_vs30.inc b/materialsystem/stdshaders/fxctmp9/debugmorphaccumulator_vs30.inc
new file mode 100644
index 0000000..4137dfd
--- /dev/null
+++ b/materialsystem/stdshaders/fxctmp9/debugmorphaccumulator_vs30.inc
@@ -0,0 +1,33 @@
+#include "shaderlib/cshader.h"
+class debugmorphaccumulator_vs30_Static_Index
+{
+public:
+ debugmorphaccumulator_vs30_Static_Index( )
+ {
+ }
+ 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
+#endif // _DEBUG
+ return 0;
+ }
+};
+#define shaderStaticTest_debugmorphaccumulator_vs30 0
+class debugmorphaccumulator_vs30_Dynamic_Index
+{
+public:
+ debugmorphaccumulator_vs30_Dynamic_Index()
+ {
+ }
+ 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
+#endif // _DEBUG
+ return 0;
+ }
+};
+#define shaderDynamicTest_debugmorphaccumulator_vs30 0
diff --git a/materialsystem/stdshaders/fxctmp9/debugmrttexture_ps20.inc b/materialsystem/stdshaders/fxctmp9/debugmrttexture_ps20.inc
new file mode 100644
index 0000000..90f5afd
--- /dev/null
+++ b/materialsystem/stdshaders/fxctmp9/debugmrttexture_ps20.inc
@@ -0,0 +1,60 @@
+#include "shaderlib/cshader.h"
+class debugmrttexture_ps20_Static_Index
+{
+private:
+ int m_nMRTINDEX;
+#ifdef _DEBUG
+ bool m_bMRTINDEX;
+#endif
+public:
+ void SetMRTINDEX( int i )
+ {
+ Assert( i >= 0 && i <= 1 );
+ m_nMRTINDEX = i;
+#ifdef _DEBUG
+ m_bMRTINDEX = true;
+#endif
+ }
+ void SetMRTINDEX( bool i )
+ {
+ m_nMRTINDEX = i ? 1 : 0;
+#ifdef _DEBUG
+ m_bMRTINDEX = true;
+#endif
+ }
+public:
+ debugmrttexture_ps20_Static_Index( )
+ {
+#ifdef _DEBUG
+ m_bMRTINDEX = false;
+#endif // _DEBUG
+ m_nMRTINDEX = 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_bMRTINDEX;
+ Assert( bAllStaticVarsDefined );
+#endif // _DEBUG
+ return ( 1 * m_nMRTINDEX ) + 0;
+ }
+};
+#define shaderStaticTest_debugmrttexture_ps20 psh_forgot_to_set_static_MRTINDEX + 0
+class debugmrttexture_ps20_Dynamic_Index
+{
+public:
+ debugmrttexture_ps20_Dynamic_Index()
+ {
+ }
+ 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
+#endif // _DEBUG
+ return 0;
+ }
+};
+#define shaderDynamicTest_debugmrttexture_ps20 0
diff --git a/materialsystem/stdshaders/fxctmp9/debugmrttexture_ps20b.inc b/materialsystem/stdshaders/fxctmp9/debugmrttexture_ps20b.inc
new file mode 100644
index 0000000..7cf15bc
--- /dev/null
+++ b/materialsystem/stdshaders/fxctmp9/debugmrttexture_ps20b.inc
@@ -0,0 +1,85 @@
+#include "shaderlib/cshader.h"
+class debugmrttexture_ps20b_Static_Index
+{
+private:
+ int m_nCONVERT_TO_SRGB;
+#ifdef _DEBUG
+ bool m_bCONVERT_TO_SRGB;
+#endif
+public:
+ void SetCONVERT_TO_SRGB( int i )
+ {
+ Assert( i >= 0 && i <= 1 );
+ m_nCONVERT_TO_SRGB = i;
+#ifdef _DEBUG
+ m_bCONVERT_TO_SRGB = true;
+#endif
+ }
+ void SetCONVERT_TO_SRGB( bool i )
+ {
+ m_nCONVERT_TO_SRGB = i ? 1 : 0;
+#ifdef _DEBUG
+ m_bCONVERT_TO_SRGB = true;
+#endif
+ }
+private:
+ int m_nMRTINDEX;
+#ifdef _DEBUG
+ bool m_bMRTINDEX;
+#endif
+public:
+ void SetMRTINDEX( int i )
+ {
+ Assert( i >= 0 && i <= 1 );
+ m_nMRTINDEX = i;
+#ifdef _DEBUG
+ m_bMRTINDEX = true;
+#endif
+ }
+ void SetMRTINDEX( bool i )
+ {
+ m_nMRTINDEX = i ? 1 : 0;
+#ifdef _DEBUG
+ m_bMRTINDEX = true;
+#endif
+ }
+public:
+ debugmrttexture_ps20b_Static_Index( )
+ {
+#ifdef _DEBUG
+ m_bCONVERT_TO_SRGB = true;
+#endif // _DEBUG
+ m_nCONVERT_TO_SRGB = g_pHardwareConfig->NeedsShaderSRGBConversion();
+#ifdef _DEBUG
+ m_bMRTINDEX = false;
+#endif // _DEBUG
+ m_nMRTINDEX = 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_bCONVERT_TO_SRGB && m_bMRTINDEX;
+ Assert( bAllStaticVarsDefined );
+#endif // _DEBUG
+ return ( 1 * m_nCONVERT_TO_SRGB ) + ( 2 * m_nMRTINDEX ) + 0;
+ }
+};
+#define shaderStaticTest_debugmrttexture_ps20b psh_forgot_to_set_static_MRTINDEX + 0
+class debugmrttexture_ps20b_Dynamic_Index
+{
+public:
+ debugmrttexture_ps20b_Dynamic_Index()
+ {
+ }
+ 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
+#endif // _DEBUG
+ return 0;
+ }
+};
+#define shaderDynamicTest_debugmrttexture_ps20b 0
diff --git a/materialsystem/stdshaders/fxctmp9/debugmrttexture_vs20.inc b/materialsystem/stdshaders/fxctmp9/debugmrttexture_vs20.inc
new file mode 100644
index 0000000..35138b3
--- /dev/null
+++ b/materialsystem/stdshaders/fxctmp9/debugmrttexture_vs20.inc
@@ -0,0 +1,33 @@
+#include "shaderlib/cshader.h"
+class debugmrttexture_vs20_Static_Index
+{
+public:
+ debugmrttexture_vs20_Static_Index( )
+ {
+ }
+ 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
+#endif // _DEBUG
+ return 0;
+ }
+};
+#define shaderStaticTest_debugmrttexture_vs20 0
+class debugmrttexture_vs20_Dynamic_Index
+{
+public:
+ debugmrttexture_vs20_Dynamic_Index()
+ {
+ }
+ 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
+#endif // _DEBUG
+ return 0;
+ }
+};
+#define shaderDynamicTest_debugmrttexture_vs20 0
diff --git a/materialsystem/stdshaders/fxctmp9/debugtangentspace_vs11.inc b/materialsystem/stdshaders/fxctmp9/debugtangentspace_vs11.inc
new file mode 100644
index 0000000..3b1e89c
--- /dev/null
+++ b/materialsystem/stdshaders/fxctmp9/debugtangentspace_vs11.inc
@@ -0,0 +1,85 @@
+#include "shaderlib/cshader.h"
+class debugtangentspace_vs11_Static_Index
+{
+public:
+ debugtangentspace_vs11_Static_Index( )
+ {
+ }
+ 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
+#endif // _DEBUG
+ return 0;
+ }
+};
+#define shaderStaticTest_debugtangentspace_vs11 0
+class debugtangentspace_vs11_Dynamic_Index
+{
+private:
+ int m_nDOWATERFOG;
+#ifdef _DEBUG
+ bool m_bDOWATERFOG;
+#endif
+public:
+ void SetDOWATERFOG( int i )
+ {
+ Assert( i >= 0 && i <= 1 );
+ m_nDOWATERFOG = i;
+#ifdef _DEBUG
+ m_bDOWATERFOG = true;
+#endif
+ }
+ void SetDOWATERFOG( bool i )
+ {
+ m_nDOWATERFOG = i ? 1 : 0;
+#ifdef _DEBUG
+ m_bDOWATERFOG = true;
+#endif
+ }
+private:
+ int m_nSKINNING;
+#ifdef _DEBUG
+ bool m_bSKINNING;
+#endif
+public:
+ void SetSKINNING( int i )
+ {
+ Assert( i >= 0 && i <= 1 );
+ m_nSKINNING = i;
+#ifdef _DEBUG
+ m_bSKINNING = true;
+#endif
+ }
+ void SetSKINNING( bool i )
+ {
+ m_nSKINNING = i ? 1 : 0;
+#ifdef _DEBUG
+ m_bSKINNING = true;
+#endif
+ }
+public:
+ debugtangentspace_vs11_Dynamic_Index()
+ {
+#ifdef _DEBUG
+ m_bDOWATERFOG = false;
+#endif // _DEBUG
+ m_nDOWATERFOG = 0;
+#ifdef _DEBUG
+ m_bSKINNING = false;
+#endif // _DEBUG
+ m_nSKINNING = 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_bDOWATERFOG && m_bSKINNING;
+ Assert( bAllDynamicVarsDefined );
+#endif // _DEBUG
+ return ( 1 * m_nDOWATERFOG ) + ( 2 * m_nSKINNING ) + 0;
+ }
+};
+#define shaderDynamicTest_debugtangentspace_vs11 vsh_forgot_to_set_dynamic_DOWATERFOG + vsh_forgot_to_set_dynamic_SKINNING + 0
diff --git a/materialsystem/stdshaders/fxctmp9/debugtangentspace_vs20.inc b/materialsystem/stdshaders/fxctmp9/debugtangentspace_vs20.inc
new file mode 100644
index 0000000..f0e4f7c
--- /dev/null
+++ b/materialsystem/stdshaders/fxctmp9/debugtangentspace_vs20.inc
@@ -0,0 +1,110 @@
+#include "shaderlib/cshader.h"
+class debugtangentspace_vs20_Static_Index
+{
+public:
+ debugtangentspace_vs20_Static_Index( )
+ {
+ }
+ 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
+#endif // _DEBUG
+ return 0;
+ }
+};
+#define shaderStaticTest_debugtangentspace_vs20 0
+class debugtangentspace_vs20_Dynamic_Index
+{
+private:
+ int m_nCOMPRESSED_VERTS;
+#ifdef _DEBUG
+ bool m_bCOMPRESSED_VERTS;
+#endif
+public:
+ void SetCOMPRESSED_VERTS( int i )
+ {
+ Assert( i >= 0 && i <= 1 );
+ m_nCOMPRESSED_VERTS = i;
+#ifdef _DEBUG
+ m_bCOMPRESSED_VERTS = true;
+#endif
+ }
+ void SetCOMPRESSED_VERTS( bool i )
+ {
+ m_nCOMPRESSED_VERTS = i ? 1 : 0;
+#ifdef _DEBUG
+ m_bCOMPRESSED_VERTS = true;
+#endif
+ }
+private:
+ int m_nDOWATERFOG;
+#ifdef _DEBUG
+ bool m_bDOWATERFOG;
+#endif
+public:
+ void SetDOWATERFOG( int i )
+ {
+ Assert( i >= 0 && i <= 1 );
+ m_nDOWATERFOG = i;
+#ifdef _DEBUG
+ m_bDOWATERFOG = true;
+#endif
+ }
+ void SetDOWATERFOG( bool i )
+ {
+ m_nDOWATERFOG = i ? 1 : 0;
+#ifdef _DEBUG
+ m_bDOWATERFOG = true;
+#endif
+ }
+private:
+ int m_nSKINNING;
+#ifdef _DEBUG
+ bool m_bSKINNING;
+#endif
+public:
+ void SetSKINNING( int i )
+ {
+ Assert( i >= 0 && i <= 1 );
+ m_nSKINNING = i;
+#ifdef _DEBUG
+ m_bSKINNING = true;
+#endif
+ }
+ void SetSKINNING( bool i )
+ {
+ m_nSKINNING = i ? 1 : 0;
+#ifdef _DEBUG
+ m_bSKINNING = true;
+#endif
+ }
+public:
+ debugtangentspace_vs20_Dynamic_Index()
+ {
+#ifdef _DEBUG
+ m_bCOMPRESSED_VERTS = false;
+#endif // _DEBUG
+ m_nCOMPRESSED_VERTS = 0;
+#ifdef _DEBUG
+ m_bDOWATERFOG = false;
+#endif // _DEBUG
+ m_nDOWATERFOG = 0;
+#ifdef _DEBUG
+ m_bSKINNING = false;
+#endif // _DEBUG
+ m_nSKINNING = 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_bCOMPRESSED_VERTS && m_bDOWATERFOG && m_bSKINNING;
+ Assert( bAllDynamicVarsDefined );
+#endif // _DEBUG
+ return ( 1 * m_nCOMPRESSED_VERTS ) + ( 2 * m_nDOWATERFOG ) + ( 4 * m_nSKINNING ) + 0;
+ }
+};
+#define shaderDynamicTest_debugtangentspace_vs20 vsh_forgot_to_set_dynamic_COMPRESSED_VERTS + vsh_forgot_to_set_dynamic_DOWATERFOG + vsh_forgot_to_set_dynamic_SKINNING + 0
diff --git a/materialsystem/stdshaders/fxctmp9/debugtextureview_ps20.inc b/materialsystem/stdshaders/fxctmp9/debugtextureview_ps20.inc
new file mode 100644
index 0000000..a240ec7
--- /dev/null
+++ b/materialsystem/stdshaders/fxctmp9/debugtextureview_ps20.inc
@@ -0,0 +1,87 @@
+#include "shaderlib/cshader.h"
+class debugtextureview_ps20_Static_Index
+{
+private:
+ int m_nSHOWALPHA;
+#ifdef _DEBUG
+ bool m_bSHOWALPHA;
+#endif
+public:
+ void SetSHOWALPHA( int i )
+ {
+ Assert( i >= 0 && i <= 1 );
+ m_nSHOWALPHA = i;
+#ifdef _DEBUG
+ m_bSHOWALPHA = true;
+#endif
+ }
+ void SetSHOWALPHA( bool i )
+ {
+ m_nSHOWALPHA = i ? 1 : 0;
+#ifdef _DEBUG
+ m_bSHOWALPHA = true;
+#endif
+ }
+public:
+ debugtextureview_ps20_Static_Index( )
+ {
+#ifdef _DEBUG
+ m_bSHOWALPHA = false;
+#endif // _DEBUG
+ m_nSHOWALPHA = 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_bSHOWALPHA;
+ Assert( bAllStaticVarsDefined );
+#endif // _DEBUG
+ return ( 2 * m_nSHOWALPHA ) + 0;
+ }
+};
+#define shaderStaticTest_debugtextureview_ps20 psh_forgot_to_set_static_SHOWALPHA + 0
+class debugtextureview_ps20_Dynamic_Index
+{
+private:
+ int m_nISCUBEMAP;
+#ifdef _DEBUG
+ bool m_bISCUBEMAP;
+#endif
+public:
+ void SetISCUBEMAP( int i )
+ {
+ Assert( i >= 0 && i <= 1 );
+ m_nISCUBEMAP = i;
+#ifdef _DEBUG
+ m_bISCUBEMAP = true;
+#endif
+ }
+ void SetISCUBEMAP( bool i )
+ {
+ m_nISCUBEMAP = i ? 1 : 0;
+#ifdef _DEBUG
+ m_bISCUBEMAP = true;
+#endif
+ }
+public:
+ debugtextureview_ps20_Dynamic_Index()
+ {
+#ifdef _DEBUG
+ m_bISCUBEMAP = false;
+#endif // _DEBUG
+ m_nISCUBEMAP = 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_bISCUBEMAP;
+ Assert( bAllDynamicVarsDefined );
+#endif // _DEBUG
+ return ( 1 * m_nISCUBEMAP ) + 0;
+ }
+};
+#define shaderDynamicTest_debugtextureview_ps20 psh_forgot_to_set_dynamic_ISCUBEMAP + 0
diff --git a/materialsystem/stdshaders/fxctmp9/debugtextureview_ps20b.inc b/materialsystem/stdshaders/fxctmp9/debugtextureview_ps20b.inc
new file mode 100644
index 0000000..3016544
--- /dev/null
+++ b/materialsystem/stdshaders/fxctmp9/debugtextureview_ps20b.inc
@@ -0,0 +1,112 @@
+#include "shaderlib/cshader.h"
+class debugtextureview_ps20b_Static_Index
+{
+private:
+ int m_nCONVERT_TO_SRGB;
+#ifdef _DEBUG
+ bool m_bCONVERT_TO_SRGB;
+#endif
+public:
+ void SetCONVERT_TO_SRGB( int i )
+ {
+ Assert( i >= 0 && i <= 1 );
+ m_nCONVERT_TO_SRGB = i;
+#ifdef _DEBUG
+ m_bCONVERT_TO_SRGB = true;
+#endif
+ }
+ void SetCONVERT_TO_SRGB( bool i )
+ {
+ m_nCONVERT_TO_SRGB = i ? 1 : 0;
+#ifdef _DEBUG
+ m_bCONVERT_TO_SRGB = true;
+#endif
+ }
+private:
+ int m_nSHOWALPHA;
+#ifdef _DEBUG
+ bool m_bSHOWALPHA;
+#endif
+public:
+ void SetSHOWALPHA( int i )
+ {
+ Assert( i >= 0 && i <= 1 );
+ m_nSHOWALPHA = i;
+#ifdef _DEBUG
+ m_bSHOWALPHA = true;
+#endif
+ }
+ void SetSHOWALPHA( bool i )
+ {
+ m_nSHOWALPHA = i ? 1 : 0;
+#ifdef _DEBUG
+ m_bSHOWALPHA = true;
+#endif
+ }
+public:
+ debugtextureview_ps20b_Static_Index( )
+ {
+#ifdef _DEBUG
+ m_bCONVERT_TO_SRGB = true;
+#endif // _DEBUG
+ m_nCONVERT_TO_SRGB = g_pHardwareConfig->NeedsShaderSRGBConversion();
+#ifdef _DEBUG
+ m_bSHOWALPHA = false;
+#endif // _DEBUG
+ m_nSHOWALPHA = 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_bCONVERT_TO_SRGB && m_bSHOWALPHA;
+ Assert( bAllStaticVarsDefined );
+#endif // _DEBUG
+ return ( 2 * m_nCONVERT_TO_SRGB ) + ( 4 * m_nSHOWALPHA ) + 0;
+ }
+};
+#define shaderStaticTest_debugtextureview_ps20b psh_forgot_to_set_static_SHOWALPHA + 0
+class debugtextureview_ps20b_Dynamic_Index
+{
+private:
+ int m_nISCUBEMAP;
+#ifdef _DEBUG
+ bool m_bISCUBEMAP;
+#endif
+public:
+ void SetISCUBEMAP( int i )
+ {
+ Assert( i >= 0 && i <= 1 );
+ m_nISCUBEMAP = i;
+#ifdef _DEBUG
+ m_bISCUBEMAP = true;
+#endif
+ }
+ void SetISCUBEMAP( bool i )
+ {
+ m_nISCUBEMAP = i ? 1 : 0;
+#ifdef _DEBUG
+ m_bISCUBEMAP = true;
+#endif
+ }
+public:
+ debugtextureview_ps20b_Dynamic_Index()
+ {
+#ifdef _DEBUG
+ m_bISCUBEMAP = false;
+#endif // _DEBUG
+ m_nISCUBEMAP = 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_bISCUBEMAP;
+ Assert( bAllDynamicVarsDefined );
+#endif // _DEBUG
+ return ( 1 * m_nISCUBEMAP ) + 0;
+ }
+};
+#define shaderDynamicTest_debugtextureview_ps20b psh_forgot_to_set_dynamic_ISCUBEMAP + 0
diff --git a/materialsystem/stdshaders/fxctmp9/debugtextureview_vs20.inc b/materialsystem/stdshaders/fxctmp9/debugtextureview_vs20.inc
new file mode 100644
index 0000000..bb43b05
--- /dev/null
+++ b/materialsystem/stdshaders/fxctmp9/debugtextureview_vs20.inc
@@ -0,0 +1,60 @@
+#include "shaderlib/cshader.h"
+class debugtextureview_vs20_Static_Index
+{
+public:
+ debugtextureview_vs20_Static_Index( )
+ {
+ }
+ 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
+#endif // _DEBUG
+ return 0;
+ }
+};
+#define shaderStaticTest_debugtextureview_vs20 0
+class debugtextureview_vs20_Dynamic_Index
+{
+private:
+ int m_nCOMPRESSED_VERTS;
+#ifdef _DEBUG
+ bool m_bCOMPRESSED_VERTS;
+#endif
+public:
+ void SetCOMPRESSED_VERTS( int i )
+ {
+ Assert( i >= 0 && i <= 1 );
+ m_nCOMPRESSED_VERTS = i;
+#ifdef _DEBUG
+ m_bCOMPRESSED_VERTS = true;
+#endif
+ }
+ void SetCOMPRESSED_VERTS( bool i )
+ {
+ m_nCOMPRESSED_VERTS = i ? 1 : 0;
+#ifdef _DEBUG
+ m_bCOMPRESSED_VERTS = true;
+#endif
+ }
+public:
+ debugtextureview_vs20_Dynamic_Index()
+ {
+#ifdef _DEBUG
+ m_bCOMPRESSED_VERTS = false;
+#endif // _DEBUG
+ m_nCOMPRESSED_VERTS = 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_bCOMPRESSED_VERTS;
+ Assert( bAllDynamicVarsDefined );
+#endif // _DEBUG
+ return ( 1 * m_nCOMPRESSED_VERTS ) + 0;
+ }
+};
+#define shaderDynamicTest_debugtextureview_vs20 vsh_forgot_to_set_dynamic_COMPRESSED_VERTS + 0
diff --git a/materialsystem/stdshaders/fxctmp9/decalbasetimeslightmapalphablendselfillum2_ps20.inc b/materialsystem/stdshaders/fxctmp9/decalbasetimeslightmapalphablendselfillum2_ps20.inc
new file mode 100644
index 0000000..7fa4682
--- /dev/null
+++ b/materialsystem/stdshaders/fxctmp9/decalbasetimeslightmapalphablendselfillum2_ps20.inc
@@ -0,0 +1,60 @@
+#include "shaderlib/cshader.h"
+class decalbasetimeslightmapalphablendselfillum2_ps20_Static_Index
+{
+public:
+ decalbasetimeslightmapalphablendselfillum2_ps20_Static_Index( )
+ {
+ }
+ 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
+#endif // _DEBUG
+ return 0;
+ }
+};
+#define shaderStaticTest_decalbasetimeslightmapalphablendselfillum2_ps20 0
+class decalbasetimeslightmapalphablendselfillum2_ps20_Dynamic_Index
+{
+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
+ }
+public:
+ decalbasetimeslightmapalphablendselfillum2_ps20_Dynamic_Index()
+ {
+#ifdef _DEBUG
+ m_bPIXELFOGTYPE = false;
+#endif // _DEBUG
+ m_nPIXELFOGTYPE = 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_bPIXELFOGTYPE;
+ Assert( bAllDynamicVarsDefined );
+#endif // _DEBUG
+ return ( 1 * m_nPIXELFOGTYPE ) + 0;
+ }
+};
+#define shaderDynamicTest_decalbasetimeslightmapalphablendselfillum2_ps20 psh_forgot_to_set_dynamic_PIXELFOGTYPE + 0
diff --git a/materialsystem/stdshaders/fxctmp9/decalbasetimeslightmapalphablendselfillum2_ps20b.inc b/materialsystem/stdshaders/fxctmp9/decalbasetimeslightmapalphablendselfillum2_ps20b.inc
new file mode 100644
index 0000000..5f58f38
--- /dev/null
+++ b/materialsystem/stdshaders/fxctmp9/decalbasetimeslightmapalphablendselfillum2_ps20b.inc
@@ -0,0 +1,87 @@
+#include "shaderlib/cshader.h"
+class decalbasetimeslightmapalphablendselfillum2_ps20b_Static_Index
+{
+private:
+ int m_nCONVERT_TO_SRGB;
+#ifdef _DEBUG
+ bool m_bCONVERT_TO_SRGB;
+#endif
+public:
+ void SetCONVERT_TO_SRGB( int i )
+ {
+ Assert( i >= 0 && i <= 1 );
+ m_nCONVERT_TO_SRGB = i;
+#ifdef _DEBUG
+ m_bCONVERT_TO_SRGB = true;
+#endif
+ }
+ void SetCONVERT_TO_SRGB( bool i )
+ {
+ m_nCONVERT_TO_SRGB = i ? 1 : 0;
+#ifdef _DEBUG
+ m_bCONVERT_TO_SRGB = true;
+#endif
+ }
+public:
+ decalbasetimeslightmapalphablendselfillum2_ps20b_Static_Index( )
+ {
+#ifdef _DEBUG
+ m_bCONVERT_TO_SRGB = true;
+#endif // _DEBUG
+ m_nCONVERT_TO_SRGB = g_pHardwareConfig->NeedsShaderSRGBConversion();
+ }
+ 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_bCONVERT_TO_SRGB;
+ Assert( bAllStaticVarsDefined );
+#endif // _DEBUG
+ return ( 2 * m_nCONVERT_TO_SRGB ) + 0;
+ }
+};
+#define shaderStaticTest_decalbasetimeslightmapalphablendselfillum2_ps20b 0
+class decalbasetimeslightmapalphablendselfillum2_ps20b_Dynamic_Index
+{
+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
+ }
+public:
+ decalbasetimeslightmapalphablendselfillum2_ps20b_Dynamic_Index()
+ {
+#ifdef _DEBUG
+ m_bPIXELFOGTYPE = false;
+#endif // _DEBUG
+ m_nPIXELFOGTYPE = 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_bPIXELFOGTYPE;
+ Assert( bAllDynamicVarsDefined );
+#endif // _DEBUG
+ return ( 1 * m_nPIXELFOGTYPE ) + 0;
+ }
+};
+#define shaderDynamicTest_decalbasetimeslightmapalphablendselfillum2_ps20b psh_forgot_to_set_dynamic_PIXELFOGTYPE + 0
diff --git a/materialsystem/stdshaders/fxctmp9/decalmodulate_ps20.inc b/materialsystem/stdshaders/fxctmp9/decalmodulate_ps20.inc
new file mode 100644
index 0000000..20976a8
--- /dev/null
+++ b/materialsystem/stdshaders/fxctmp9/decalmodulate_ps20.inc
@@ -0,0 +1,60 @@
+#include "shaderlib/cshader.h"
+class decalmodulate_ps20_Static_Index
+{
+public:
+ decalmodulate_ps20_Static_Index( )
+ {
+ }
+ 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
+#endif // _DEBUG
+ return 0;
+ }
+};
+#define shaderStaticTest_decalmodulate_ps20 0
+class decalmodulate_ps20_Dynamic_Index
+{
+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
+ }
+public:
+ decalmodulate_ps20_Dynamic_Index()
+ {
+#ifdef _DEBUG
+ m_bPIXELFOGTYPE = false;
+#endif // _DEBUG
+ m_nPIXELFOGTYPE = 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_bPIXELFOGTYPE;
+ Assert( bAllDynamicVarsDefined );
+#endif // _DEBUG
+ return ( 1 * m_nPIXELFOGTYPE ) + 0;
+ }
+};
+#define shaderDynamicTest_decalmodulate_ps20 psh_forgot_to_set_dynamic_PIXELFOGTYPE + 0
diff --git a/materialsystem/stdshaders/fxctmp9/decalmodulate_ps20b.inc b/materialsystem/stdshaders/fxctmp9/decalmodulate_ps20b.inc
new file mode 100644
index 0000000..695e0e3
--- /dev/null
+++ b/materialsystem/stdshaders/fxctmp9/decalmodulate_ps20b.inc
@@ -0,0 +1,87 @@
+#include "shaderlib/cshader.h"
+class decalmodulate_ps20b_Static_Index
+{
+private:
+ int m_nCONVERT_TO_SRGB;
+#ifdef _DEBUG
+ bool m_bCONVERT_TO_SRGB;
+#endif
+public:
+ void SetCONVERT_TO_SRGB( int i )
+ {
+ Assert( i >= 0 && i <= 1 );
+ m_nCONVERT_TO_SRGB = i;
+#ifdef _DEBUG
+ m_bCONVERT_TO_SRGB = true;
+#endif
+ }
+ void SetCONVERT_TO_SRGB( bool i )
+ {
+ m_nCONVERT_TO_SRGB = i ? 1 : 0;
+#ifdef _DEBUG
+ m_bCONVERT_TO_SRGB = true;
+#endif
+ }
+public:
+ decalmodulate_ps20b_Static_Index( )
+ {
+#ifdef _DEBUG
+ m_bCONVERT_TO_SRGB = true;
+#endif // _DEBUG
+ m_nCONVERT_TO_SRGB = g_pHardwareConfig->NeedsShaderSRGBConversion();
+ }
+ 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_bCONVERT_TO_SRGB;
+ Assert( bAllStaticVarsDefined );
+#endif // _DEBUG
+ return ( 2 * m_nCONVERT_TO_SRGB ) + 0;
+ }
+};
+#define shaderStaticTest_decalmodulate_ps20b 0
+class decalmodulate_ps20b_Dynamic_Index
+{
+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
+ }
+public:
+ decalmodulate_ps20b_Dynamic_Index()
+ {
+#ifdef _DEBUG
+ m_bPIXELFOGTYPE = false;
+#endif // _DEBUG
+ m_nPIXELFOGTYPE = 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_bPIXELFOGTYPE;
+ Assert( bAllDynamicVarsDefined );
+#endif // _DEBUG
+ return ( 1 * m_nPIXELFOGTYPE ) + 0;
+ }
+};
+#define shaderDynamicTest_decalmodulate_ps20b psh_forgot_to_set_dynamic_PIXELFOGTYPE + 0
diff --git a/materialsystem/stdshaders/fxctmp9/decalmodulate_ps30.inc b/materialsystem/stdshaders/fxctmp9/decalmodulate_ps30.inc
new file mode 100644
index 0000000..4c6bb17
--- /dev/null
+++ b/materialsystem/stdshaders/fxctmp9/decalmodulate_ps30.inc
@@ -0,0 +1,87 @@
+#include "shaderlib/cshader.h"
+class decalmodulate_ps30_Static_Index
+{
+private:
+ int m_nCONVERT_TO_SRGB;
+#ifdef _DEBUG
+ bool m_bCONVERT_TO_SRGB;
+#endif
+public:
+ void SetCONVERT_TO_SRGB( int i )
+ {
+ Assert( i >= 0 && i <= 1 );
+ m_nCONVERT_TO_SRGB = i;
+#ifdef _DEBUG
+ m_bCONVERT_TO_SRGB = true;
+#endif
+ }
+ void SetCONVERT_TO_SRGB( bool i )
+ {
+ m_nCONVERT_TO_SRGB = i ? 1 : 0;
+#ifdef _DEBUG
+ m_bCONVERT_TO_SRGB = true;
+#endif
+ }
+public:
+ decalmodulate_ps30_Static_Index( )
+ {
+#ifdef _DEBUG
+ m_bCONVERT_TO_SRGB = true;
+#endif // _DEBUG
+ m_nCONVERT_TO_SRGB = g_pHardwareConfig->NeedsShaderSRGBConversion();
+ }
+ 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_bCONVERT_TO_SRGB;
+ Assert( bAllStaticVarsDefined );
+#endif // _DEBUG
+ return ( 2 * m_nCONVERT_TO_SRGB ) + 0;
+ }
+};
+#define shaderStaticTest_decalmodulate_ps30 0
+class decalmodulate_ps30_Dynamic_Index
+{
+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
+ }
+public:
+ decalmodulate_ps30_Dynamic_Index()
+ {
+#ifdef _DEBUG
+ m_bPIXELFOGTYPE = false;
+#endif // _DEBUG
+ m_nPIXELFOGTYPE = 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_bPIXELFOGTYPE;
+ Assert( bAllDynamicVarsDefined );
+#endif // _DEBUG
+ return ( 1 * m_nPIXELFOGTYPE ) + 0;
+ }
+};
+#define shaderDynamicTest_decalmodulate_ps30 psh_forgot_to_set_dynamic_PIXELFOGTYPE + 0
diff --git a/materialsystem/stdshaders/fxctmp9/depthtodestalpha_ps20b.inc b/materialsystem/stdshaders/fxctmp9/depthtodestalpha_ps20b.inc
new file mode 100644
index 0000000..62375d8
--- /dev/null
+++ b/materialsystem/stdshaders/fxctmp9/depthtodestalpha_ps20b.inc
@@ -0,0 +1,33 @@
+#include "shaderlib/cshader.h"
+class depthtodestalpha_ps20b_Static_Index
+{
+public:
+ depthtodestalpha_ps20b_Static_Index( )
+ {
+ }
+ 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
+#endif // _DEBUG
+ return 0;
+ }
+};
+#define shaderStaticTest_depthtodestalpha_ps20b 0
+class depthtodestalpha_ps20b_Dynamic_Index
+{
+public:
+ depthtodestalpha_ps20b_Dynamic_Index()
+ {
+ }
+ 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
+#endif // _DEBUG
+ return 0;
+ }
+};
+#define shaderDynamicTest_depthtodestalpha_ps20b 0
diff --git a/materialsystem/stdshaders/fxctmp9/depthtodestalpha_vs20.inc b/materialsystem/stdshaders/fxctmp9/depthtodestalpha_vs20.inc
new file mode 100644
index 0000000..3e3744e
--- /dev/null
+++ b/materialsystem/stdshaders/fxctmp9/depthtodestalpha_vs20.inc
@@ -0,0 +1,33 @@
+#include "shaderlib/cshader.h"
+class depthtodestalpha_vs20_Static_Index
+{
+public:
+ depthtodestalpha_vs20_Static_Index( )
+ {
+ }
+ 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
+#endif // _DEBUG
+ return 0;
+ }
+};
+#define shaderStaticTest_depthtodestalpha_vs20 0
+class depthtodestalpha_vs20_Dynamic_Index
+{
+public:
+ depthtodestalpha_vs20_Dynamic_Index()
+ {
+ }
+ 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
+#endif // _DEBUG
+ return 0;
+ }
+};
+#define shaderDynamicTest_depthtodestalpha_vs20 0
diff --git a/materialsystem/stdshaders/fxctmp9/depthwrite_ps20.inc b/materialsystem/stdshaders/fxctmp9/depthwrite_ps20.inc
new file mode 100644
index 0000000..d9be071
--- /dev/null
+++ b/materialsystem/stdshaders/fxctmp9/depthwrite_ps20.inc
@@ -0,0 +1,87 @@
+#include "shaderlib/cshader.h"
+class depthwrite_ps20_Static_Index
+{
+private:
+ int m_nCOLOR_DEPTH;
+#ifdef _DEBUG
+ bool m_bCOLOR_DEPTH;
+#endif
+public:
+ void SetCOLOR_DEPTH( int i )
+ {
+ Assert( i >= 0 && i <= 1 );
+ m_nCOLOR_DEPTH = i;
+#ifdef _DEBUG
+ m_bCOLOR_DEPTH = true;
+#endif
+ }
+ void SetCOLOR_DEPTH( bool i )
+ {
+ m_nCOLOR_DEPTH = i ? 1 : 0;
+#ifdef _DEBUG
+ m_bCOLOR_DEPTH = true;
+#endif
+ }
+public:
+ depthwrite_ps20_Static_Index( )
+ {
+#ifdef _DEBUG
+ m_bCOLOR_DEPTH = false;
+#endif // _DEBUG
+ m_nCOLOR_DEPTH = 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_bCOLOR_DEPTH;
+ Assert( bAllStaticVarsDefined );
+#endif // _DEBUG
+ return ( 2 * m_nCOLOR_DEPTH ) + 0;
+ }
+};
+#define shaderStaticTest_depthwrite_ps20 psh_forgot_to_set_static_COLOR_DEPTH + 0
+class depthwrite_ps20_Dynamic_Index
+{
+private:
+ int m_nALPHACLIP;
+#ifdef _DEBUG
+ bool m_bALPHACLIP;
+#endif
+public:
+ void SetALPHACLIP( int i )
+ {
+ Assert( i >= 0 && i <= 1 );
+ m_nALPHACLIP = i;
+#ifdef _DEBUG
+ m_bALPHACLIP = true;
+#endif
+ }
+ void SetALPHACLIP( bool i )
+ {
+ m_nALPHACLIP = i ? 1 : 0;
+#ifdef _DEBUG
+ m_bALPHACLIP = true;
+#endif
+ }
+public:
+ depthwrite_ps20_Dynamic_Index()
+ {
+#ifdef _DEBUG
+ m_bALPHACLIP = false;
+#endif // _DEBUG
+ m_nALPHACLIP = 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_bALPHACLIP;
+ Assert( bAllDynamicVarsDefined );
+#endif // _DEBUG
+ return ( 1 * m_nALPHACLIP ) + 0;
+ }
+};
+#define shaderDynamicTest_depthwrite_ps20 psh_forgot_to_set_dynamic_ALPHACLIP + 0
diff --git a/materialsystem/stdshaders/fxctmp9/depthwrite_ps20b.inc b/materialsystem/stdshaders/fxctmp9/depthwrite_ps20b.inc
new file mode 100644
index 0000000..a3d0bf4
--- /dev/null
+++ b/materialsystem/stdshaders/fxctmp9/depthwrite_ps20b.inc
@@ -0,0 +1,87 @@
+#include "shaderlib/cshader.h"
+class depthwrite_ps20b_Static_Index
+{
+private:
+ int m_nCOLOR_DEPTH;
+#ifdef _DEBUG
+ bool m_bCOLOR_DEPTH;
+#endif
+public:
+ void SetCOLOR_DEPTH( int i )
+ {
+ Assert( i >= 0 && i <= 1 );
+ m_nCOLOR_DEPTH = i;
+#ifdef _DEBUG
+ m_bCOLOR_DEPTH = true;
+#endif
+ }
+ void SetCOLOR_DEPTH( bool i )
+ {
+ m_nCOLOR_DEPTH = i ? 1 : 0;
+#ifdef _DEBUG
+ m_bCOLOR_DEPTH = true;
+#endif
+ }
+public:
+ depthwrite_ps20b_Static_Index( )
+ {
+#ifdef _DEBUG
+ m_bCOLOR_DEPTH = false;
+#endif // _DEBUG
+ m_nCOLOR_DEPTH = 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_bCOLOR_DEPTH;
+ Assert( bAllStaticVarsDefined );
+#endif // _DEBUG
+ return ( 2 * m_nCOLOR_DEPTH ) + 0;
+ }
+};
+#define shaderStaticTest_depthwrite_ps20b psh_forgot_to_set_static_COLOR_DEPTH + 0
+class depthwrite_ps20b_Dynamic_Index
+{
+private:
+ int m_nALPHACLIP;
+#ifdef _DEBUG
+ bool m_bALPHACLIP;
+#endif
+public:
+ void SetALPHACLIP( int i )
+ {
+ Assert( i >= 0 && i <= 1 );
+ m_nALPHACLIP = i;
+#ifdef _DEBUG
+ m_bALPHACLIP = true;
+#endif
+ }
+ void SetALPHACLIP( bool i )
+ {
+ m_nALPHACLIP = i ? 1 : 0;
+#ifdef _DEBUG
+ m_bALPHACLIP = true;
+#endif
+ }
+public:
+ depthwrite_ps20b_Dynamic_Index()
+ {
+#ifdef _DEBUG
+ m_bALPHACLIP = false;
+#endif // _DEBUG
+ m_nALPHACLIP = 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_bALPHACLIP;
+ Assert( bAllDynamicVarsDefined );
+#endif // _DEBUG
+ return ( 1 * m_nALPHACLIP ) + 0;
+ }
+};
+#define shaderDynamicTest_depthwrite_ps20b psh_forgot_to_set_dynamic_ALPHACLIP + 0
diff --git a/materialsystem/stdshaders/fxctmp9/depthwrite_ps30.inc b/materialsystem/stdshaders/fxctmp9/depthwrite_ps30.inc
new file mode 100644
index 0000000..af6d03c
--- /dev/null
+++ b/materialsystem/stdshaders/fxctmp9/depthwrite_ps30.inc
@@ -0,0 +1,87 @@
+#include "shaderlib/cshader.h"
+class depthwrite_ps30_Static_Index
+{
+private:
+ int m_nCOLOR_DEPTH;
+#ifdef _DEBUG
+ bool m_bCOLOR_DEPTH;
+#endif
+public:
+ void SetCOLOR_DEPTH( int i )
+ {
+ Assert( i >= 0 && i <= 1 );
+ m_nCOLOR_DEPTH = i;
+#ifdef _DEBUG
+ m_bCOLOR_DEPTH = true;
+#endif
+ }
+ void SetCOLOR_DEPTH( bool i )
+ {
+ m_nCOLOR_DEPTH = i ? 1 : 0;
+#ifdef _DEBUG
+ m_bCOLOR_DEPTH = true;
+#endif
+ }
+public:
+ depthwrite_ps30_Static_Index( )
+ {
+#ifdef _DEBUG
+ m_bCOLOR_DEPTH = false;
+#endif // _DEBUG
+ m_nCOLOR_DEPTH = 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_bCOLOR_DEPTH;
+ Assert( bAllStaticVarsDefined );
+#endif // _DEBUG
+ return ( 2 * m_nCOLOR_DEPTH ) + 0;
+ }
+};
+#define shaderStaticTest_depthwrite_ps30 psh_forgot_to_set_static_COLOR_DEPTH + 0
+class depthwrite_ps30_Dynamic_Index
+{
+private:
+ int m_nALPHACLIP;
+#ifdef _DEBUG
+ bool m_bALPHACLIP;
+#endif
+public:
+ void SetALPHACLIP( int i )
+ {
+ Assert( i >= 0 && i <= 1 );
+ m_nALPHACLIP = i;
+#ifdef _DEBUG
+ m_bALPHACLIP = true;
+#endif
+ }
+ void SetALPHACLIP( bool i )
+ {
+ m_nALPHACLIP = i ? 1 : 0;
+#ifdef _DEBUG
+ m_bALPHACLIP = true;
+#endif
+ }
+public:
+ depthwrite_ps30_Dynamic_Index()
+ {
+#ifdef _DEBUG
+ m_bALPHACLIP = false;
+#endif // _DEBUG
+ m_nALPHACLIP = 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_bALPHACLIP;
+ Assert( bAllDynamicVarsDefined );
+#endif // _DEBUG
+ return ( 1 * m_nALPHACLIP ) + 0;
+ }
+};
+#define shaderDynamicTest_depthwrite_ps30 psh_forgot_to_set_dynamic_ALPHACLIP + 0
diff --git a/materialsystem/stdshaders/fxctmp9/depthwrite_vs20.inc b/materialsystem/stdshaders/fxctmp9/depthwrite_vs20.inc
new file mode 100644
index 0000000..7b94dc5
--- /dev/null
+++ b/materialsystem/stdshaders/fxctmp9/depthwrite_vs20.inc
@@ -0,0 +1,137 @@
+#include "shaderlib/cshader.h"
+class depthwrite_vs20_Static_Index
+{
+private:
+ int m_nONLY_PROJECT_POSITION;
+#ifdef _DEBUG
+ bool m_bONLY_PROJECT_POSITION;
+#endif
+public:
+ void SetONLY_PROJECT_POSITION( int i )
+ {
+ Assert( i >= 0 && i <= 0 );
+ m_nONLY_PROJECT_POSITION = i;
+#ifdef _DEBUG
+ m_bONLY_PROJECT_POSITION = true;
+#endif
+ }
+ void SetONLY_PROJECT_POSITION( bool i )
+ {
+ m_nONLY_PROJECT_POSITION = i ? 1 : 0;
+#ifdef _DEBUG
+ m_bONLY_PROJECT_POSITION = true;
+#endif
+ }
+private:
+ int m_nCOLOR_DEPTH;
+#ifdef _DEBUG
+ bool m_bCOLOR_DEPTH;
+#endif
+public:
+ void SetCOLOR_DEPTH( int i )
+ {
+ Assert( i >= 0 && i <= 1 );
+ m_nCOLOR_DEPTH = i;
+#ifdef _DEBUG
+ m_bCOLOR_DEPTH = true;
+#endif
+ }
+ void SetCOLOR_DEPTH( bool i )
+ {
+ m_nCOLOR_DEPTH = i ? 1 : 0;
+#ifdef _DEBUG
+ m_bCOLOR_DEPTH = true;
+#endif
+ }
+public:
+ depthwrite_vs20_Static_Index( )
+ {
+#ifdef _DEBUG
+ m_bONLY_PROJECT_POSITION = false;
+#endif // _DEBUG
+ m_nONLY_PROJECT_POSITION = 0;
+#ifdef _DEBUG
+ m_bCOLOR_DEPTH = false;
+#endif // _DEBUG
+ m_nCOLOR_DEPTH = 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_bONLY_PROJECT_POSITION && m_bCOLOR_DEPTH;
+ Assert( bAllStaticVarsDefined );
+#endif // _DEBUG
+ return ( 4 * m_nONLY_PROJECT_POSITION ) + ( 4 * m_nCOLOR_DEPTH ) + 0;
+ }
+};
+#define shaderStaticTest_depthwrite_vs20 vsh_forgot_to_set_static_ONLY_PROJECT_POSITION + vsh_forgot_to_set_static_COLOR_DEPTH + 0
+class depthwrite_vs20_Dynamic_Index
+{
+private:
+ int m_nCOMPRESSED_VERTS;
+#ifdef _DEBUG
+ bool m_bCOMPRESSED_VERTS;
+#endif
+public:
+ void SetCOMPRESSED_VERTS( int i )
+ {
+ Assert( i >= 0 && i <= 1 );
+ m_nCOMPRESSED_VERTS = i;
+#ifdef _DEBUG
+ m_bCOMPRESSED_VERTS = true;
+#endif
+ }
+ void SetCOMPRESSED_VERTS( bool i )
+ {
+ m_nCOMPRESSED_VERTS = i ? 1 : 0;
+#ifdef _DEBUG
+ m_bCOMPRESSED_VERTS = true;
+#endif
+ }
+private:
+ int m_nSKINNING;
+#ifdef _DEBUG
+ bool m_bSKINNING;
+#endif
+public:
+ void SetSKINNING( int i )
+ {
+ Assert( i >= 0 && i <= 1 );
+ m_nSKINNING = i;
+#ifdef _DEBUG
+ m_bSKINNING = true;
+#endif
+ }
+ void SetSKINNING( bool i )
+ {
+ m_nSKINNING = i ? 1 : 0;
+#ifdef _DEBUG
+ m_bSKINNING = true;
+#endif
+ }
+public:
+ depthwrite_vs20_Dynamic_Index()
+ {
+#ifdef _DEBUG
+ m_bCOMPRESSED_VERTS = false;
+#endif // _DEBUG
+ m_nCOMPRESSED_VERTS = 0;
+#ifdef _DEBUG
+ m_bSKINNING = false;
+#endif // _DEBUG
+ m_nSKINNING = 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_bCOMPRESSED_VERTS && m_bSKINNING;
+ Assert( bAllDynamicVarsDefined );
+#endif // _DEBUG
+ return ( 1 * m_nCOMPRESSED_VERTS ) + ( 2 * m_nSKINNING ) + 0;
+ }
+};
+#define shaderDynamicTest_depthwrite_vs20 vsh_forgot_to_set_dynamic_COMPRESSED_VERTS + vsh_forgot_to_set_dynamic_SKINNING + 0
diff --git a/materialsystem/stdshaders/fxctmp9/depthwrite_vs30.inc b/materialsystem/stdshaders/fxctmp9/depthwrite_vs30.inc
new file mode 100644
index 0000000..36d3c3f
--- /dev/null
+++ b/materialsystem/stdshaders/fxctmp9/depthwrite_vs30.inc
@@ -0,0 +1,162 @@
+#include "shaderlib/cshader.h"
+class depthwrite_vs30_Static_Index
+{
+private:
+ int m_nONLY_PROJECT_POSITION;
+#ifdef _DEBUG
+ bool m_bONLY_PROJECT_POSITION;
+#endif
+public:
+ void SetONLY_PROJECT_POSITION( int i )
+ {
+ Assert( i >= 0 && i <= 0 );
+ m_nONLY_PROJECT_POSITION = i;
+#ifdef _DEBUG
+ m_bONLY_PROJECT_POSITION = true;
+#endif
+ }
+ void SetONLY_PROJECT_POSITION( bool i )
+ {
+ m_nONLY_PROJECT_POSITION = i ? 1 : 0;
+#ifdef _DEBUG
+ m_bONLY_PROJECT_POSITION = true;
+#endif
+ }
+private:
+ int m_nCOLOR_DEPTH;
+#ifdef _DEBUG
+ bool m_bCOLOR_DEPTH;
+#endif
+public:
+ void SetCOLOR_DEPTH( int i )
+ {
+ Assert( i >= 0 && i <= 1 );
+ m_nCOLOR_DEPTH = i;
+#ifdef _DEBUG
+ m_bCOLOR_DEPTH = true;
+#endif
+ }
+ void SetCOLOR_DEPTH( bool i )
+ {
+ m_nCOLOR_DEPTH = i ? 1 : 0;
+#ifdef _DEBUG
+ m_bCOLOR_DEPTH = true;
+#endif
+ }
+public:
+ depthwrite_vs30_Static_Index( )
+ {
+#ifdef _DEBUG
+ m_bONLY_PROJECT_POSITION = false;
+#endif // _DEBUG
+ m_nONLY_PROJECT_POSITION = 0;
+#ifdef _DEBUG
+ m_bCOLOR_DEPTH = false;
+#endif // _DEBUG
+ m_nCOLOR_DEPTH = 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_bONLY_PROJECT_POSITION && m_bCOLOR_DEPTH;
+ Assert( bAllStaticVarsDefined );
+#endif // _DEBUG
+ return ( 8 * m_nONLY_PROJECT_POSITION ) + ( 8 * m_nCOLOR_DEPTH ) + 0;
+ }
+};
+#define shaderStaticTest_depthwrite_vs30 vsh_forgot_to_set_static_ONLY_PROJECT_POSITION + vsh_forgot_to_set_static_COLOR_DEPTH + 0
+class depthwrite_vs30_Dynamic_Index
+{
+private:
+ int m_nCOMPRESSED_VERTS;
+#ifdef _DEBUG
+ bool m_bCOMPRESSED_VERTS;
+#endif
+public:
+ void SetCOMPRESSED_VERTS( int i )
+ {
+ Assert( i >= 0 && i <= 1 );
+ m_nCOMPRESSED_VERTS = i;
+#ifdef _DEBUG
+ m_bCOMPRESSED_VERTS = true;
+#endif
+ }
+ void SetCOMPRESSED_VERTS( bool i )
+ {
+ m_nCOMPRESSED_VERTS = i ? 1 : 0;
+#ifdef _DEBUG
+ m_bCOMPRESSED_VERTS = true;
+#endif
+ }
+private:
+ int m_nSKINNING;
+#ifdef _DEBUG
+ bool m_bSKINNING;
+#endif
+public:
+ void SetSKINNING( int i )
+ {
+ Assert( i >= 0 && i <= 1 );
+ m_nSKINNING = i;
+#ifdef _DEBUG
+ m_bSKINNING = true;
+#endif
+ }
+ void SetSKINNING( bool i )
+ {
+ m_nSKINNING = i ? 1 : 0;
+#ifdef _DEBUG
+ m_bSKINNING = true;
+#endif
+ }
+private:
+ int m_nMORPHING;
+#ifdef _DEBUG
+ bool m_bMORPHING;
+#endif
+public:
+ void SetMORPHING( int i )
+ {
+ Assert( i >= 0 && i <= 1 );
+ m_nMORPHING = i;
+#ifdef _DEBUG
+ m_bMORPHING = true;
+#endif
+ }
+ void SetMORPHING( bool i )
+ {
+ m_nMORPHING = i ? 1 : 0;
+#ifdef _DEBUG
+ m_bMORPHING = true;
+#endif
+ }
+public:
+ depthwrite_vs30_Dynamic_Index()
+ {
+#ifdef _DEBUG
+ m_bCOMPRESSED_VERTS = false;
+#endif // _DEBUG
+ m_nCOMPRESSED_VERTS = 0;
+#ifdef _DEBUG
+ m_bSKINNING = false;
+#endif // _DEBUG
+ m_nSKINNING = 0;
+#ifdef _DEBUG
+ m_bMORPHING = false;
+#endif // _DEBUG
+ m_nMORPHING = 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_bCOMPRESSED_VERTS && m_bSKINNING && m_bMORPHING;
+ Assert( bAllDynamicVarsDefined );
+#endif // _DEBUG
+ return ( 1 * m_nCOMPRESSED_VERTS ) + ( 2 * m_nSKINNING ) + ( 4 * m_nMORPHING ) + 0;
+ }
+};
+#define shaderDynamicTest_depthwrite_vs30 vsh_forgot_to_set_dynamic_COMPRESSED_VERTS + vsh_forgot_to_set_dynamic_SKINNING + vsh_forgot_to_set_dynamic_MORPHING + 0
diff --git a/materialsystem/stdshaders/fxctmp9/emissive_scroll_blended_pass_ps20.inc b/materialsystem/stdshaders/fxctmp9/emissive_scroll_blended_pass_ps20.inc
new file mode 100644
index 0000000..e02f691
--- /dev/null
+++ b/materialsystem/stdshaders/fxctmp9/emissive_scroll_blended_pass_ps20.inc
@@ -0,0 +1,33 @@
+#include "shaderlib/cshader.h"
+class emissive_scroll_blended_pass_ps20_Static_Index
+{
+public:
+ emissive_scroll_blended_pass_ps20_Static_Index( )
+ {
+ }
+ 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
+#endif // _DEBUG
+ return 0;
+ }
+};
+#define shaderStaticTest_emissive_scroll_blended_pass_ps20 0
+class emissive_scroll_blended_pass_ps20_Dynamic_Index
+{
+public:
+ emissive_scroll_blended_pass_ps20_Dynamic_Index()
+ {
+ }
+ 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
+#endif // _DEBUG
+ return 0;
+ }
+};
+#define shaderDynamicTest_emissive_scroll_blended_pass_ps20 0
diff --git a/materialsystem/stdshaders/fxctmp9/emissive_scroll_blended_pass_ps20b.inc b/materialsystem/stdshaders/fxctmp9/emissive_scroll_blended_pass_ps20b.inc
new file mode 100644
index 0000000..a2989a3
--- /dev/null
+++ b/materialsystem/stdshaders/fxctmp9/emissive_scroll_blended_pass_ps20b.inc
@@ -0,0 +1,60 @@
+#include "shaderlib/cshader.h"
+class emissive_scroll_blended_pass_ps20b_Static_Index
+{
+private:
+ int m_nCONVERT_TO_SRGB;
+#ifdef _DEBUG
+ bool m_bCONVERT_TO_SRGB;
+#endif
+public:
+ void SetCONVERT_TO_SRGB( int i )
+ {
+ Assert( i >= 0 && i <= 1 );
+ m_nCONVERT_TO_SRGB = i;
+#ifdef _DEBUG
+ m_bCONVERT_TO_SRGB = true;
+#endif
+ }
+ void SetCONVERT_TO_SRGB( bool i )
+ {
+ m_nCONVERT_TO_SRGB = i ? 1 : 0;
+#ifdef _DEBUG
+ m_bCONVERT_TO_SRGB = true;
+#endif
+ }
+public:
+ emissive_scroll_blended_pass_ps20b_Static_Index( )
+ {
+#ifdef _DEBUG
+ m_bCONVERT_TO_SRGB = true;
+#endif // _DEBUG
+ m_nCONVERT_TO_SRGB = g_pHardwareConfig->NeedsShaderSRGBConversion();
+ }
+ 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_bCONVERT_TO_SRGB;
+ Assert( bAllStaticVarsDefined );
+#endif // _DEBUG
+ return ( 1 * m_nCONVERT_TO_SRGB ) + 0;
+ }
+};
+#define shaderStaticTest_emissive_scroll_blended_pass_ps20b 0
+class emissive_scroll_blended_pass_ps20b_Dynamic_Index
+{
+public:
+ emissive_scroll_blended_pass_ps20b_Dynamic_Index()
+ {
+ }
+ 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
+#endif // _DEBUG
+ return 0;
+ }
+};
+#define shaderDynamicTest_emissive_scroll_blended_pass_ps20b 0
diff --git a/materialsystem/stdshaders/fxctmp9/emissive_scroll_blended_pass_ps30.inc b/materialsystem/stdshaders/fxctmp9/emissive_scroll_blended_pass_ps30.inc
new file mode 100644
index 0000000..83384e4
--- /dev/null
+++ b/materialsystem/stdshaders/fxctmp9/emissive_scroll_blended_pass_ps30.inc
@@ -0,0 +1,60 @@
+#include "shaderlib/cshader.h"
+class emissive_scroll_blended_pass_ps30_Static_Index
+{
+private:
+ int m_nCONVERT_TO_SRGB;
+#ifdef _DEBUG
+ bool m_bCONVERT_TO_SRGB;
+#endif
+public:
+ void SetCONVERT_TO_SRGB( int i )
+ {
+ Assert( i >= 0 && i <= 1 );
+ m_nCONVERT_TO_SRGB = i;
+#ifdef _DEBUG
+ m_bCONVERT_TO_SRGB = true;
+#endif
+ }
+ void SetCONVERT_TO_SRGB( bool i )
+ {
+ m_nCONVERT_TO_SRGB = i ? 1 : 0;
+#ifdef _DEBUG
+ m_bCONVERT_TO_SRGB = true;
+#endif
+ }
+public:
+ emissive_scroll_blended_pass_ps30_Static_Index( )
+ {
+#ifdef _DEBUG
+ m_bCONVERT_TO_SRGB = true;
+#endif // _DEBUG
+ m_nCONVERT_TO_SRGB = g_pHardwareConfig->NeedsShaderSRGBConversion();
+ }
+ 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_bCONVERT_TO_SRGB;
+ Assert( bAllStaticVarsDefined );
+#endif // _DEBUG
+ return ( 1 * m_nCONVERT_TO_SRGB ) + 0;
+ }
+};
+#define shaderStaticTest_emissive_scroll_blended_pass_ps30 0
+class emissive_scroll_blended_pass_ps30_Dynamic_Index
+{
+public:
+ emissive_scroll_blended_pass_ps30_Dynamic_Index()
+ {
+ }
+ 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
+#endif // _DEBUG
+ return 0;
+ }
+};
+#define shaderDynamicTest_emissive_scroll_blended_pass_ps30 0
diff --git a/materialsystem/stdshaders/fxctmp9/emissive_scroll_blended_pass_vs20.inc b/materialsystem/stdshaders/fxctmp9/emissive_scroll_blended_pass_vs20.inc
new file mode 100644
index 0000000..c29b0b1
--- /dev/null
+++ b/materialsystem/stdshaders/fxctmp9/emissive_scroll_blended_pass_vs20.inc
@@ -0,0 +1,85 @@
+#include "shaderlib/cshader.h"
+class emissive_scroll_blended_pass_vs20_Static_Index
+{
+public:
+ emissive_scroll_blended_pass_vs20_Static_Index( )
+ {
+ }
+ 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
+#endif // _DEBUG
+ return 0;
+ }
+};
+#define shaderStaticTest_emissive_scroll_blended_pass_vs20 0
+class emissive_scroll_blended_pass_vs20_Dynamic_Index
+{
+private:
+ int m_nCOMPRESSED_VERTS;
+#ifdef _DEBUG
+ bool m_bCOMPRESSED_VERTS;
+#endif
+public:
+ void SetCOMPRESSED_VERTS( int i )
+ {
+ Assert( i >= 0 && i <= 1 );
+ m_nCOMPRESSED_VERTS = i;
+#ifdef _DEBUG
+ m_bCOMPRESSED_VERTS = true;
+#endif
+ }
+ void SetCOMPRESSED_VERTS( bool i )
+ {
+ m_nCOMPRESSED_VERTS = i ? 1 : 0;
+#ifdef _DEBUG
+ m_bCOMPRESSED_VERTS = true;
+#endif
+ }
+private:
+ int m_nSKINNING;
+#ifdef _DEBUG
+ bool m_bSKINNING;
+#endif
+public:
+ void SetSKINNING( int i )
+ {
+ Assert( i >= 0 && i <= 1 );
+ m_nSKINNING = i;
+#ifdef _DEBUG
+ m_bSKINNING = true;
+#endif
+ }
+ void SetSKINNING( bool i )
+ {
+ m_nSKINNING = i ? 1 : 0;
+#ifdef _DEBUG
+ m_bSKINNING = true;
+#endif
+ }
+public:
+ emissive_scroll_blended_pass_vs20_Dynamic_Index()
+ {
+#ifdef _DEBUG
+ m_bCOMPRESSED_VERTS = false;
+#endif // _DEBUG
+ m_nCOMPRESSED_VERTS = 0;
+#ifdef _DEBUG
+ m_bSKINNING = false;
+#endif // _DEBUG
+ m_nSKINNING = 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_bCOMPRESSED_VERTS && m_bSKINNING;
+ Assert( bAllDynamicVarsDefined );
+#endif // _DEBUG
+ return ( 1 * m_nCOMPRESSED_VERTS ) + ( 2 * m_nSKINNING ) + 0;
+ }
+};
+#define shaderDynamicTest_emissive_scroll_blended_pass_vs20 vsh_forgot_to_set_dynamic_COMPRESSED_VERTS + vsh_forgot_to_set_dynamic_SKINNING + 0
diff --git a/materialsystem/stdshaders/fxctmp9/emissive_scroll_blended_pass_vs30.inc b/materialsystem/stdshaders/fxctmp9/emissive_scroll_blended_pass_vs30.inc
new file mode 100644
index 0000000..464117d
--- /dev/null
+++ b/materialsystem/stdshaders/fxctmp9/emissive_scroll_blended_pass_vs30.inc
@@ -0,0 +1,110 @@
+#include "shaderlib/cshader.h"
+class emissive_scroll_blended_pass_vs30_Static_Index
+{
+public:
+ emissive_scroll_blended_pass_vs30_Static_Index( )
+ {
+ }
+ 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
+#endif // _DEBUG
+ return 0;
+ }
+};
+#define shaderStaticTest_emissive_scroll_blended_pass_vs30 0
+class emissive_scroll_blended_pass_vs30_Dynamic_Index
+{
+private:
+ int m_nCOMPRESSED_VERTS;
+#ifdef _DEBUG
+ bool m_bCOMPRESSED_VERTS;
+#endif
+public:
+ void SetCOMPRESSED_VERTS( int i )
+ {
+ Assert( i >= 0 && i <= 1 );
+ m_nCOMPRESSED_VERTS = i;
+#ifdef _DEBUG
+ m_bCOMPRESSED_VERTS = true;
+#endif
+ }
+ void SetCOMPRESSED_VERTS( bool i )
+ {
+ m_nCOMPRESSED_VERTS = i ? 1 : 0;
+#ifdef _DEBUG
+ m_bCOMPRESSED_VERTS = true;
+#endif
+ }
+private:
+ int m_nSKINNING;
+#ifdef _DEBUG
+ bool m_bSKINNING;
+#endif
+public:
+ void SetSKINNING( int i )
+ {
+ Assert( i >= 0 && i <= 1 );
+ m_nSKINNING = i;
+#ifdef _DEBUG
+ m_bSKINNING = true;
+#endif
+ }
+ void SetSKINNING( bool i )
+ {
+ m_nSKINNING = i ? 1 : 0;
+#ifdef _DEBUG
+ m_bSKINNING = true;
+#endif
+ }
+private:
+ int m_nMORPHING;
+#ifdef _DEBUG
+ bool m_bMORPHING;
+#endif
+public:
+ void SetMORPHING( int i )
+ {
+ Assert( i >= 0 && i <= 1 );
+ m_nMORPHING = i;
+#ifdef _DEBUG
+ m_bMORPHING = true;
+#endif
+ }
+ void SetMORPHING( bool i )
+ {
+ m_nMORPHING = i ? 1 : 0;
+#ifdef _DEBUG
+ m_bMORPHING = true;
+#endif
+ }
+public:
+ emissive_scroll_blended_pass_vs30_Dynamic_Index()
+ {
+#ifdef _DEBUG
+ m_bCOMPRESSED_VERTS = false;
+#endif // _DEBUG
+ m_nCOMPRESSED_VERTS = 0;
+#ifdef _DEBUG
+ m_bSKINNING = false;
+#endif // _DEBUG
+ m_nSKINNING = 0;
+#ifdef _DEBUG
+ m_bMORPHING = false;
+#endif // _DEBUG
+ m_nMORPHING = 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_bCOMPRESSED_VERTS && m_bSKINNING && m_bMORPHING;
+ Assert( bAllDynamicVarsDefined );
+#endif // _DEBUG
+ return ( 1 * m_nCOMPRESSED_VERTS ) + ( 2 * m_nSKINNING ) + ( 4 * m_nMORPHING ) + 0;
+ }
+};
+#define shaderDynamicTest_emissive_scroll_blended_pass_vs30 vsh_forgot_to_set_dynamic_COMPRESSED_VERTS + vsh_forgot_to_set_dynamic_SKINNING + vsh_forgot_to_set_dynamic_MORPHING + 0
diff --git a/materialsystem/stdshaders/fxctmp9/engine_post_ps20.inc b/materialsystem/stdshaders/fxctmp9/engine_post_ps20.inc
new file mode 100644
index 0000000..c6e922f
--- /dev/null
+++ b/materialsystem/stdshaders/fxctmp9/engine_post_ps20.inc
@@ -0,0 +1,135 @@
+#include "shaderlib/cshader.h"
+class engine_post_ps20_Static_Index
+{
+public:
+ engine_post_ps20_Static_Index( )
+ {
+ }
+ 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
+#endif // _DEBUG
+ return 0;
+ }
+};
+#define shaderStaticTest_engine_post_ps20 0
+class engine_post_ps20_Dynamic_Index
+{
+private:
+ int m_nAA_ENABLE;
+#ifdef _DEBUG
+ bool m_bAA_ENABLE;
+#endif
+public:
+ void SetAA_ENABLE( int i )
+ {
+ Assert( i >= 0 && i <= 1 );
+ m_nAA_ENABLE = i;
+#ifdef _DEBUG
+ m_bAA_ENABLE = true;
+#endif
+ }
+ void SetAA_ENABLE( bool i )
+ {
+ m_nAA_ENABLE = i ? 1 : 0;
+#ifdef _DEBUG
+ m_bAA_ENABLE = true;
+#endif
+ }
+private:
+ int m_nAA_QUALITY_MODE;
+#ifdef _DEBUG
+ bool m_bAA_QUALITY_MODE;
+#endif
+public:
+ void SetAA_QUALITY_MODE( int i )
+ {
+ Assert( i >= 0 && i <= 0 );
+ m_nAA_QUALITY_MODE = i;
+#ifdef _DEBUG
+ m_bAA_QUALITY_MODE = true;
+#endif
+ }
+ void SetAA_QUALITY_MODE( bool i )
+ {
+ m_nAA_QUALITY_MODE = i ? 1 : 0;
+#ifdef _DEBUG
+ m_bAA_QUALITY_MODE = true;
+#endif
+ }
+private:
+ int m_nAA_REDUCE_ONE_PIXEL_LINE_BLUR;
+#ifdef _DEBUG
+ bool m_bAA_REDUCE_ONE_PIXEL_LINE_BLUR;
+#endif
+public:
+ void SetAA_REDUCE_ONE_PIXEL_LINE_BLUR( int i )
+ {
+ Assert( i >= 0 && i <= 0 );
+ m_nAA_REDUCE_ONE_PIXEL_LINE_BLUR = i;
+#ifdef _DEBUG
+ m_bAA_REDUCE_ONE_PIXEL_LINE_BLUR = true;
+#endif
+ }
+ void SetAA_REDUCE_ONE_PIXEL_LINE_BLUR( bool i )
+ {
+ m_nAA_REDUCE_ONE_PIXEL_LINE_BLUR = i ? 1 : 0;
+#ifdef _DEBUG
+ m_bAA_REDUCE_ONE_PIXEL_LINE_BLUR = true;
+#endif
+ }
+private:
+ int m_nCOL_CORRECT_NUM_LOOKUPS;
+#ifdef _DEBUG
+ bool m_bCOL_CORRECT_NUM_LOOKUPS;
+#endif
+public:
+ void SetCOL_CORRECT_NUM_LOOKUPS( int i )
+ {
+ Assert( i >= 0 && i <= 4 );
+ m_nCOL_CORRECT_NUM_LOOKUPS = i;
+#ifdef _DEBUG
+ m_bCOL_CORRECT_NUM_LOOKUPS = true;
+#endif
+ }
+ void SetCOL_CORRECT_NUM_LOOKUPS( bool i )
+ {
+ m_nCOL_CORRECT_NUM_LOOKUPS = i ? 1 : 0;
+#ifdef _DEBUG
+ m_bCOL_CORRECT_NUM_LOOKUPS = true;
+#endif
+ }
+public:
+ engine_post_ps20_Dynamic_Index()
+ {
+#ifdef _DEBUG
+ m_bAA_ENABLE = false;
+#endif // _DEBUG
+ m_nAA_ENABLE = 0;
+#ifdef _DEBUG
+ m_bAA_QUALITY_MODE = false;
+#endif // _DEBUG
+ m_nAA_QUALITY_MODE = 0;
+#ifdef _DEBUG
+ m_bAA_REDUCE_ONE_PIXEL_LINE_BLUR = false;
+#endif // _DEBUG
+ m_nAA_REDUCE_ONE_PIXEL_LINE_BLUR = 0;
+#ifdef _DEBUG
+ m_bCOL_CORRECT_NUM_LOOKUPS = false;
+#endif // _DEBUG
+ m_nCOL_CORRECT_NUM_LOOKUPS = 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_bAA_ENABLE && m_bAA_QUALITY_MODE && m_bAA_REDUCE_ONE_PIXEL_LINE_BLUR && m_bCOL_CORRECT_NUM_LOOKUPS;
+ Assert( bAllDynamicVarsDefined );
+#endif // _DEBUG
+ return ( 1 * m_nAA_ENABLE ) + ( 2 * m_nAA_QUALITY_MODE ) + ( 2 * m_nAA_REDUCE_ONE_PIXEL_LINE_BLUR ) + ( 2 * m_nCOL_CORRECT_NUM_LOOKUPS ) + 0;
+ }
+};
+#define shaderDynamicTest_engine_post_ps20 psh_forgot_to_set_dynamic_AA_ENABLE + psh_forgot_to_set_dynamic_AA_QUALITY_MODE + psh_forgot_to_set_dynamic_AA_REDUCE_ONE_PIXEL_LINE_BLUR + psh_forgot_to_set_dynamic_COL_CORRECT_NUM_LOOKUPS + 0
diff --git a/materialsystem/stdshaders/fxctmp9/engine_post_ps20b.inc b/materialsystem/stdshaders/fxctmp9/engine_post_ps20b.inc
new file mode 100644
index 0000000..47609c1
--- /dev/null
+++ b/materialsystem/stdshaders/fxctmp9/engine_post_ps20b.inc
@@ -0,0 +1,212 @@
+#include "shaderlib/cshader.h"
+class engine_post_ps20b_Static_Index
+{
+private:
+ int m_nCONVERT_TO_SRGB;
+#ifdef _DEBUG
+ bool m_bCONVERT_TO_SRGB;
+#endif
+public:
+ void SetCONVERT_TO_SRGB( int i )
+ {
+ Assert( i >= 0 && i <= 1 );
+ m_nCONVERT_TO_SRGB = i;
+#ifdef _DEBUG
+ m_bCONVERT_TO_SRGB = true;
+#endif
+ }
+ void SetCONVERT_TO_SRGB( bool i )
+ {
+ m_nCONVERT_TO_SRGB = i ? 1 : 0;
+#ifdef _DEBUG
+ m_bCONVERT_TO_SRGB = true;
+#endif
+ }
+private:
+ int m_nLINEAR_INPUT;
+#ifdef _DEBUG
+ bool m_bLINEAR_INPUT;
+#endif
+public:
+ void SetLINEAR_INPUT( int i )
+ {
+ Assert( i >= 0 && i <= 1 );
+ m_nLINEAR_INPUT = i;
+#ifdef _DEBUG
+ m_bLINEAR_INPUT = true;
+#endif
+ }
+ void SetLINEAR_INPUT( bool i )
+ {
+ m_nLINEAR_INPUT = i ? 1 : 0;
+#ifdef _DEBUG
+ m_bLINEAR_INPUT = true;
+#endif
+ }
+private:
+ int m_nLINEAR_OUTPUT;
+#ifdef _DEBUG
+ bool m_bLINEAR_OUTPUT;
+#endif
+public:
+ void SetLINEAR_OUTPUT( int i )
+ {
+ Assert( i >= 0 && i <= 1 );
+ m_nLINEAR_OUTPUT = i;
+#ifdef _DEBUG
+ m_bLINEAR_OUTPUT = true;
+#endif
+ }
+ void SetLINEAR_OUTPUT( bool i )
+ {
+ m_nLINEAR_OUTPUT = i ? 1 : 0;
+#ifdef _DEBUG
+ m_bLINEAR_OUTPUT = true;
+#endif
+ }
+public:
+ engine_post_ps20b_Static_Index( )
+ {
+#ifdef _DEBUG
+ m_bCONVERT_TO_SRGB = true;
+#endif // _DEBUG
+ m_nCONVERT_TO_SRGB = g_pHardwareConfig->NeedsShaderSRGBConversion();
+#ifdef _DEBUG
+ m_bLINEAR_INPUT = false;
+#endif // _DEBUG
+ m_nLINEAR_INPUT = 0;
+#ifdef _DEBUG
+ m_bLINEAR_OUTPUT = false;
+#endif // _DEBUG
+ m_nLINEAR_OUTPUT = 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_bCONVERT_TO_SRGB && m_bLINEAR_INPUT && m_bLINEAR_OUTPUT;
+ Assert( bAllStaticVarsDefined );
+#endif // _DEBUG
+ return ( 40 * m_nCONVERT_TO_SRGB ) + ( 80 * m_nLINEAR_INPUT ) + ( 160 * m_nLINEAR_OUTPUT ) + 0;
+ }
+};
+#define shaderStaticTest_engine_post_ps20b psh_forgot_to_set_static_LINEAR_INPUT + psh_forgot_to_set_static_LINEAR_OUTPUT + 0
+class engine_post_ps20b_Dynamic_Index
+{
+private:
+ int m_nAA_ENABLE;
+#ifdef _DEBUG
+ bool m_bAA_ENABLE;
+#endif
+public:
+ void SetAA_ENABLE( int i )
+ {
+ Assert( i >= 0 && i <= 1 );
+ m_nAA_ENABLE = i;
+#ifdef _DEBUG
+ m_bAA_ENABLE = true;
+#endif
+ }
+ void SetAA_ENABLE( bool i )
+ {
+ m_nAA_ENABLE = i ? 1 : 0;
+#ifdef _DEBUG
+ m_bAA_ENABLE = true;
+#endif
+ }
+private:
+ int m_nAA_QUALITY_MODE;
+#ifdef _DEBUG
+ bool m_bAA_QUALITY_MODE;
+#endif
+public:
+ void SetAA_QUALITY_MODE( int i )
+ {
+ Assert( i >= 0 && i <= 1 );
+ m_nAA_QUALITY_MODE = i;
+#ifdef _DEBUG
+ m_bAA_QUALITY_MODE = true;
+#endif
+ }
+ void SetAA_QUALITY_MODE( bool i )
+ {
+ m_nAA_QUALITY_MODE = i ? 1 : 0;
+#ifdef _DEBUG
+ m_bAA_QUALITY_MODE = true;
+#endif
+ }
+private:
+ int m_nAA_REDUCE_ONE_PIXEL_LINE_BLUR;
+#ifdef _DEBUG
+ bool m_bAA_REDUCE_ONE_PIXEL_LINE_BLUR;
+#endif
+public:
+ void SetAA_REDUCE_ONE_PIXEL_LINE_BLUR( int i )
+ {
+ Assert( i >= 0 && i <= 1 );
+ m_nAA_REDUCE_ONE_PIXEL_LINE_BLUR = i;
+#ifdef _DEBUG
+ m_bAA_REDUCE_ONE_PIXEL_LINE_BLUR = true;
+#endif
+ }
+ void SetAA_REDUCE_ONE_PIXEL_LINE_BLUR( bool i )
+ {
+ m_nAA_REDUCE_ONE_PIXEL_LINE_BLUR = i ? 1 : 0;
+#ifdef _DEBUG
+ m_bAA_REDUCE_ONE_PIXEL_LINE_BLUR = true;
+#endif
+ }
+private:
+ int m_nCOL_CORRECT_NUM_LOOKUPS;
+#ifdef _DEBUG
+ bool m_bCOL_CORRECT_NUM_LOOKUPS;
+#endif
+public:
+ void SetCOL_CORRECT_NUM_LOOKUPS( int i )
+ {
+ Assert( i >= 0 && i <= 4 );
+ m_nCOL_CORRECT_NUM_LOOKUPS = i;
+#ifdef _DEBUG
+ m_bCOL_CORRECT_NUM_LOOKUPS = true;
+#endif
+ }
+ void SetCOL_CORRECT_NUM_LOOKUPS( bool i )
+ {
+ m_nCOL_CORRECT_NUM_LOOKUPS = i ? 1 : 0;
+#ifdef _DEBUG
+ m_bCOL_CORRECT_NUM_LOOKUPS = true;
+#endif
+ }
+public:
+ engine_post_ps20b_Dynamic_Index()
+ {
+#ifdef _DEBUG
+ m_bAA_ENABLE = false;
+#endif // _DEBUG
+ m_nAA_ENABLE = 0;
+#ifdef _DEBUG
+ m_bAA_QUALITY_MODE = false;
+#endif // _DEBUG
+ m_nAA_QUALITY_MODE = 0;
+#ifdef _DEBUG
+ m_bAA_REDUCE_ONE_PIXEL_LINE_BLUR = false;
+#endif // _DEBUG
+ m_nAA_REDUCE_ONE_PIXEL_LINE_BLUR = 0;
+#ifdef _DEBUG
+ m_bCOL_CORRECT_NUM_LOOKUPS = false;
+#endif // _DEBUG
+ m_nCOL_CORRECT_NUM_LOOKUPS = 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_bAA_ENABLE && m_bAA_QUALITY_MODE && m_bAA_REDUCE_ONE_PIXEL_LINE_BLUR && m_bCOL_CORRECT_NUM_LOOKUPS;
+ Assert( bAllDynamicVarsDefined );
+#endif // _DEBUG
+ return ( 1 * m_nAA_ENABLE ) + ( 2 * m_nAA_QUALITY_MODE ) + ( 4 * m_nAA_REDUCE_ONE_PIXEL_LINE_BLUR ) + ( 8 * m_nCOL_CORRECT_NUM_LOOKUPS ) + 0;
+ }
+};
+#define shaderDynamicTest_engine_post_ps20b psh_forgot_to_set_dynamic_AA_ENABLE + psh_forgot_to_set_dynamic_AA_QUALITY_MODE + psh_forgot_to_set_dynamic_AA_REDUCE_ONE_PIXEL_LINE_BLUR + psh_forgot_to_set_dynamic_COL_CORRECT_NUM_LOOKUPS + 0
diff --git a/materialsystem/stdshaders/fxctmp9/example_model_ps20b.inc b/materialsystem/stdshaders/fxctmp9/example_model_ps20b.inc
new file mode 100644
index 0000000..1d9a37a
--- /dev/null
+++ b/materialsystem/stdshaders/fxctmp9/example_model_ps20b.inc
@@ -0,0 +1,237 @@
+#include "shaderlib/cshader.h"
+class example_model_ps20b_Static_Index
+{
+private:
+ int m_nCONVERT_TO_SRGB;
+#ifdef _DEBUG
+ bool m_bCONVERT_TO_SRGB;
+#endif
+public:
+ void SetCONVERT_TO_SRGB( int i )
+ {
+ Assert( i >= 0 && i <= 0 );
+ m_nCONVERT_TO_SRGB = i;
+#ifdef _DEBUG
+ m_bCONVERT_TO_SRGB = true;
+#endif
+ }
+ void SetCONVERT_TO_SRGB( bool i )
+ {
+ m_nCONVERT_TO_SRGB = i ? 1 : 0;
+#ifdef _DEBUG
+ m_bCONVERT_TO_SRGB = 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
+ }
+private:
+ int m_nFLASHLIGHTDEPTHFILTERMODE;
+#ifdef _DEBUG
+ bool m_bFLASHLIGHTDEPTHFILTERMODE;
+#endif
+public:
+ void SetFLASHLIGHTDEPTHFILTERMODE( int i )
+ {
+ Assert( i >= 0 && i <= 2 );
+ m_nFLASHLIGHTDEPTHFILTERMODE = i;
+#ifdef _DEBUG
+ m_bFLASHLIGHTDEPTHFILTERMODE = true;
+#endif
+ }
+ void SetFLASHLIGHTDEPTHFILTERMODE( bool i )
+ {
+ m_nFLASHLIGHTDEPTHFILTERMODE = i ? 1 : 0;
+#ifdef _DEBUG
+ m_bFLASHLIGHTDEPTHFILTERMODE = true;
+#endif
+ }
+public:
+ example_model_ps20b_Static_Index( )
+ {
+#ifdef _DEBUG
+ m_bCONVERT_TO_SRGB = false;
+#endif // _DEBUG
+ m_nCONVERT_TO_SRGB = 0;
+#ifdef _DEBUG
+ m_bFLASHLIGHT = false;
+#endif // _DEBUG
+ m_nFLASHLIGHT = 0;
+#ifdef _DEBUG
+ m_bFLASHLIGHTDEPTHFILTERMODE = false;
+#endif // _DEBUG
+ m_nFLASHLIGHTDEPTHFILTERMODE = 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_bCONVERT_TO_SRGB && m_bFLASHLIGHT && m_bFLASHLIGHTDEPTHFILTERMODE;
+ Assert( bAllStaticVarsDefined );
+#endif // _DEBUG
+ return ( 80 * m_nCONVERT_TO_SRGB ) + ( 80 * m_nFLASHLIGHT ) + ( 160 * m_nFLASHLIGHTDEPTHFILTERMODE ) + 0;
+ }
+};
+#define shaderStaticTest_example_model_ps20b psh_forgot_to_set_static_CONVERT_TO_SRGB + psh_forgot_to_set_static_FLASHLIGHT + psh_forgot_to_set_static_FLASHLIGHTDEPTHFILTERMODE + 0
+class example_model_ps20b_Dynamic_Index
+{
+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_nNUM_LIGHTS;
+#ifdef _DEBUG
+ bool m_bNUM_LIGHTS;
+#endif
+public:
+ void SetNUM_LIGHTS( int i )
+ {
+ Assert( i >= 0 && i <= 4 );
+ m_nNUM_LIGHTS = i;
+#ifdef _DEBUG
+ m_bNUM_LIGHTS = true;
+#endif
+ }
+ void SetNUM_LIGHTS( bool i )
+ {
+ m_nNUM_LIGHTS = i ? 1 : 0;
+#ifdef _DEBUG
+ m_bNUM_LIGHTS = 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 <= 1 );
+ 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
+ }
+private:
+ int m_nFLASHLIGHTSHADOWS;
+#ifdef _DEBUG
+ bool m_bFLASHLIGHTSHADOWS;
+#endif
+public:
+ void SetFLASHLIGHTSHADOWS( int i )
+ {
+ Assert( i >= 0 && i <= 1 );
+ m_nFLASHLIGHTSHADOWS = i;
+#ifdef _DEBUG
+ m_bFLASHLIGHTSHADOWS = true;
+#endif
+ }
+ void SetFLASHLIGHTSHADOWS( bool i )
+ {
+ m_nFLASHLIGHTSHADOWS = i ? 1 : 0;
+#ifdef _DEBUG
+ m_bFLASHLIGHTSHADOWS = true;
+#endif
+ }
+public:
+ example_model_ps20b_Dynamic_Index()
+ {
+#ifdef _DEBUG
+ m_bWRITEWATERFOGTODESTALPHA = false;
+#endif // _DEBUG
+ m_nWRITEWATERFOGTODESTALPHA = 0;
+#ifdef _DEBUG
+ m_bPIXELFOGTYPE = false;
+#endif // _DEBUG
+ m_nPIXELFOGTYPE = 0;
+#ifdef _DEBUG
+ m_bNUM_LIGHTS = false;
+#endif // _DEBUG
+ m_nNUM_LIGHTS = 0;
+#ifdef _DEBUG
+ m_bWRITE_DEPTH_TO_DESTALPHA = false;
+#endif // _DEBUG
+ m_nWRITE_DEPTH_TO_DESTALPHA = 0;
+#ifdef _DEBUG
+ m_bFLASHLIGHTSHADOWS = false;
+#endif // _DEBUG
+ m_nFLASHLIGHTSHADOWS = 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_bWRITEWATERFOGTODESTALPHA && m_bPIXELFOGTYPE && m_bNUM_LIGHTS && m_bWRITE_DEPTH_TO_DESTALPHA && m_bFLASHLIGHTSHADOWS;
+ Assert( bAllDynamicVarsDefined );
+#endif // _DEBUG
+ return ( 1 * m_nWRITEWATERFOGTODESTALPHA ) + ( 2 * m_nPIXELFOGTYPE ) + ( 4 * m_nNUM_LIGHTS ) + ( 20 * m_nWRITE_DEPTH_TO_DESTALPHA ) + ( 40 * m_nFLASHLIGHTSHADOWS ) + 0;
+ }
+};
+#define shaderDynamicTest_example_model_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
diff --git a/materialsystem/stdshaders/fxctmp9/example_model_vs20.inc b/materialsystem/stdshaders/fxctmp9/example_model_vs20.inc
new file mode 100644
index 0000000..fcd08eb
--- /dev/null
+++ b/materialsystem/stdshaders/fxctmp9/example_model_vs20.inc
@@ -0,0 +1,160 @@
+#include "shaderlib/cshader.h"
+class example_model_vs20_Static_Index
+{
+public:
+ example_model_vs20_Static_Index( )
+ {
+ }
+ 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
+#endif // _DEBUG
+ return 0;
+ }
+};
+#define shaderStaticTest_example_model_vs20 0
+class example_model_vs20_Dynamic_Index
+{
+private:
+ int m_nCOMPRESSED_VERTS;
+#ifdef _DEBUG
+ bool m_bCOMPRESSED_VERTS;
+#endif
+public:
+ void SetCOMPRESSED_VERTS( int i )
+ {
+ Assert( i >= 0 && i <= 1 );
+ m_nCOMPRESSED_VERTS = i;
+#ifdef _DEBUG
+ m_bCOMPRESSED_VERTS = true;
+#endif
+ }
+ void SetCOMPRESSED_VERTS( bool i )
+ {
+ m_nCOMPRESSED_VERTS = i ? 1 : 0;
+#ifdef _DEBUG
+ m_bCOMPRESSED_VERTS = true;
+#endif
+ }
+private:
+ int m_nDOWATERFOG;
+#ifdef _DEBUG
+ bool m_bDOWATERFOG;
+#endif
+public:
+ void SetDOWATERFOG( int i )
+ {
+ Assert( i >= 0 && i <= 1 );
+ m_nDOWATERFOG = i;
+#ifdef _DEBUG
+ m_bDOWATERFOG = true;
+#endif
+ }
+ void SetDOWATERFOG( bool i )
+ {
+ m_nDOWATERFOG = i ? 1 : 0;
+#ifdef _DEBUG
+ m_bDOWATERFOG = true;
+#endif
+ }
+private:
+ int m_nSKINNING;
+#ifdef _DEBUG
+ bool m_bSKINNING;
+#endif
+public:
+ void SetSKINNING( int i )
+ {
+ Assert( i >= 0 && i <= 1 );
+ m_nSKINNING = i;
+#ifdef _DEBUG
+ m_bSKINNING = true;
+#endif
+ }
+ void SetSKINNING( bool i )
+ {
+ m_nSKINNING = i ? 1 : 0;
+#ifdef _DEBUG
+ m_bSKINNING = true;
+#endif
+ }
+private:
+ int m_nLIGHTING_PREVIEW;
+#ifdef _DEBUG
+ bool m_bLIGHTING_PREVIEW;
+#endif
+public:
+ void SetLIGHTING_PREVIEW( int i )
+ {
+ Assert( i >= 0 && i <= 1 );
+ 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_nNUM_LIGHTS;
+#ifdef _DEBUG
+ bool m_bNUM_LIGHTS;
+#endif
+public:
+ void SetNUM_LIGHTS( int i )
+ {
+ Assert( i >= 0 && i <= 4 );
+ m_nNUM_LIGHTS = i;
+#ifdef _DEBUG
+ m_bNUM_LIGHTS = true;
+#endif
+ }
+ void SetNUM_LIGHTS( bool i )
+ {
+ m_nNUM_LIGHTS = i ? 1 : 0;
+#ifdef _DEBUG
+ m_bNUM_LIGHTS = true;
+#endif
+ }
+public:
+ example_model_vs20_Dynamic_Index()
+ {
+#ifdef _DEBUG
+ m_bCOMPRESSED_VERTS = false;
+#endif // _DEBUG
+ m_nCOMPRESSED_VERTS = 0;
+#ifdef _DEBUG
+ m_bDOWATERFOG = false;
+#endif // _DEBUG
+ m_nDOWATERFOG = 0;
+#ifdef _DEBUG
+ m_bSKINNING = false;
+#endif // _DEBUG
+ m_nSKINNING = 0;
+#ifdef _DEBUG
+ m_bLIGHTING_PREVIEW = false;
+#endif // _DEBUG
+ m_nLIGHTING_PREVIEW = 0;
+#ifdef _DEBUG
+ m_bNUM_LIGHTS = false;
+#endif // _DEBUG
+ m_nNUM_LIGHTS = 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_bCOMPRESSED_VERTS && m_bDOWATERFOG && m_bSKINNING && m_bLIGHTING_PREVIEW && m_bNUM_LIGHTS;
+ Assert( bAllDynamicVarsDefined );
+#endif // _DEBUG
+ return ( 1 * m_nCOMPRESSED_VERTS ) + ( 2 * m_nDOWATERFOG ) + ( 4 * m_nSKINNING ) + ( 8 * m_nLIGHTING_PREVIEW ) + ( 16 * m_nNUM_LIGHTS ) + 0;
+ }
+};
+#define shaderDynamicTest_example_model_vs20 vsh_forgot_to_set_dynamic_COMPRESSED_VERTS + vsh_forgot_to_set_dynamic_DOWATERFOG + vsh_forgot_to_set_dynamic_SKINNING + vsh_forgot_to_set_dynamic_LIGHTING_PREVIEW + vsh_forgot_to_set_dynamic_NUM_LIGHTS + 0
diff --git a/materialsystem/stdshaders/fxctmp9/eye_refract_ps20.inc b/materialsystem/stdshaders/fxctmp9/eye_refract_ps20.inc
new file mode 100644
index 0000000..eb316dd
--- /dev/null
+++ b/materialsystem/stdshaders/fxctmp9/eye_refract_ps20.inc
@@ -0,0 +1,112 @@
+#include "shaderlib/cshader.h"
+class eye_refract_ps20_Static_Index
+{
+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
+ }
+private:
+ int m_nLIGHTWARPTEXTURE;
+#ifdef _DEBUG
+ bool m_bLIGHTWARPTEXTURE;
+#endif
+public:
+ void SetLIGHTWARPTEXTURE( int i )
+ {
+ Assert( i >= 0 && i <= 1 );
+ m_nLIGHTWARPTEXTURE = i;
+#ifdef _DEBUG
+ m_bLIGHTWARPTEXTURE = true;
+#endif
+ }
+ void SetLIGHTWARPTEXTURE( bool i )
+ {
+ m_nLIGHTWARPTEXTURE = i ? 1 : 0;
+#ifdef _DEBUG
+ m_bLIGHTWARPTEXTURE = true;
+#endif
+ }
+public:
+ eye_refract_ps20_Static_Index( )
+ {
+#ifdef _DEBUG
+ m_bFLASHLIGHT = false;
+#endif // _DEBUG
+ m_nFLASHLIGHT = 0;
+#ifdef _DEBUG
+ m_bLIGHTWARPTEXTURE = false;
+#endif // _DEBUG
+ m_nLIGHTWARPTEXTURE = 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_bFLASHLIGHT && m_bLIGHTWARPTEXTURE;
+ Assert( bAllStaticVarsDefined );
+#endif // _DEBUG
+ return ( 3 * m_nFLASHLIGHT ) + ( 6 * m_nLIGHTWARPTEXTURE ) + 0;
+ }
+};
+#define shaderStaticTest_eye_refract_ps20 psh_forgot_to_set_static_FLASHLIGHT + psh_forgot_to_set_static_LIGHTWARPTEXTURE + 0
+class eye_refract_ps20_Dynamic_Index
+{
+private:
+ int m_nNUM_LIGHTS;
+#ifdef _DEBUG
+ bool m_bNUM_LIGHTS;
+#endif
+public:
+ void SetNUM_LIGHTS( int i )
+ {
+ Assert( i >= 0 && i <= 2 );
+ m_nNUM_LIGHTS = i;
+#ifdef _DEBUG
+ m_bNUM_LIGHTS = true;
+#endif
+ }
+ void SetNUM_LIGHTS( bool i )
+ {
+ m_nNUM_LIGHTS = i ? 1 : 0;
+#ifdef _DEBUG
+ m_bNUM_LIGHTS = true;
+#endif
+ }
+public:
+ eye_refract_ps20_Dynamic_Index()
+ {
+#ifdef _DEBUG
+ m_bNUM_LIGHTS = false;
+#endif // _DEBUG
+ m_nNUM_LIGHTS = 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_bNUM_LIGHTS;
+ Assert( bAllDynamicVarsDefined );
+#endif // _DEBUG
+ return ( 1 * m_nNUM_LIGHTS ) + 0;
+ }
+};
+#define shaderDynamicTest_eye_refract_ps20 psh_forgot_to_set_dynamic_NUM_LIGHTS + 0
diff --git a/materialsystem/stdshaders/fxctmp9/eye_refract_ps20b.inc b/materialsystem/stdshaders/fxctmp9/eye_refract_ps20b.inc
new file mode 100644
index 0000000..815c318
--- /dev/null
+++ b/materialsystem/stdshaders/fxctmp9/eye_refract_ps20b.inc
@@ -0,0 +1,212 @@
+#include "shaderlib/cshader.h"
+class eye_refract_ps20b_Static_Index
+{
+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
+ }
+private:
+ int m_nLIGHTWARPTEXTURE;
+#ifdef _DEBUG
+ bool m_bLIGHTWARPTEXTURE;
+#endif
+public:
+ void SetLIGHTWARPTEXTURE( int i )
+ {
+ Assert( i >= 0 && i <= 1 );
+ m_nLIGHTWARPTEXTURE = i;
+#ifdef _DEBUG
+ m_bLIGHTWARPTEXTURE = true;
+#endif
+ }
+ void SetLIGHTWARPTEXTURE( bool i )
+ {
+ m_nLIGHTWARPTEXTURE = i ? 1 : 0;
+#ifdef _DEBUG
+ m_bLIGHTWARPTEXTURE = true;
+#endif
+ }
+private:
+ int m_nSPHERETEXKILLCOMBO;
+#ifdef _DEBUG
+ bool m_bSPHERETEXKILLCOMBO;
+#endif
+public:
+ void SetSPHERETEXKILLCOMBO( int i )
+ {
+ Assert( i >= 0 && i <= 1 );
+ m_nSPHERETEXKILLCOMBO = i;
+#ifdef _DEBUG
+ m_bSPHERETEXKILLCOMBO = true;
+#endif
+ }
+ void SetSPHERETEXKILLCOMBO( bool i )
+ {
+ m_nSPHERETEXKILLCOMBO = i ? 1 : 0;
+#ifdef _DEBUG
+ m_bSPHERETEXKILLCOMBO = true;
+#endif
+ }
+private:
+ int m_nRAYTRACESPHERE;
+#ifdef _DEBUG
+ bool m_bRAYTRACESPHERE;
+#endif
+public:
+ void SetRAYTRACESPHERE( int i )
+ {
+ Assert( i >= 0 && i <= 1 );
+ m_nRAYTRACESPHERE = i;
+#ifdef _DEBUG
+ m_bRAYTRACESPHERE = true;
+#endif
+ }
+ void SetRAYTRACESPHERE( bool i )
+ {
+ m_nRAYTRACESPHERE = i ? 1 : 0;
+#ifdef _DEBUG
+ m_bRAYTRACESPHERE = true;
+#endif
+ }
+private:
+ int m_nFLASHLIGHTDEPTHFILTERMODE;
+#ifdef _DEBUG
+ bool m_bFLASHLIGHTDEPTHFILTERMODE;
+#endif
+public:
+ void SetFLASHLIGHTDEPTHFILTERMODE( int i )
+ {
+ Assert( i >= 0 && i <= 2 );
+ m_nFLASHLIGHTDEPTHFILTERMODE = i;
+#ifdef _DEBUG
+ m_bFLASHLIGHTDEPTHFILTERMODE = true;
+#endif
+ }
+ void SetFLASHLIGHTDEPTHFILTERMODE( bool i )
+ {
+ m_nFLASHLIGHTDEPTHFILTERMODE = i ? 1 : 0;
+#ifdef _DEBUG
+ m_bFLASHLIGHTDEPTHFILTERMODE = true;
+#endif
+ }
+public:
+ eye_refract_ps20b_Static_Index( )
+ {
+#ifdef _DEBUG
+ m_bFLASHLIGHT = false;
+#endif // _DEBUG
+ m_nFLASHLIGHT = 0;
+#ifdef _DEBUG
+ m_bLIGHTWARPTEXTURE = false;
+#endif // _DEBUG
+ m_nLIGHTWARPTEXTURE = 0;
+#ifdef _DEBUG
+ m_bSPHERETEXKILLCOMBO = false;
+#endif // _DEBUG
+ m_nSPHERETEXKILLCOMBO = 0;
+#ifdef _DEBUG
+ m_bRAYTRACESPHERE = false;
+#endif // _DEBUG
+ m_nRAYTRACESPHERE = 0;
+#ifdef _DEBUG
+ m_bFLASHLIGHTDEPTHFILTERMODE = false;
+#endif // _DEBUG
+ m_nFLASHLIGHTDEPTHFILTERMODE = 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_bFLASHLIGHT && m_bLIGHTWARPTEXTURE && m_bSPHERETEXKILLCOMBO && m_bRAYTRACESPHERE && m_bFLASHLIGHTDEPTHFILTERMODE;
+ Assert( bAllStaticVarsDefined );
+#endif // _DEBUG
+ return ( 10 * m_nFLASHLIGHT ) + ( 20 * m_nLIGHTWARPTEXTURE ) + ( 40 * m_nSPHERETEXKILLCOMBO ) + ( 80 * m_nRAYTRACESPHERE ) + ( 160 * m_nFLASHLIGHTDEPTHFILTERMODE ) + 0;
+ }
+};
+#define shaderStaticTest_eye_refract_ps20b psh_forgot_to_set_static_FLASHLIGHT + psh_forgot_to_set_static_LIGHTWARPTEXTURE + psh_forgot_to_set_static_SPHERETEXKILLCOMBO + psh_forgot_to_set_static_RAYTRACESPHERE + psh_forgot_to_set_static_FLASHLIGHTDEPTHFILTERMODE + 0
+class eye_refract_ps20b_Dynamic_Index
+{
+private:
+ int m_nNUM_LIGHTS;
+#ifdef _DEBUG
+ bool m_bNUM_LIGHTS;
+#endif
+public:
+ void SetNUM_LIGHTS( int i )
+ {
+ Assert( i >= 0 && i <= 4 );
+ m_nNUM_LIGHTS = i;
+#ifdef _DEBUG
+ m_bNUM_LIGHTS = true;
+#endif
+ }
+ void SetNUM_LIGHTS( bool i )
+ {
+ m_nNUM_LIGHTS = i ? 1 : 0;
+#ifdef _DEBUG
+ m_bNUM_LIGHTS = true;
+#endif
+ }
+private:
+ int m_nFLASHLIGHTSHADOWS;
+#ifdef _DEBUG
+ bool m_bFLASHLIGHTSHADOWS;
+#endif
+public:
+ void SetFLASHLIGHTSHADOWS( int i )
+ {
+ Assert( i >= 0 && i <= 1 );
+ m_nFLASHLIGHTSHADOWS = i;
+#ifdef _DEBUG
+ m_bFLASHLIGHTSHADOWS = true;
+#endif
+ }
+ void SetFLASHLIGHTSHADOWS( bool i )
+ {
+ m_nFLASHLIGHTSHADOWS = i ? 1 : 0;
+#ifdef _DEBUG
+ m_bFLASHLIGHTSHADOWS = true;
+#endif
+ }
+public:
+ eye_refract_ps20b_Dynamic_Index()
+ {
+#ifdef _DEBUG
+ m_bNUM_LIGHTS = false;
+#endif // _DEBUG
+ m_nNUM_LIGHTS = 0;
+#ifdef _DEBUG
+ m_bFLASHLIGHTSHADOWS = false;
+#endif // _DEBUG
+ m_nFLASHLIGHTSHADOWS = 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_bNUM_LIGHTS && m_bFLASHLIGHTSHADOWS;
+ Assert( bAllDynamicVarsDefined );
+#endif // _DEBUG
+ return ( 1 * m_nNUM_LIGHTS ) + ( 5 * m_nFLASHLIGHTSHADOWS ) + 0;
+ }
+};
+#define shaderDynamicTest_eye_refract_ps20b psh_forgot_to_set_dynamic_NUM_LIGHTS + psh_forgot_to_set_dynamic_FLASHLIGHTSHADOWS + 0
diff --git a/materialsystem/stdshaders/fxctmp9/eye_refract_ps30.inc b/materialsystem/stdshaders/fxctmp9/eye_refract_ps30.inc
new file mode 100644
index 0000000..5f68b55
--- /dev/null
+++ b/materialsystem/stdshaders/fxctmp9/eye_refract_ps30.inc
@@ -0,0 +1,212 @@
+#include "shaderlib/cshader.h"
+class eye_refract_ps30_Static_Index
+{
+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
+ }
+private:
+ int m_nLIGHTWARPTEXTURE;
+#ifdef _DEBUG
+ bool m_bLIGHTWARPTEXTURE;
+#endif
+public:
+ void SetLIGHTWARPTEXTURE( int i )
+ {
+ Assert( i >= 0 && i <= 1 );
+ m_nLIGHTWARPTEXTURE = i;
+#ifdef _DEBUG
+ m_bLIGHTWARPTEXTURE = true;
+#endif
+ }
+ void SetLIGHTWARPTEXTURE( bool i )
+ {
+ m_nLIGHTWARPTEXTURE = i ? 1 : 0;
+#ifdef _DEBUG
+ m_bLIGHTWARPTEXTURE = true;
+#endif
+ }
+private:
+ int m_nSPHERETEXKILLCOMBO;
+#ifdef _DEBUG
+ bool m_bSPHERETEXKILLCOMBO;
+#endif
+public:
+ void SetSPHERETEXKILLCOMBO( int i )
+ {
+ Assert( i >= 0 && i <= 1 );
+ m_nSPHERETEXKILLCOMBO = i;
+#ifdef _DEBUG
+ m_bSPHERETEXKILLCOMBO = true;
+#endif
+ }
+ void SetSPHERETEXKILLCOMBO( bool i )
+ {
+ m_nSPHERETEXKILLCOMBO = i ? 1 : 0;
+#ifdef _DEBUG
+ m_bSPHERETEXKILLCOMBO = true;
+#endif
+ }
+private:
+ int m_nRAYTRACESPHERE;
+#ifdef _DEBUG
+ bool m_bRAYTRACESPHERE;
+#endif
+public:
+ void SetRAYTRACESPHERE( int i )
+ {
+ Assert( i >= 0 && i <= 1 );
+ m_nRAYTRACESPHERE = i;
+#ifdef _DEBUG
+ m_bRAYTRACESPHERE = true;
+#endif
+ }
+ void SetRAYTRACESPHERE( bool i )
+ {
+ m_nRAYTRACESPHERE = i ? 1 : 0;
+#ifdef _DEBUG
+ m_bRAYTRACESPHERE = true;
+#endif
+ }
+private:
+ int m_nFLASHLIGHTDEPTHFILTERMODE;
+#ifdef _DEBUG
+ bool m_bFLASHLIGHTDEPTHFILTERMODE;
+#endif
+public:
+ void SetFLASHLIGHTDEPTHFILTERMODE( int i )
+ {
+ Assert( i >= 0 && i <= 2 );
+ m_nFLASHLIGHTDEPTHFILTERMODE = i;
+#ifdef _DEBUG
+ m_bFLASHLIGHTDEPTHFILTERMODE = true;
+#endif
+ }
+ void SetFLASHLIGHTDEPTHFILTERMODE( bool i )
+ {
+ m_nFLASHLIGHTDEPTHFILTERMODE = i ? 1 : 0;
+#ifdef _DEBUG
+ m_bFLASHLIGHTDEPTHFILTERMODE = true;
+#endif
+ }
+public:
+ eye_refract_ps30_Static_Index( )
+ {
+#ifdef _DEBUG
+ m_bFLASHLIGHT = false;
+#endif // _DEBUG
+ m_nFLASHLIGHT = 0;
+#ifdef _DEBUG
+ m_bLIGHTWARPTEXTURE = false;
+#endif // _DEBUG
+ m_nLIGHTWARPTEXTURE = 0;
+#ifdef _DEBUG
+ m_bSPHERETEXKILLCOMBO = false;
+#endif // _DEBUG
+ m_nSPHERETEXKILLCOMBO = 0;
+#ifdef _DEBUG
+ m_bRAYTRACESPHERE = false;
+#endif // _DEBUG
+ m_nRAYTRACESPHERE = 0;
+#ifdef _DEBUG
+ m_bFLASHLIGHTDEPTHFILTERMODE = false;
+#endif // _DEBUG
+ m_nFLASHLIGHTDEPTHFILTERMODE = 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_bFLASHLIGHT && m_bLIGHTWARPTEXTURE && m_bSPHERETEXKILLCOMBO && m_bRAYTRACESPHERE && m_bFLASHLIGHTDEPTHFILTERMODE;
+ Assert( bAllStaticVarsDefined );
+#endif // _DEBUG
+ return ( 10 * m_nFLASHLIGHT ) + ( 20 * m_nLIGHTWARPTEXTURE ) + ( 40 * m_nSPHERETEXKILLCOMBO ) + ( 80 * m_nRAYTRACESPHERE ) + ( 160 * m_nFLASHLIGHTDEPTHFILTERMODE ) + 0;
+ }
+};
+#define shaderStaticTest_eye_refract_ps30 psh_forgot_to_set_static_FLASHLIGHT + psh_forgot_to_set_static_LIGHTWARPTEXTURE + psh_forgot_to_set_static_SPHERETEXKILLCOMBO + psh_forgot_to_set_static_RAYTRACESPHERE + psh_forgot_to_set_static_FLASHLIGHTDEPTHFILTERMODE + 0
+class eye_refract_ps30_Dynamic_Index
+{
+private:
+ int m_nNUM_LIGHTS;
+#ifdef _DEBUG
+ bool m_bNUM_LIGHTS;
+#endif
+public:
+ void SetNUM_LIGHTS( int i )
+ {
+ Assert( i >= 0 && i <= 4 );
+ m_nNUM_LIGHTS = i;
+#ifdef _DEBUG
+ m_bNUM_LIGHTS = true;
+#endif
+ }
+ void SetNUM_LIGHTS( bool i )
+ {
+ m_nNUM_LIGHTS = i ? 1 : 0;
+#ifdef _DEBUG
+ m_bNUM_LIGHTS = true;
+#endif
+ }
+private:
+ int m_nFLASHLIGHTSHADOWS;
+#ifdef _DEBUG
+ bool m_bFLASHLIGHTSHADOWS;
+#endif
+public:
+ void SetFLASHLIGHTSHADOWS( int i )
+ {
+ Assert( i >= 0 && i <= 1 );
+ m_nFLASHLIGHTSHADOWS = i;
+#ifdef _DEBUG
+ m_bFLASHLIGHTSHADOWS = true;
+#endif
+ }
+ void SetFLASHLIGHTSHADOWS( bool i )
+ {
+ m_nFLASHLIGHTSHADOWS = i ? 1 : 0;
+#ifdef _DEBUG
+ m_bFLASHLIGHTSHADOWS = true;
+#endif
+ }
+public:
+ eye_refract_ps30_Dynamic_Index()
+ {
+#ifdef _DEBUG
+ m_bNUM_LIGHTS = false;
+#endif // _DEBUG
+ m_nNUM_LIGHTS = 0;
+#ifdef _DEBUG
+ m_bFLASHLIGHTSHADOWS = false;
+#endif // _DEBUG
+ m_nFLASHLIGHTSHADOWS = 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_bNUM_LIGHTS && m_bFLASHLIGHTSHADOWS;
+ Assert( bAllDynamicVarsDefined );
+#endif // _DEBUG
+ return ( 1 * m_nNUM_LIGHTS ) + ( 5 * m_nFLASHLIGHTSHADOWS ) + 0;
+ }
+};
+#define shaderDynamicTest_eye_refract_ps30 psh_forgot_to_set_dynamic_NUM_LIGHTS + psh_forgot_to_set_dynamic_FLASHLIGHTSHADOWS + 0
diff --git a/materialsystem/stdshaders/fxctmp9/eye_refract_vs20.inc b/materialsystem/stdshaders/fxctmp9/eye_refract_vs20.inc
new file mode 100644
index 0000000..a91fa7b
--- /dev/null
+++ b/materialsystem/stdshaders/fxctmp9/eye_refract_vs20.inc
@@ -0,0 +1,287 @@
+#include "shaderlib/cshader.h"
+class eye_refract_vs20_Static_Index
+{
+private:
+ int m_nINTRO;
+#ifdef _DEBUG
+ bool m_bINTRO;
+#endif
+public:
+ void SetINTRO( int i )
+ {
+ Assert( i >= 0 && i <= 1 );
+ m_nINTRO = i;
+#ifdef _DEBUG
+ m_bINTRO = true;
+#endif
+ }
+ void SetINTRO( bool i )
+ {
+ m_nINTRO = i ? 1 : 0;
+#ifdef _DEBUG
+ m_bINTRO = true;
+#endif
+ }
+private:
+ int m_nHALFLAMBERT;
+#ifdef _DEBUG
+ bool m_bHALFLAMBERT;
+#endif
+public:
+ void SetHALFLAMBERT( int i )
+ {
+ Assert( i >= 0 && i <= 1 );
+ m_nHALFLAMBERT = i;
+#ifdef _DEBUG
+ m_bHALFLAMBERT = true;
+#endif
+ }
+ void SetHALFLAMBERT( bool i )
+ {
+ m_nHALFLAMBERT = i ? 1 : 0;
+#ifdef _DEBUG
+ m_bHALFLAMBERT = 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
+ }
+private:
+ int m_nLIGHTWARPTEXTURE;
+#ifdef _DEBUG
+ bool m_bLIGHTWARPTEXTURE;
+#endif
+public:
+ void SetLIGHTWARPTEXTURE( int i )
+ {
+ Assert( i >= 0 && i <= 1 );
+ m_nLIGHTWARPTEXTURE = i;
+#ifdef _DEBUG
+ m_bLIGHTWARPTEXTURE = true;
+#endif
+ }
+ void SetLIGHTWARPTEXTURE( bool i )
+ {
+ m_nLIGHTWARPTEXTURE = i ? 1 : 0;
+#ifdef _DEBUG
+ m_bLIGHTWARPTEXTURE = true;
+#endif
+ }
+public:
+ eye_refract_vs20_Static_Index( )
+ {
+#ifdef _DEBUG
+ m_bINTRO = false;
+#endif // _DEBUG
+ m_nINTRO = 0;
+#ifdef _DEBUG
+ m_bHALFLAMBERT = false;
+#endif // _DEBUG
+ m_nHALFLAMBERT = 0;
+#ifdef _DEBUG
+ m_bFLASHLIGHT = false;
+#endif // _DEBUG
+ m_nFLASHLIGHT = 0;
+#ifdef _DEBUG
+ m_bLIGHTWARPTEXTURE = false;
+#endif // _DEBUG
+ m_nLIGHTWARPTEXTURE = 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_bINTRO && m_bHALFLAMBERT && m_bFLASHLIGHT && m_bLIGHTWARPTEXTURE;
+ Assert( bAllStaticVarsDefined );
+#endif // _DEBUG
+ return ( 160 * m_nINTRO ) + ( 320 * m_nHALFLAMBERT ) + ( 640 * m_nFLASHLIGHT ) + ( 1280 * m_nLIGHTWARPTEXTURE ) + 0;
+ }
+};
+#define shaderStaticTest_eye_refract_vs20 vsh_forgot_to_set_static_INTRO + vsh_forgot_to_set_static_HALFLAMBERT + vsh_forgot_to_set_static_FLASHLIGHT + vsh_forgot_to_set_static_LIGHTWARPTEXTURE + 0
+class eye_refract_vs20_Dynamic_Index
+{
+private:
+ int m_nCOMPRESSED_VERTS;
+#ifdef _DEBUG
+ bool m_bCOMPRESSED_VERTS;
+#endif
+public:
+ void SetCOMPRESSED_VERTS( int i )
+ {
+ Assert( i >= 0 && i <= 1 );
+ m_nCOMPRESSED_VERTS = i;
+#ifdef _DEBUG
+ m_bCOMPRESSED_VERTS = true;
+#endif
+ }
+ void SetCOMPRESSED_VERTS( bool i )
+ {
+ m_nCOMPRESSED_VERTS = i ? 1 : 0;
+#ifdef _DEBUG
+ m_bCOMPRESSED_VERTS = true;
+#endif
+ }
+private:
+ int m_nSKINNING;
+#ifdef _DEBUG
+ bool m_bSKINNING;
+#endif
+public:
+ void SetSKINNING( int i )
+ {
+ Assert( i >= 0 && i <= 1 );
+ m_nSKINNING = i;
+#ifdef _DEBUG
+ m_bSKINNING = true;
+#endif
+ }
+ void SetSKINNING( bool i )
+ {
+ m_nSKINNING = i ? 1 : 0;
+#ifdef _DEBUG
+ m_bSKINNING = true;
+#endif
+ }
+private:
+ int m_nDOWATERFOG;
+#ifdef _DEBUG
+ bool m_bDOWATERFOG;
+#endif
+public:
+ void SetDOWATERFOG( int i )
+ {
+ Assert( i >= 0 && i <= 1 );
+ m_nDOWATERFOG = i;
+#ifdef _DEBUG
+ m_bDOWATERFOG = true;
+#endif
+ }
+ void SetDOWATERFOG( bool i )
+ {
+ m_nDOWATERFOG = i ? 1 : 0;
+#ifdef _DEBUG
+ m_bDOWATERFOG = true;
+#endif
+ }
+private:
+ int m_nDYNAMIC_LIGHT;
+#ifdef _DEBUG
+ bool m_bDYNAMIC_LIGHT;
+#endif
+public:
+ void SetDYNAMIC_LIGHT( int i )
+ {
+ Assert( i >= 0 && i <= 1 );
+ m_nDYNAMIC_LIGHT = i;
+#ifdef _DEBUG
+ m_bDYNAMIC_LIGHT = true;
+#endif
+ }
+ void SetDYNAMIC_LIGHT( bool i )
+ {
+ m_nDYNAMIC_LIGHT = i ? 1 : 0;
+#ifdef _DEBUG
+ m_bDYNAMIC_LIGHT = true;
+#endif
+ }
+private:
+ int m_nSTATIC_LIGHT;
+#ifdef _DEBUG
+ bool m_bSTATIC_LIGHT;
+#endif
+public:
+ void SetSTATIC_LIGHT( int i )
+ {
+ Assert( i >= 0 && i <= 1 );
+ m_nSTATIC_LIGHT = i;
+#ifdef _DEBUG
+ m_bSTATIC_LIGHT = true;
+#endif
+ }
+ void SetSTATIC_LIGHT( bool i )
+ {
+ m_nSTATIC_LIGHT = i ? 1 : 0;
+#ifdef _DEBUG
+ m_bSTATIC_LIGHT = true;
+#endif
+ }
+private:
+ int m_nNUM_LIGHTS;
+#ifdef _DEBUG
+ bool m_bNUM_LIGHTS;
+#endif
+public:
+ void SetNUM_LIGHTS( int i )
+ {
+ Assert( i >= 0 && i <= 4 );
+ m_nNUM_LIGHTS = i;
+#ifdef _DEBUG
+ m_bNUM_LIGHTS = true;
+#endif
+ }
+ void SetNUM_LIGHTS( bool i )
+ {
+ m_nNUM_LIGHTS = i ? 1 : 0;
+#ifdef _DEBUG
+ m_bNUM_LIGHTS = true;
+#endif
+ }
+public:
+ eye_refract_vs20_Dynamic_Index()
+ {
+#ifdef _DEBUG
+ m_bCOMPRESSED_VERTS = false;
+#endif // _DEBUG
+ m_nCOMPRESSED_VERTS = 0;
+#ifdef _DEBUG
+ m_bSKINNING = false;
+#endif // _DEBUG
+ m_nSKINNING = 0;
+#ifdef _DEBUG
+ m_bDOWATERFOG = false;
+#endif // _DEBUG
+ m_nDOWATERFOG = 0;
+#ifdef _DEBUG
+ m_bDYNAMIC_LIGHT = false;
+#endif // _DEBUG
+ m_nDYNAMIC_LIGHT = 0;
+#ifdef _DEBUG
+ m_bSTATIC_LIGHT = false;
+#endif // _DEBUG
+ m_nSTATIC_LIGHT = 0;
+#ifdef _DEBUG
+ m_bNUM_LIGHTS = false;
+#endif // _DEBUG
+ m_nNUM_LIGHTS = 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_bCOMPRESSED_VERTS && m_bSKINNING && m_bDOWATERFOG && m_bDYNAMIC_LIGHT && m_bSTATIC_LIGHT && m_bNUM_LIGHTS;
+ Assert( bAllDynamicVarsDefined );
+#endif // _DEBUG
+ return ( 1 * m_nCOMPRESSED_VERTS ) + ( 2 * m_nSKINNING ) + ( 4 * m_nDOWATERFOG ) + ( 8 * m_nDYNAMIC_LIGHT ) + ( 16 * m_nSTATIC_LIGHT ) + ( 32 * m_nNUM_LIGHTS ) + 0;
+ }
+};
+#define shaderDynamicTest_eye_refract_vs20 vsh_forgot_to_set_dynamic_COMPRESSED_VERTS + vsh_forgot_to_set_dynamic_SKINNING + vsh_forgot_to_set_dynamic_DOWATERFOG + vsh_forgot_to_set_dynamic_DYNAMIC_LIGHT + vsh_forgot_to_set_dynamic_STATIC_LIGHT + vsh_forgot_to_set_dynamic_NUM_LIGHTS + 0
diff --git a/materialsystem/stdshaders/fxctmp9/eye_refract_vs30.inc b/materialsystem/stdshaders/fxctmp9/eye_refract_vs30.inc
new file mode 100644
index 0000000..bfeef3b
--- /dev/null
+++ b/materialsystem/stdshaders/fxctmp9/eye_refract_vs30.inc
@@ -0,0 +1,312 @@
+#include "shaderlib/cshader.h"
+class eye_refract_vs30_Static_Index
+{
+private:
+ int m_nINTRO;
+#ifdef _DEBUG
+ bool m_bINTRO;
+#endif
+public:
+ void SetINTRO( int i )
+ {
+ Assert( i >= 0 && i <= 1 );
+ m_nINTRO = i;
+#ifdef _DEBUG
+ m_bINTRO = true;
+#endif
+ }
+ void SetINTRO( bool i )
+ {
+ m_nINTRO = i ? 1 : 0;
+#ifdef _DEBUG
+ m_bINTRO = true;
+#endif
+ }
+private:
+ int m_nHALFLAMBERT;
+#ifdef _DEBUG
+ bool m_bHALFLAMBERT;
+#endif
+public:
+ void SetHALFLAMBERT( int i )
+ {
+ Assert( i >= 0 && i <= 1 );
+ m_nHALFLAMBERT = i;
+#ifdef _DEBUG
+ m_bHALFLAMBERT = true;
+#endif
+ }
+ void SetHALFLAMBERT( bool i )
+ {
+ m_nHALFLAMBERT = i ? 1 : 0;
+#ifdef _DEBUG
+ m_bHALFLAMBERT = 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
+ }
+private:
+ int m_nLIGHTWARPTEXTURE;
+#ifdef _DEBUG
+ bool m_bLIGHTWARPTEXTURE;
+#endif
+public:
+ void SetLIGHTWARPTEXTURE( int i )
+ {
+ Assert( i >= 0 && i <= 1 );
+ m_nLIGHTWARPTEXTURE = i;
+#ifdef _DEBUG
+ m_bLIGHTWARPTEXTURE = true;
+#endif
+ }
+ void SetLIGHTWARPTEXTURE( bool i )
+ {
+ m_nLIGHTWARPTEXTURE = i ? 1 : 0;
+#ifdef _DEBUG
+ m_bLIGHTWARPTEXTURE = true;
+#endif
+ }
+public:
+ eye_refract_vs30_Static_Index( )
+ {
+#ifdef _DEBUG
+ m_bINTRO = false;
+#endif // _DEBUG
+ m_nINTRO = 0;
+#ifdef _DEBUG
+ m_bHALFLAMBERT = false;
+#endif // _DEBUG
+ m_nHALFLAMBERT = 0;
+#ifdef _DEBUG
+ m_bFLASHLIGHT = false;
+#endif // _DEBUG
+ m_nFLASHLIGHT = 0;
+#ifdef _DEBUG
+ m_bLIGHTWARPTEXTURE = false;
+#endif // _DEBUG
+ m_nLIGHTWARPTEXTURE = 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_bINTRO && m_bHALFLAMBERT && m_bFLASHLIGHT && m_bLIGHTWARPTEXTURE;
+ Assert( bAllStaticVarsDefined );
+#endif // _DEBUG
+ return ( 320 * m_nINTRO ) + ( 640 * m_nHALFLAMBERT ) + ( 1280 * m_nFLASHLIGHT ) + ( 2560 * m_nLIGHTWARPTEXTURE ) + 0;
+ }
+};
+#define shaderStaticTest_eye_refract_vs30 vsh_forgot_to_set_static_INTRO + vsh_forgot_to_set_static_HALFLAMBERT + vsh_forgot_to_set_static_FLASHLIGHT + vsh_forgot_to_set_static_LIGHTWARPTEXTURE + 0
+class eye_refract_vs30_Dynamic_Index
+{
+private:
+ int m_nCOMPRESSED_VERTS;
+#ifdef _DEBUG
+ bool m_bCOMPRESSED_VERTS;
+#endif
+public:
+ void SetCOMPRESSED_VERTS( int i )
+ {
+ Assert( i >= 0 && i <= 1 );
+ m_nCOMPRESSED_VERTS = i;
+#ifdef _DEBUG
+ m_bCOMPRESSED_VERTS = true;
+#endif
+ }
+ void SetCOMPRESSED_VERTS( bool i )
+ {
+ m_nCOMPRESSED_VERTS = i ? 1 : 0;
+#ifdef _DEBUG
+ m_bCOMPRESSED_VERTS = true;
+#endif
+ }
+private:
+ int m_nSKINNING;
+#ifdef _DEBUG
+ bool m_bSKINNING;
+#endif
+public:
+ void SetSKINNING( int i )
+ {
+ Assert( i >= 0 && i <= 1 );
+ m_nSKINNING = i;
+#ifdef _DEBUG
+ m_bSKINNING = true;
+#endif
+ }
+ void SetSKINNING( bool i )
+ {
+ m_nSKINNING = i ? 1 : 0;
+#ifdef _DEBUG
+ m_bSKINNING = true;
+#endif
+ }
+private:
+ int m_nDOWATERFOG;
+#ifdef _DEBUG
+ bool m_bDOWATERFOG;
+#endif
+public:
+ void SetDOWATERFOG( int i )
+ {
+ Assert( i >= 0 && i <= 1 );
+ m_nDOWATERFOG = i;
+#ifdef _DEBUG
+ m_bDOWATERFOG = true;
+#endif
+ }
+ void SetDOWATERFOG( bool i )
+ {
+ m_nDOWATERFOG = i ? 1 : 0;
+#ifdef _DEBUG
+ m_bDOWATERFOG = true;
+#endif
+ }
+private:
+ int m_nDYNAMIC_LIGHT;
+#ifdef _DEBUG
+ bool m_bDYNAMIC_LIGHT;
+#endif
+public:
+ void SetDYNAMIC_LIGHT( int i )
+ {
+ Assert( i >= 0 && i <= 1 );
+ m_nDYNAMIC_LIGHT = i;
+#ifdef _DEBUG
+ m_bDYNAMIC_LIGHT = true;
+#endif
+ }
+ void SetDYNAMIC_LIGHT( bool i )
+ {
+ m_nDYNAMIC_LIGHT = i ? 1 : 0;
+#ifdef _DEBUG
+ m_bDYNAMIC_LIGHT = true;
+#endif
+ }
+private:
+ int m_nSTATIC_LIGHT;
+#ifdef _DEBUG
+ bool m_bSTATIC_LIGHT;
+#endif
+public:
+ void SetSTATIC_LIGHT( int i )
+ {
+ Assert( i >= 0 && i <= 1 );
+ m_nSTATIC_LIGHT = i;
+#ifdef _DEBUG
+ m_bSTATIC_LIGHT = true;
+#endif
+ }
+ void SetSTATIC_LIGHT( bool i )
+ {
+ m_nSTATIC_LIGHT = i ? 1 : 0;
+#ifdef _DEBUG
+ m_bSTATIC_LIGHT = true;
+#endif
+ }
+private:
+ int m_nNUM_LIGHTS;
+#ifdef _DEBUG
+ bool m_bNUM_LIGHTS;
+#endif
+public:
+ void SetNUM_LIGHTS( int i )
+ {
+ Assert( i >= 0 && i <= 4 );
+ m_nNUM_LIGHTS = i;
+#ifdef _DEBUG
+ m_bNUM_LIGHTS = true;
+#endif
+ }
+ void SetNUM_LIGHTS( bool i )
+ {
+ m_nNUM_LIGHTS = i ? 1 : 0;
+#ifdef _DEBUG
+ m_bNUM_LIGHTS = true;
+#endif
+ }
+private:
+ int m_nMORPHING;
+#ifdef _DEBUG
+ bool m_bMORPHING;
+#endif
+public:
+ void SetMORPHING( int i )
+ {
+ Assert( i >= 0 && i <= 1 );
+ m_nMORPHING = i;
+#ifdef _DEBUG
+ m_bMORPHING = true;
+#endif
+ }
+ void SetMORPHING( bool i )
+ {
+ m_nMORPHING = i ? 1 : 0;
+#ifdef _DEBUG
+ m_bMORPHING = true;
+#endif
+ }
+public:
+ eye_refract_vs30_Dynamic_Index()
+ {
+#ifdef _DEBUG
+ m_bCOMPRESSED_VERTS = false;
+#endif // _DEBUG
+ m_nCOMPRESSED_VERTS = 0;
+#ifdef _DEBUG
+ m_bSKINNING = false;
+#endif // _DEBUG
+ m_nSKINNING = 0;
+#ifdef _DEBUG
+ m_bDOWATERFOG = false;
+#endif // _DEBUG
+ m_nDOWATERFOG = 0;
+#ifdef _DEBUG
+ m_bDYNAMIC_LIGHT = false;
+#endif // _DEBUG
+ m_nDYNAMIC_LIGHT = 0;
+#ifdef _DEBUG
+ m_bSTATIC_LIGHT = false;
+#endif // _DEBUG
+ m_nSTATIC_LIGHT = 0;
+#ifdef _DEBUG
+ m_bNUM_LIGHTS = false;
+#endif // _DEBUG
+ m_nNUM_LIGHTS = 0;
+#ifdef _DEBUG
+ m_bMORPHING = false;
+#endif // _DEBUG
+ m_nMORPHING = 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_bCOMPRESSED_VERTS && m_bSKINNING && m_bDOWATERFOG && m_bDYNAMIC_LIGHT && m_bSTATIC_LIGHT && m_bNUM_LIGHTS && m_bMORPHING;
+ Assert( bAllDynamicVarsDefined );
+#endif // _DEBUG
+ return ( 1 * m_nCOMPRESSED_VERTS ) + ( 2 * m_nSKINNING ) + ( 4 * m_nDOWATERFOG ) + ( 8 * m_nDYNAMIC_LIGHT ) + ( 16 * m_nSTATIC_LIGHT ) + ( 32 * m_nNUM_LIGHTS ) + ( 160 * m_nMORPHING ) + 0;
+ }
+};
+#define shaderDynamicTest_eye_refract_vs30 vsh_forgot_to_set_dynamic_COMPRESSED_VERTS + vsh_forgot_to_set_dynamic_SKINNING + vsh_forgot_to_set_dynamic_DOWATERFOG + vsh_forgot_to_set_dynamic_DYNAMIC_LIGHT + vsh_forgot_to_set_dynamic_STATIC_LIGHT + vsh_forgot_to_set_dynamic_NUM_LIGHTS + vsh_forgot_to_set_dynamic_MORPHING + 0
diff --git a/materialsystem/stdshaders/fxctmp9/eyeglint_ps20.inc b/materialsystem/stdshaders/fxctmp9/eyeglint_ps20.inc
new file mode 100644
index 0000000..6b01552
--- /dev/null
+++ b/materialsystem/stdshaders/fxctmp9/eyeglint_ps20.inc
@@ -0,0 +1,33 @@
+#include "shaderlib/cshader.h"
+class eyeglint_ps20_Static_Index
+{
+public:
+ eyeglint_ps20_Static_Index( )
+ {
+ }
+ 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
+#endif // _DEBUG
+ return 0;
+ }
+};
+#define shaderStaticTest_eyeglint_ps20 0
+class eyeglint_ps20_Dynamic_Index
+{
+public:
+ eyeglint_ps20_Dynamic_Index()
+ {
+ }
+ 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
+#endif // _DEBUG
+ return 0;
+ }
+};
+#define shaderDynamicTest_eyeglint_ps20 0
diff --git a/materialsystem/stdshaders/fxctmp9/eyeglint_ps20b.inc b/materialsystem/stdshaders/fxctmp9/eyeglint_ps20b.inc
new file mode 100644
index 0000000..e58e118
--- /dev/null
+++ b/materialsystem/stdshaders/fxctmp9/eyeglint_ps20b.inc
@@ -0,0 +1,33 @@
+#include "shaderlib/cshader.h"
+class eyeglint_ps20b_Static_Index
+{
+public:
+ eyeglint_ps20b_Static_Index( )
+ {
+ }
+ 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
+#endif // _DEBUG
+ return 0;
+ }
+};
+#define shaderStaticTest_eyeglint_ps20b 0
+class eyeglint_ps20b_Dynamic_Index
+{
+public:
+ eyeglint_ps20b_Dynamic_Index()
+ {
+ }
+ 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
+#endif // _DEBUG
+ return 0;
+ }
+};
+#define shaderDynamicTest_eyeglint_ps20b 0
diff --git a/materialsystem/stdshaders/fxctmp9/eyeglint_vs20.inc b/materialsystem/stdshaders/fxctmp9/eyeglint_vs20.inc
new file mode 100644
index 0000000..675f39c
--- /dev/null
+++ b/materialsystem/stdshaders/fxctmp9/eyeglint_vs20.inc
@@ -0,0 +1,33 @@
+#include "shaderlib/cshader.h"
+class eyeglint_vs20_Static_Index
+{
+public:
+ eyeglint_vs20_Static_Index( )
+ {
+ }
+ 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
+#endif // _DEBUG
+ return 0;
+ }
+};
+#define shaderStaticTest_eyeglint_vs20 0
+class eyeglint_vs20_Dynamic_Index
+{
+public:
+ eyeglint_vs20_Dynamic_Index()
+ {
+ }
+ 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
+#endif // _DEBUG
+ return 0;
+ }
+};
+#define shaderDynamicTest_eyeglint_vs20 0
diff --git a/materialsystem/stdshaders/fxctmp9/eyes_cloak_ps20b.inc b/materialsystem/stdshaders/fxctmp9/eyes_cloak_ps20b.inc
new file mode 100644
index 0000000..d435652
--- /dev/null
+++ b/materialsystem/stdshaders/fxctmp9/eyes_cloak_ps20b.inc
@@ -0,0 +1,262 @@
+#include "shaderlib/cshader.h"
+class eyes_cloak_ps20b_Static_Index
+{
+private:
+ int m_nCONVERT_TO_SRGB;
+#ifdef _DEBUG
+ bool m_bCONVERT_TO_SRGB;
+#endif
+public:
+ void SetCONVERT_TO_SRGB( int i )
+ {
+ Assert( i >= 0 && i <= 1 );
+ m_nCONVERT_TO_SRGB = i;
+#ifdef _DEBUG
+ m_bCONVERT_TO_SRGB = true;
+#endif
+ }
+ void SetCONVERT_TO_SRGB( bool i )
+ {
+ m_nCONVERT_TO_SRGB = i ? 1 : 0;
+#ifdef _DEBUG
+ m_bCONVERT_TO_SRGB = true;
+#endif
+ }
+private:
+ int m_nHDRTYPE;
+#ifdef _DEBUG
+ bool m_bHDRTYPE;
+#endif
+public:
+ void SetHDRTYPE( int i )
+ {
+ Assert( i >= 0 && i <= 2 );
+ m_nHDRTYPE = i;
+#ifdef _DEBUG
+ m_bHDRTYPE = true;
+#endif
+ }
+ void SetHDRTYPE( bool i )
+ {
+ m_nHDRTYPE = i ? 1 : 0;
+#ifdef _DEBUG
+ m_bHDRTYPE = true;
+#endif
+ }
+private:
+ int m_nBLUR;
+#ifdef _DEBUG
+ bool m_bBLUR;
+#endif
+public:
+ void SetBLUR( int i )
+ {
+ Assert( i >= 0 && i <= 1 );
+ m_nBLUR = i;
+#ifdef _DEBUG
+ m_bBLUR = true;
+#endif
+ }
+ void SetBLUR( bool i )
+ {
+ m_nBLUR = i ? 1 : 0;
+#ifdef _DEBUG
+ m_bBLUR = true;
+#endif
+ }
+private:
+ int m_nFADEOUTONSILHOUETTE;
+#ifdef _DEBUG
+ bool m_bFADEOUTONSILHOUETTE;
+#endif
+public:
+ void SetFADEOUTONSILHOUETTE( int i )
+ {
+ Assert( i >= 0 && i <= 1 );
+ m_nFADEOUTONSILHOUETTE = i;
+#ifdef _DEBUG
+ m_bFADEOUTONSILHOUETTE = true;
+#endif
+ }
+ void SetFADEOUTONSILHOUETTE( bool i )
+ {
+ m_nFADEOUTONSILHOUETTE = i ? 1 : 0;
+#ifdef _DEBUG
+ m_bFADEOUTONSILHOUETTE = 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_nREFRACTTINTTEXTURE;
+#ifdef _DEBUG
+ bool m_bREFRACTTINTTEXTURE;
+#endif
+public:
+ void SetREFRACTTINTTEXTURE( int i )
+ {
+ Assert( i >= 0 && i <= 1 );
+ m_nREFRACTTINTTEXTURE = i;
+#ifdef _DEBUG
+ m_bREFRACTTINTTEXTURE = true;
+#endif
+ }
+ void SetREFRACTTINTTEXTURE( bool i )
+ {
+ m_nREFRACTTINTTEXTURE = i ? 1 : 0;
+#ifdef _DEBUG
+ m_bREFRACTTINTTEXTURE = true;
+#endif
+ }
+private:
+ int m_nMASKED;
+#ifdef _DEBUG
+ bool m_bMASKED;
+#endif
+public:
+ void SetMASKED( int i )
+ {
+ Assert( i >= 0 && i <= 1 );
+ m_nMASKED = i;
+#ifdef _DEBUG
+ m_bMASKED = true;
+#endif
+ }
+ void SetMASKED( bool i )
+ {
+ m_nMASKED = i ? 1 : 0;
+#ifdef _DEBUG
+ m_bMASKED = true;
+#endif
+ }
+public:
+ eyes_cloak_ps20b_Static_Index( )
+ {
+#ifdef _DEBUG
+ m_bCONVERT_TO_SRGB = true;
+#endif // _DEBUG
+ m_nCONVERT_TO_SRGB = g_pHardwareConfig->NeedsShaderSRGBConversion();
+#ifdef _DEBUG
+ m_bHDRTYPE = false;
+#endif // _DEBUG
+ m_nHDRTYPE = 0;
+#ifdef _DEBUG
+ m_bBLUR = false;
+#endif // _DEBUG
+ m_nBLUR = 0;
+#ifdef _DEBUG
+ m_bFADEOUTONSILHOUETTE = false;
+#endif // _DEBUG
+ m_nFADEOUTONSILHOUETTE = 0;
+#ifdef _DEBUG
+ m_bCUBEMAP = false;
+#endif // _DEBUG
+ m_nCUBEMAP = 0;
+#ifdef _DEBUG
+ m_bREFRACTTINTTEXTURE = false;
+#endif // _DEBUG
+ m_nREFRACTTINTTEXTURE = 0;
+#ifdef _DEBUG
+ m_bMASKED = false;
+#endif // _DEBUG
+ m_nMASKED = 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_bCONVERT_TO_SRGB && m_bHDRTYPE && m_bBLUR && m_bFADEOUTONSILHOUETTE && m_bCUBEMAP && m_bREFRACTTINTTEXTURE && m_bMASKED;
+ Assert( bAllStaticVarsDefined );
+#endif // _DEBUG
+ 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;
+ }
+};
+#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
+class eyes_cloak_ps20b_Dynamic_Index
+{
+private:
+ int m_nHDRENABLED;
+#ifdef _DEBUG
+ bool m_bHDRENABLED;
+#endif
+public:
+ void SetHDRENABLED( int i )
+ {
+ Assert( i >= 0 && i <= 1 );
+ m_nHDRENABLED = i;
+#ifdef _DEBUG
+ m_bHDRENABLED = true;
+#endif
+ }
+ void SetHDRENABLED( bool i )
+ {
+ m_nHDRENABLED = i ? 1 : 0;
+#ifdef _DEBUG
+ m_bHDRENABLED = 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
+ }
+public:
+ eyes_cloak_ps20b_Dynamic_Index()
+ {
+#ifdef _DEBUG
+ m_bHDRENABLED = false;
+#endif // _DEBUG
+ m_nHDRENABLED = 0;
+#ifdef _DEBUG
+ m_bPIXELFOGTYPE = false;
+#endif // _DEBUG
+ m_nPIXELFOGTYPE = 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_bHDRENABLED && m_bPIXELFOGTYPE;
+ Assert( bAllDynamicVarsDefined );
+#endif // _DEBUG
+ return ( 1 * m_nHDRENABLED ) + ( 2 * m_nPIXELFOGTYPE ) + 0;
+ }
+};
+#define shaderDynamicTest_eyes_cloak_ps20b psh_forgot_to_set_dynamic_HDRENABLED + psh_forgot_to_set_dynamic_PIXELFOGTYPE + 0
diff --git a/materialsystem/stdshaders/fxctmp9/eyes_cloak_vs20b.inc b/materialsystem/stdshaders/fxctmp9/eyes_cloak_vs20b.inc
new file mode 100644
index 0000000..f6b848e
--- /dev/null
+++ b/materialsystem/stdshaders/fxctmp9/eyes_cloak_vs20b.inc
@@ -0,0 +1,187 @@
+#include "shaderlib/cshader.h"
+class eyes_cloak_vs20b_Static_Index
+{
+private:
+ int m_nINTRO;
+#ifdef _DEBUG
+ bool m_bINTRO;
+#endif
+public:
+ void SetINTRO( int i )
+ {
+ Assert( i >= 0 && i <= 1 );
+ m_nINTRO = i;
+#ifdef _DEBUG
+ m_bINTRO = true;
+#endif
+ }
+ void SetINTRO( bool i )
+ {
+ m_nINTRO = i ? 1 : 0;
+#ifdef _DEBUG
+ m_bINTRO = true;
+#endif
+ }
+private:
+ int m_nHALFLAMBERT;
+#ifdef _DEBUG
+ bool m_bHALFLAMBERT;
+#endif
+public:
+ void SetHALFLAMBERT( int i )
+ {
+ Assert( i >= 0 && i <= 1 );
+ m_nHALFLAMBERT = i;
+#ifdef _DEBUG
+ m_bHALFLAMBERT = true;
+#endif
+ }
+ void SetHALFLAMBERT( bool i )
+ {
+ m_nHALFLAMBERT = i ? 1 : 0;
+#ifdef _DEBUG
+ m_bHALFLAMBERT = true;
+#endif
+ }
+public:
+ eyes_cloak_vs20b_Static_Index( )
+ {
+#ifdef _DEBUG
+ m_bINTRO = false;
+#endif // _DEBUG
+ m_nINTRO = 0;
+#ifdef _DEBUG
+ m_bHALFLAMBERT = false;
+#endif // _DEBUG
+ m_nHALFLAMBERT = 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_bINTRO && m_bHALFLAMBERT;
+ Assert( bAllStaticVarsDefined );
+#endif // _DEBUG
+ return ( 32 * m_nINTRO ) + ( 64 * m_nHALFLAMBERT ) + 0;
+ }
+};
+#define shaderStaticTest_eyes_cloak_vs20b vsh_forgot_to_set_static_INTRO + vsh_forgot_to_set_static_HALFLAMBERT + 0
+class eyes_cloak_vs20b_Dynamic_Index
+{
+private:
+ int m_nNUM_BONES;
+#ifdef _DEBUG
+ bool m_bNUM_BONES;
+#endif
+public:
+ void SetNUM_BONES( int i )
+ {
+ Assert( i >= 0 && i <= 3 );
+ m_nNUM_BONES = i;
+#ifdef _DEBUG
+ m_bNUM_BONES = true;
+#endif
+ }
+ void SetNUM_BONES( bool i )
+ {
+ m_nNUM_BONES = i ? 1 : 0;
+#ifdef _DEBUG
+ m_bNUM_BONES = true;
+#endif
+ }
+private:
+ int m_nDOWATERFOG;
+#ifdef _DEBUG
+ bool m_bDOWATERFOG;
+#endif
+public:
+ void SetDOWATERFOG( int i )
+ {
+ Assert( i >= 0 && i <= 1 );
+ m_nDOWATERFOG = i;
+#ifdef _DEBUG
+ m_bDOWATERFOG = true;
+#endif
+ }
+ void SetDOWATERFOG( bool i )
+ {
+ m_nDOWATERFOG = i ? 1 : 0;
+#ifdef _DEBUG
+ m_bDOWATERFOG = true;
+#endif
+ }
+private:
+ int m_nDYNAMIC_LIGHT;
+#ifdef _DEBUG
+ bool m_bDYNAMIC_LIGHT;
+#endif
+public:
+ void SetDYNAMIC_LIGHT( int i )
+ {
+ Assert( i >= 0 && i <= 1 );
+ m_nDYNAMIC_LIGHT = i;
+#ifdef _DEBUG
+ m_bDYNAMIC_LIGHT = true;
+#endif
+ }
+ void SetDYNAMIC_LIGHT( bool i )
+ {
+ m_nDYNAMIC_LIGHT = i ? 1 : 0;
+#ifdef _DEBUG
+ m_bDYNAMIC_LIGHT = true;
+#endif
+ }
+private:
+ int m_nSTATIC_LIGHT;
+#ifdef _DEBUG
+ bool m_bSTATIC_LIGHT;
+#endif
+public:
+ void SetSTATIC_LIGHT( int i )
+ {
+ Assert( i >= 0 && i <= 1 );
+ m_nSTATIC_LIGHT = i;
+#ifdef _DEBUG
+ m_bSTATIC_LIGHT = true;
+#endif
+ }
+ void SetSTATIC_LIGHT( bool i )
+ {
+ m_nSTATIC_LIGHT = i ? 1 : 0;
+#ifdef _DEBUG
+ m_bSTATIC_LIGHT = true;
+#endif
+ }
+public:
+ eyes_cloak_vs20b_Dynamic_Index()
+ {
+#ifdef _DEBUG
+ m_bNUM_BONES = false;
+#endif // _DEBUG
+ m_nNUM_BONES = 0;
+#ifdef _DEBUG
+ m_bDOWATERFOG = false;
+#endif // _DEBUG
+ m_nDOWATERFOG = 0;
+#ifdef _DEBUG
+ m_bDYNAMIC_LIGHT = false;
+#endif // _DEBUG
+ m_nDYNAMIC_LIGHT = 0;
+#ifdef _DEBUG
+ m_bSTATIC_LIGHT = false;
+#endif // _DEBUG
+ m_nSTATIC_LIGHT = 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_bNUM_BONES && m_bDOWATERFOG && m_bDYNAMIC_LIGHT && m_bSTATIC_LIGHT;
+ Assert( bAllDynamicVarsDefined );
+#endif // _DEBUG
+ return ( 1 * m_nNUM_BONES ) + ( 4 * m_nDOWATERFOG ) + ( 8 * m_nDYNAMIC_LIGHT ) + ( 16 * m_nSTATIC_LIGHT ) + 0;
+ }
+};
+#define shaderDynamicTest_eyes_cloak_vs20b vsh_forgot_to_set_dynamic_NUM_BONES + vsh_forgot_to_set_dynamic_DOWATERFOG + vsh_forgot_to_set_dynamic_DYNAMIC_LIGHT + vsh_forgot_to_set_dynamic_STATIC_LIGHT + 0
diff --git a/materialsystem/stdshaders/fxctmp9/eyes_flashlight_ps11.inc b/materialsystem/stdshaders/fxctmp9/eyes_flashlight_ps11.inc
new file mode 100644
index 0000000..6292dd5
--- /dev/null
+++ b/materialsystem/stdshaders/fxctmp9/eyes_flashlight_ps11.inc
@@ -0,0 +1,33 @@
+#include "shaderlib/cshader.h"
+class eyes_flashlight_ps11_Static_Index
+{
+public:
+ eyes_flashlight_ps11_Static_Index( )
+ {
+ }
+ 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
+#endif // _DEBUG
+ return 0;
+ }
+};
+#define shaderStaticTest_eyes_flashlight_ps11 0
+class eyes_flashlight_ps11_Dynamic_Index
+{
+public:
+ eyes_flashlight_ps11_Dynamic_Index()
+ {
+ }
+ 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
+#endif // _DEBUG
+ return 0;
+ }
+};
+#define shaderDynamicTest_eyes_flashlight_ps11 0
diff --git a/materialsystem/stdshaders/fxctmp9/eyes_flashlight_ps20.inc b/materialsystem/stdshaders/fxctmp9/eyes_flashlight_ps20.inc
new file mode 100644
index 0000000..c353111
--- /dev/null
+++ b/materialsystem/stdshaders/fxctmp9/eyes_flashlight_ps20.inc
@@ -0,0 +1,60 @@
+#include "shaderlib/cshader.h"
+class eyes_flashlight_ps20_Static_Index
+{
+public:
+ eyes_flashlight_ps20_Static_Index( )
+ {
+ }
+ 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
+#endif // _DEBUG
+ return 0;
+ }
+};
+#define shaderStaticTest_eyes_flashlight_ps20 0
+class eyes_flashlight_ps20_Dynamic_Index
+{
+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
+ }
+public:
+ eyes_flashlight_ps20_Dynamic_Index()
+ {
+#ifdef _DEBUG
+ m_bPIXELFOGTYPE = false;
+#endif // _DEBUG
+ m_nPIXELFOGTYPE = 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_bPIXELFOGTYPE;
+ Assert( bAllDynamicVarsDefined );
+#endif // _DEBUG
+ return ( 1 * m_nPIXELFOGTYPE ) + 0;
+ }
+};
+#define shaderDynamicTest_eyes_flashlight_ps20 psh_forgot_to_set_dynamic_PIXELFOGTYPE + 0
diff --git a/materialsystem/stdshaders/fxctmp9/eyes_flashlight_ps20b.inc b/materialsystem/stdshaders/fxctmp9/eyes_flashlight_ps20b.inc
new file mode 100644
index 0000000..1f90b01
--- /dev/null
+++ b/materialsystem/stdshaders/fxctmp9/eyes_flashlight_ps20b.inc
@@ -0,0 +1,112 @@
+#include "shaderlib/cshader.h"
+class eyes_flashlight_ps20b_Static_Index
+{
+private:
+ int m_nFLASHLIGHTDEPTHFILTERMODE;
+#ifdef _DEBUG
+ bool m_bFLASHLIGHTDEPTHFILTERMODE;
+#endif
+public:
+ void SetFLASHLIGHTDEPTHFILTERMODE( int i )
+ {
+ Assert( i >= 0 && i <= 2 );
+ m_nFLASHLIGHTDEPTHFILTERMODE = i;
+#ifdef _DEBUG
+ m_bFLASHLIGHTDEPTHFILTERMODE = true;
+#endif
+ }
+ void SetFLASHLIGHTDEPTHFILTERMODE( bool i )
+ {
+ m_nFLASHLIGHTDEPTHFILTERMODE = i ? 1 : 0;
+#ifdef _DEBUG
+ m_bFLASHLIGHTDEPTHFILTERMODE = true;
+#endif
+ }
+public:
+ eyes_flashlight_ps20b_Static_Index( )
+ {
+#ifdef _DEBUG
+ m_bFLASHLIGHTDEPTHFILTERMODE = false;
+#endif // _DEBUG
+ m_nFLASHLIGHTDEPTHFILTERMODE = 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_bFLASHLIGHTDEPTHFILTERMODE;
+ Assert( bAllStaticVarsDefined );
+#endif // _DEBUG
+ return ( 4 * m_nFLASHLIGHTDEPTHFILTERMODE ) + 0;
+ }
+};
+#define shaderStaticTest_eyes_flashlight_ps20b psh_forgot_to_set_static_FLASHLIGHTDEPTHFILTERMODE + 0
+class eyes_flashlight_ps20b_Dynamic_Index
+{
+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_nFLASHLIGHTSHADOWS;
+#ifdef _DEBUG
+ bool m_bFLASHLIGHTSHADOWS;
+#endif
+public:
+ void SetFLASHLIGHTSHADOWS( int i )
+ {
+ Assert( i >= 0 && i <= 1 );
+ m_nFLASHLIGHTSHADOWS = i;
+#ifdef _DEBUG
+ m_bFLASHLIGHTSHADOWS = true;
+#endif
+ }
+ void SetFLASHLIGHTSHADOWS( bool i )
+ {
+ m_nFLASHLIGHTSHADOWS = i ? 1 : 0;
+#ifdef _DEBUG
+ m_bFLASHLIGHTSHADOWS = true;
+#endif
+ }
+public:
+ eyes_flashlight_ps20b_Dynamic_Index()
+ {
+#ifdef _DEBUG
+ m_bPIXELFOGTYPE = false;
+#endif // _DEBUG
+ m_nPIXELFOGTYPE = 0;
+#ifdef _DEBUG
+ m_bFLASHLIGHTSHADOWS = false;
+#endif // _DEBUG
+ m_nFLASHLIGHTSHADOWS = 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_bPIXELFOGTYPE && m_bFLASHLIGHTSHADOWS;
+ Assert( bAllDynamicVarsDefined );
+#endif // _DEBUG
+ return ( 1 * m_nPIXELFOGTYPE ) + ( 2 * m_nFLASHLIGHTSHADOWS ) + 0;
+ }
+};
+#define shaderDynamicTest_eyes_flashlight_ps20b psh_forgot_to_set_dynamic_PIXELFOGTYPE + psh_forgot_to_set_dynamic_FLASHLIGHTSHADOWS + 0
diff --git a/materialsystem/stdshaders/fxctmp9/eyes_flashlight_ps30.inc b/materialsystem/stdshaders/fxctmp9/eyes_flashlight_ps30.inc
new file mode 100644
index 0000000..1fc26be
--- /dev/null
+++ b/materialsystem/stdshaders/fxctmp9/eyes_flashlight_ps30.inc
@@ -0,0 +1,112 @@
+#include "shaderlib/cshader.h"
+class eyes_flashlight_ps30_Static_Index
+{
+private:
+ int m_nFLASHLIGHTDEPTHFILTERMODE;
+#ifdef _DEBUG
+ bool m_bFLASHLIGHTDEPTHFILTERMODE;
+#endif
+public:
+ void SetFLASHLIGHTDEPTHFILTERMODE( int i )
+ {
+ Assert( i >= 0 && i <= 2 );
+ m_nFLASHLIGHTDEPTHFILTERMODE = i;
+#ifdef _DEBUG
+ m_bFLASHLIGHTDEPTHFILTERMODE = true;
+#endif
+ }
+ void SetFLASHLIGHTDEPTHFILTERMODE( bool i )
+ {
+ m_nFLASHLIGHTDEPTHFILTERMODE = i ? 1 : 0;
+#ifdef _DEBUG
+ m_bFLASHLIGHTDEPTHFILTERMODE = true;
+#endif
+ }
+public:
+ eyes_flashlight_ps30_Static_Index( )
+ {
+#ifdef _DEBUG
+ m_bFLASHLIGHTDEPTHFILTERMODE = false;
+#endif // _DEBUG
+ m_nFLASHLIGHTDEPTHFILTERMODE = 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_bFLASHLIGHTDEPTHFILTERMODE;
+ Assert( bAllStaticVarsDefined );
+#endif // _DEBUG
+ return ( 4 * m_nFLASHLIGHTDEPTHFILTERMODE ) + 0;
+ }
+};
+#define shaderStaticTest_eyes_flashlight_ps30 psh_forgot_to_set_static_FLASHLIGHTDEPTHFILTERMODE + 0
+class eyes_flashlight_ps30_Dynamic_Index
+{
+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_nFLASHLIGHTSHADOWS;
+#ifdef _DEBUG
+ bool m_bFLASHLIGHTSHADOWS;
+#endif
+public:
+ void SetFLASHLIGHTSHADOWS( int i )
+ {
+ Assert( i >= 0 && i <= 1 );
+ m_nFLASHLIGHTSHADOWS = i;
+#ifdef _DEBUG
+ m_bFLASHLIGHTSHADOWS = true;
+#endif
+ }
+ void SetFLASHLIGHTSHADOWS( bool i )
+ {
+ m_nFLASHLIGHTSHADOWS = i ? 1 : 0;
+#ifdef _DEBUG
+ m_bFLASHLIGHTSHADOWS = true;
+#endif
+ }
+public:
+ eyes_flashlight_ps30_Dynamic_Index()
+ {
+#ifdef _DEBUG
+ m_bPIXELFOGTYPE = false;
+#endif // _DEBUG
+ m_nPIXELFOGTYPE = 0;
+#ifdef _DEBUG
+ m_bFLASHLIGHTSHADOWS = false;
+#endif // _DEBUG
+ m_nFLASHLIGHTSHADOWS = 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_bPIXELFOGTYPE && m_bFLASHLIGHTSHADOWS;
+ Assert( bAllDynamicVarsDefined );
+#endif // _DEBUG
+ return ( 1 * m_nPIXELFOGTYPE ) + ( 2 * m_nFLASHLIGHTSHADOWS ) + 0;
+ }
+};
+#define shaderDynamicTest_eyes_flashlight_ps30 psh_forgot_to_set_dynamic_PIXELFOGTYPE + psh_forgot_to_set_dynamic_FLASHLIGHTSHADOWS + 0
diff --git a/materialsystem/stdshaders/fxctmp9/eyes_flashlight_vs20.inc b/materialsystem/stdshaders/fxctmp9/eyes_flashlight_vs20.inc
new file mode 100644
index 0000000..5abcd81
--- /dev/null
+++ b/materialsystem/stdshaders/fxctmp9/eyes_flashlight_vs20.inc
@@ -0,0 +1,110 @@
+#include "shaderlib/cshader.h"
+class eyes_flashlight_vs20_Static_Index
+{
+public:
+ eyes_flashlight_vs20_Static_Index( )
+ {
+ }
+ 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
+#endif // _DEBUG
+ return 0;
+ }
+};
+#define shaderStaticTest_eyes_flashlight_vs20 0
+class eyes_flashlight_vs20_Dynamic_Index
+{
+private:
+ int m_nCOMPRESSED_VERTS;
+#ifdef _DEBUG
+ bool m_bCOMPRESSED_VERTS;
+#endif
+public:
+ void SetCOMPRESSED_VERTS( int i )
+ {
+ Assert( i >= 0 && i <= 1 );
+ m_nCOMPRESSED_VERTS = i;
+#ifdef _DEBUG
+ m_bCOMPRESSED_VERTS = true;
+#endif
+ }
+ void SetCOMPRESSED_VERTS( bool i )
+ {
+ m_nCOMPRESSED_VERTS = i ? 1 : 0;
+#ifdef _DEBUG
+ m_bCOMPRESSED_VERTS = true;
+#endif
+ }
+private:
+ int m_nSKINNING;
+#ifdef _DEBUG
+ bool m_bSKINNING;
+#endif
+public:
+ void SetSKINNING( int i )
+ {
+ Assert( i >= 0 && i <= 1 );
+ m_nSKINNING = i;
+#ifdef _DEBUG
+ m_bSKINNING = true;
+#endif
+ }
+ void SetSKINNING( bool i )
+ {
+ m_nSKINNING = i ? 1 : 0;
+#ifdef _DEBUG
+ m_bSKINNING = true;
+#endif
+ }
+private:
+ int m_nDOWATERFOG;
+#ifdef _DEBUG
+ bool m_bDOWATERFOG;
+#endif
+public:
+ void SetDOWATERFOG( int i )
+ {
+ Assert( i >= 0 && i <= 1 );
+ m_nDOWATERFOG = i;
+#ifdef _DEBUG
+ m_bDOWATERFOG = true;
+#endif
+ }
+ void SetDOWATERFOG( bool i )
+ {
+ m_nDOWATERFOG = i ? 1 : 0;
+#ifdef _DEBUG
+ m_bDOWATERFOG = true;
+#endif
+ }
+public:
+ eyes_flashlight_vs20_Dynamic_Index()
+ {
+#ifdef _DEBUG
+ m_bCOMPRESSED_VERTS = false;
+#endif // _DEBUG
+ m_nCOMPRESSED_VERTS = 0;
+#ifdef _DEBUG
+ m_bSKINNING = false;
+#endif // _DEBUG
+ m_nSKINNING = 0;
+#ifdef _DEBUG
+ m_bDOWATERFOG = false;
+#endif // _DEBUG
+ m_nDOWATERFOG = 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_bCOMPRESSED_VERTS && m_bSKINNING && m_bDOWATERFOG;
+ Assert( bAllDynamicVarsDefined );
+#endif // _DEBUG
+ return ( 1 * m_nCOMPRESSED_VERTS ) + ( 2 * m_nSKINNING ) + ( 4 * m_nDOWATERFOG ) + 0;
+ }
+};
+#define shaderDynamicTest_eyes_flashlight_vs20 vsh_forgot_to_set_dynamic_COMPRESSED_VERTS + vsh_forgot_to_set_dynamic_SKINNING + vsh_forgot_to_set_dynamic_DOWATERFOG + 0
diff --git a/materialsystem/stdshaders/fxctmp9/eyes_flashlight_vs30.inc b/materialsystem/stdshaders/fxctmp9/eyes_flashlight_vs30.inc
new file mode 100644
index 0000000..6be384a
--- /dev/null
+++ b/materialsystem/stdshaders/fxctmp9/eyes_flashlight_vs30.inc
@@ -0,0 +1,135 @@
+#include "shaderlib/cshader.h"
+class eyes_flashlight_vs30_Static_Index
+{
+public:
+ eyes_flashlight_vs30_Static_Index( )
+ {
+ }
+ 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
+#endif // _DEBUG
+ return 0;
+ }
+};
+#define shaderStaticTest_eyes_flashlight_vs30 0
+class eyes_flashlight_vs30_Dynamic_Index
+{
+private:
+ int m_nCOMPRESSED_VERTS;
+#ifdef _DEBUG
+ bool m_bCOMPRESSED_VERTS;
+#endif
+public:
+ void SetCOMPRESSED_VERTS( int i )
+ {
+ Assert( i >= 0 && i <= 1 );
+ m_nCOMPRESSED_VERTS = i;
+#ifdef _DEBUG
+ m_bCOMPRESSED_VERTS = true;
+#endif
+ }
+ void SetCOMPRESSED_VERTS( bool i )
+ {
+ m_nCOMPRESSED_VERTS = i ? 1 : 0;
+#ifdef _DEBUG
+ m_bCOMPRESSED_VERTS = true;
+#endif
+ }
+private:
+ int m_nSKINNING;
+#ifdef _DEBUG
+ bool m_bSKINNING;
+#endif
+public:
+ void SetSKINNING( int i )
+ {
+ Assert( i >= 0 && i <= 1 );
+ m_nSKINNING = i;
+#ifdef _DEBUG
+ m_bSKINNING = true;
+#endif
+ }
+ void SetSKINNING( bool i )
+ {
+ m_nSKINNING = i ? 1 : 0;
+#ifdef _DEBUG
+ m_bSKINNING = true;
+#endif
+ }
+private:
+ int m_nDOWATERFOG;
+#ifdef _DEBUG
+ bool m_bDOWATERFOG;
+#endif
+public:
+ void SetDOWATERFOG( int i )
+ {
+ Assert( i >= 0 && i <= 1 );
+ m_nDOWATERFOG = i;
+#ifdef _DEBUG
+ m_bDOWATERFOG = true;
+#endif
+ }
+ void SetDOWATERFOG( bool i )
+ {
+ m_nDOWATERFOG = i ? 1 : 0;
+#ifdef _DEBUG
+ m_bDOWATERFOG = true;
+#endif
+ }
+private:
+ int m_nMORPHING;
+#ifdef _DEBUG
+ bool m_bMORPHING;
+#endif
+public:
+ void SetMORPHING( int i )
+ {
+ Assert( i >= 0 && i <= 1 );
+ m_nMORPHING = i;
+#ifdef _DEBUG
+ m_bMORPHING = true;
+#endif
+ }
+ void SetMORPHING( bool i )
+ {
+ m_nMORPHING = i ? 1 : 0;
+#ifdef _DEBUG
+ m_bMORPHING = true;
+#endif
+ }
+public:
+ eyes_flashlight_vs30_Dynamic_Index()
+ {
+#ifdef _DEBUG
+ m_bCOMPRESSED_VERTS = false;
+#endif // _DEBUG
+ m_nCOMPRESSED_VERTS = 0;
+#ifdef _DEBUG
+ m_bSKINNING = false;
+#endif // _DEBUG
+ m_nSKINNING = 0;
+#ifdef _DEBUG
+ m_bDOWATERFOG = false;
+#endif // _DEBUG
+ m_nDOWATERFOG = 0;
+#ifdef _DEBUG
+ m_bMORPHING = false;
+#endif // _DEBUG
+ m_nMORPHING = 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_bCOMPRESSED_VERTS && m_bSKINNING && m_bDOWATERFOG && m_bMORPHING;
+ Assert( bAllDynamicVarsDefined );
+#endif // _DEBUG
+ return ( 1 * m_nCOMPRESSED_VERTS ) + ( 2 * m_nSKINNING ) + ( 4 * m_nDOWATERFOG ) + ( 8 * m_nMORPHING ) + 0;
+ }
+};
+#define shaderDynamicTest_eyes_flashlight_vs30 vsh_forgot_to_set_dynamic_COMPRESSED_VERTS + vsh_forgot_to_set_dynamic_SKINNING + vsh_forgot_to_set_dynamic_DOWATERFOG + vsh_forgot_to_set_dynamic_MORPHING + 0
diff --git a/materialsystem/stdshaders/fxctmp9/eyes_ps20.inc b/materialsystem/stdshaders/fxctmp9/eyes_ps20.inc
new file mode 100644
index 0000000..e3a2b4c
--- /dev/null
+++ b/materialsystem/stdshaders/fxctmp9/eyes_ps20.inc
@@ -0,0 +1,60 @@
+#include "shaderlib/cshader.h"
+class eyes_ps20_Static_Index
+{
+public:
+ eyes_ps20_Static_Index( )
+ {
+ }
+ 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
+#endif // _DEBUG
+ return 0;
+ }
+};
+#define shaderStaticTest_eyes_ps20 0
+class eyes_ps20_Dynamic_Index
+{
+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
+ }
+public:
+ eyes_ps20_Dynamic_Index()
+ {
+#ifdef _DEBUG
+ m_bPIXELFOGTYPE = false;
+#endif // _DEBUG
+ m_nPIXELFOGTYPE = 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_bPIXELFOGTYPE;
+ Assert( bAllDynamicVarsDefined );
+#endif // _DEBUG
+ return ( 1 * m_nPIXELFOGTYPE ) + 0;
+ }
+};
+#define shaderDynamicTest_eyes_ps20 psh_forgot_to_set_dynamic_PIXELFOGTYPE + 0
diff --git a/materialsystem/stdshaders/fxctmp9/eyes_ps20b.inc b/materialsystem/stdshaders/fxctmp9/eyes_ps20b.inc
new file mode 100644
index 0000000..cab7fcf
--- /dev/null
+++ b/materialsystem/stdshaders/fxctmp9/eyes_ps20b.inc
@@ -0,0 +1,85 @@
+#include "shaderlib/cshader.h"
+class eyes_ps20b_Static_Index
+{
+public:
+ eyes_ps20b_Static_Index( )
+ {
+ }
+ 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
+#endif // _DEBUG
+ return 0;
+ }
+};
+#define shaderStaticTest_eyes_ps20b 0
+class eyes_ps20b_Dynamic_Index
+{
+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 <= 1 );
+ 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
+ }
+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
+ }
+public:
+ eyes_ps20b_Dynamic_Index()
+ {
+#ifdef _DEBUG
+ m_bWRITE_DEPTH_TO_DESTALPHA = false;
+#endif // _DEBUG
+ m_nWRITE_DEPTH_TO_DESTALPHA = 0;
+#ifdef _DEBUG
+ m_bPIXELFOGTYPE = false;
+#endif // _DEBUG
+ m_nPIXELFOGTYPE = 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_bWRITE_DEPTH_TO_DESTALPHA && m_bPIXELFOGTYPE;
+ Assert( bAllDynamicVarsDefined );
+#endif // _DEBUG
+ return ( 1 * m_nWRITE_DEPTH_TO_DESTALPHA ) + ( 2 * m_nPIXELFOGTYPE ) + 0;
+ }
+};
+#define shaderDynamicTest_eyes_ps20b psh_forgot_to_set_dynamic_WRITE_DEPTH_TO_DESTALPHA + psh_forgot_to_set_dynamic_PIXELFOGTYPE + 0
diff --git a/materialsystem/stdshaders/fxctmp9/eyes_ps30.inc b/materialsystem/stdshaders/fxctmp9/eyes_ps30.inc
new file mode 100644
index 0000000..ebcb412
--- /dev/null
+++ b/materialsystem/stdshaders/fxctmp9/eyes_ps30.inc
@@ -0,0 +1,85 @@
+#include "shaderlib/cshader.h"
+class eyes_ps30_Static_Index
+{
+public:
+ eyes_ps30_Static_Index( )
+ {
+ }
+ 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
+#endif // _DEBUG
+ return 0;
+ }
+};
+#define shaderStaticTest_eyes_ps30 0
+class eyes_ps30_Dynamic_Index
+{
+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 <= 1 );
+ 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
+ }
+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
+ }
+public:
+ eyes_ps30_Dynamic_Index()
+ {
+#ifdef _DEBUG
+ m_bWRITE_DEPTH_TO_DESTALPHA = false;
+#endif // _DEBUG
+ m_nWRITE_DEPTH_TO_DESTALPHA = 0;
+#ifdef _DEBUG
+ m_bPIXELFOGTYPE = false;
+#endif // _DEBUG
+ m_nPIXELFOGTYPE = 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_bWRITE_DEPTH_TO_DESTALPHA && m_bPIXELFOGTYPE;
+ Assert( bAllDynamicVarsDefined );
+#endif // _DEBUG
+ return ( 1 * m_nWRITE_DEPTH_TO_DESTALPHA ) + ( 2 * m_nPIXELFOGTYPE ) + 0;
+ }
+};
+#define shaderDynamicTest_eyes_ps30 psh_forgot_to_set_dynamic_WRITE_DEPTH_TO_DESTALPHA + psh_forgot_to_set_dynamic_PIXELFOGTYPE + 0
diff --git a/materialsystem/stdshaders/fxctmp9/eyes_vs20.inc b/materialsystem/stdshaders/fxctmp9/eyes_vs20.inc
new file mode 100644
index 0000000..adc6fff
--- /dev/null
+++ b/materialsystem/stdshaders/fxctmp9/eyes_vs20.inc
@@ -0,0 +1,262 @@
+#include "shaderlib/cshader.h"
+class eyes_vs20_Static_Index
+{
+private:
+ int m_nINTRO;
+#ifdef _DEBUG
+ bool m_bINTRO;
+#endif
+public:
+ void SetINTRO( int i )
+ {
+ Assert( i >= 0 && i <= 1 );
+ m_nINTRO = i;
+#ifdef _DEBUG
+ m_bINTRO = true;
+#endif
+ }
+ void SetINTRO( bool i )
+ {
+ m_nINTRO = i ? 1 : 0;
+#ifdef _DEBUG
+ m_bINTRO = true;
+#endif
+ }
+private:
+ int m_nHALFLAMBERT;
+#ifdef _DEBUG
+ bool m_bHALFLAMBERT;
+#endif
+public:
+ void SetHALFLAMBERT( int i )
+ {
+ Assert( i >= 0 && i <= 1 );
+ m_nHALFLAMBERT = i;
+#ifdef _DEBUG
+ m_bHALFLAMBERT = true;
+#endif
+ }
+ void SetHALFLAMBERT( bool i )
+ {
+ m_nHALFLAMBERT = i ? 1 : 0;
+#ifdef _DEBUG
+ m_bHALFLAMBERT = true;
+#endif
+ }
+private:
+ int m_nUSE_STATIC_CONTROL_FLOW;
+#ifdef _DEBUG
+ bool m_bUSE_STATIC_CONTROL_FLOW;
+#endif
+public:
+ void SetUSE_STATIC_CONTROL_FLOW( int i )
+ {
+ Assert( i >= 0 && i <= 1 );
+ m_nUSE_STATIC_CONTROL_FLOW = i;
+#ifdef _DEBUG
+ m_bUSE_STATIC_CONTROL_FLOW = true;
+#endif
+ }
+ void SetUSE_STATIC_CONTROL_FLOW( bool i )
+ {
+ m_nUSE_STATIC_CONTROL_FLOW = i ? 1 : 0;
+#ifdef _DEBUG
+ m_bUSE_STATIC_CONTROL_FLOW = true;
+#endif
+ }
+public:
+ eyes_vs20_Static_Index( )
+ {
+#ifdef _DEBUG
+ m_bINTRO = false;
+#endif // _DEBUG
+ m_nINTRO = 0;
+#ifdef _DEBUG
+ m_bHALFLAMBERT = false;
+#endif // _DEBUG
+ m_nHALFLAMBERT = 0;
+#ifdef _DEBUG
+ m_bUSE_STATIC_CONTROL_FLOW = false;
+#endif // _DEBUG
+ m_nUSE_STATIC_CONTROL_FLOW = 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_bINTRO && m_bHALFLAMBERT && m_bUSE_STATIC_CONTROL_FLOW;
+ Assert( bAllStaticVarsDefined );
+#endif // _DEBUG
+ return ( 96 * m_nINTRO ) + ( 192 * m_nHALFLAMBERT ) + ( 384 * m_nUSE_STATIC_CONTROL_FLOW ) + 0;
+ }
+};
+#define shaderStaticTest_eyes_vs20 vsh_forgot_to_set_static_INTRO + vsh_forgot_to_set_static_HALFLAMBERT + vsh_forgot_to_set_static_USE_STATIC_CONTROL_FLOW + 0
+class eyes_vs20_Dynamic_Index
+{
+private:
+ int m_nCOMPRESSED_VERTS;
+#ifdef _DEBUG
+ bool m_bCOMPRESSED_VERTS;
+#endif
+public:
+ void SetCOMPRESSED_VERTS( int i )
+ {
+ Assert( i >= 0 && i <= 1 );
+ m_nCOMPRESSED_VERTS = i;
+#ifdef _DEBUG
+ m_bCOMPRESSED_VERTS = true;
+#endif
+ }
+ void SetCOMPRESSED_VERTS( bool i )
+ {
+ m_nCOMPRESSED_VERTS = i ? 1 : 0;
+#ifdef _DEBUG
+ m_bCOMPRESSED_VERTS = true;
+#endif
+ }
+private:
+ int m_nSKINNING;
+#ifdef _DEBUG
+ bool m_bSKINNING;
+#endif
+public:
+ void SetSKINNING( int i )
+ {
+ Assert( i >= 0 && i <= 1 );
+ m_nSKINNING = i;
+#ifdef _DEBUG
+ m_bSKINNING = true;
+#endif
+ }
+ void SetSKINNING( bool i )
+ {
+ m_nSKINNING = i ? 1 : 0;
+#ifdef _DEBUG
+ m_bSKINNING = true;
+#endif
+ }
+private:
+ int m_nDOWATERFOG;
+#ifdef _DEBUG
+ bool m_bDOWATERFOG;
+#endif
+public:
+ void SetDOWATERFOG( int i )
+ {
+ Assert( i >= 0 && i <= 1 );
+ m_nDOWATERFOG = i;
+#ifdef _DEBUG
+ m_bDOWATERFOG = true;
+#endif
+ }
+ void SetDOWATERFOG( bool i )
+ {
+ m_nDOWATERFOG = i ? 1 : 0;
+#ifdef _DEBUG
+ m_bDOWATERFOG = true;
+#endif
+ }
+private:
+ int m_nDYNAMIC_LIGHT;
+#ifdef _DEBUG
+ bool m_bDYNAMIC_LIGHT;
+#endif
+public:
+ void SetDYNAMIC_LIGHT( int i )
+ {
+ Assert( i >= 0 && i <= 1 );
+ m_nDYNAMIC_LIGHT = i;
+#ifdef _DEBUG
+ m_bDYNAMIC_LIGHT = true;
+#endif
+ }
+ void SetDYNAMIC_LIGHT( bool i )
+ {
+ m_nDYNAMIC_LIGHT = i ? 1 : 0;
+#ifdef _DEBUG
+ m_bDYNAMIC_LIGHT = true;
+#endif
+ }
+private:
+ int m_nSTATIC_LIGHT;
+#ifdef _DEBUG
+ bool m_bSTATIC_LIGHT;
+#endif
+public:
+ void SetSTATIC_LIGHT( int i )
+ {
+ Assert( i >= 0 && i <= 1 );
+ m_nSTATIC_LIGHT = i;
+#ifdef _DEBUG
+ m_bSTATIC_LIGHT = true;
+#endif
+ }
+ void SetSTATIC_LIGHT( bool i )
+ {
+ m_nSTATIC_LIGHT = i ? 1 : 0;
+#ifdef _DEBUG
+ m_bSTATIC_LIGHT = true;
+#endif
+ }
+private:
+ int m_nNUM_LIGHTS;
+#ifdef _DEBUG
+ bool m_bNUM_LIGHTS;
+#endif
+public:
+ void SetNUM_LIGHTS( int i )
+ {
+ Assert( i >= 0 && i <= 2 );
+ m_nNUM_LIGHTS = i;
+#ifdef _DEBUG
+ m_bNUM_LIGHTS = true;
+#endif
+ }
+ void SetNUM_LIGHTS( bool i )
+ {
+ m_nNUM_LIGHTS = i ? 1 : 0;
+#ifdef _DEBUG
+ m_bNUM_LIGHTS = true;
+#endif
+ }
+public:
+ eyes_vs20_Dynamic_Index()
+ {
+#ifdef _DEBUG
+ m_bCOMPRESSED_VERTS = false;
+#endif // _DEBUG
+ m_nCOMPRESSED_VERTS = 0;
+#ifdef _DEBUG
+ m_bSKINNING = false;
+#endif // _DEBUG
+ m_nSKINNING = 0;
+#ifdef _DEBUG
+ m_bDOWATERFOG = false;
+#endif // _DEBUG
+ m_nDOWATERFOG = 0;
+#ifdef _DEBUG
+ m_bDYNAMIC_LIGHT = false;
+#endif // _DEBUG
+ m_nDYNAMIC_LIGHT = 0;
+#ifdef _DEBUG
+ m_bSTATIC_LIGHT = false;
+#endif // _DEBUG
+ m_nSTATIC_LIGHT = 0;
+#ifdef _DEBUG
+ m_bNUM_LIGHTS = false;
+#endif // _DEBUG
+ m_nNUM_LIGHTS = 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_bCOMPRESSED_VERTS && m_bSKINNING && m_bDOWATERFOG && m_bDYNAMIC_LIGHT && m_bSTATIC_LIGHT && m_bNUM_LIGHTS;
+ Assert( bAllDynamicVarsDefined );
+#endif // _DEBUG
+ return ( 1 * m_nCOMPRESSED_VERTS ) + ( 2 * m_nSKINNING ) + ( 4 * m_nDOWATERFOG ) + ( 8 * m_nDYNAMIC_LIGHT ) + ( 16 * m_nSTATIC_LIGHT ) + ( 32 * m_nNUM_LIGHTS ) + 0;
+ }
+};
+#define shaderDynamicTest_eyes_vs20 vsh_forgot_to_set_dynamic_COMPRESSED_VERTS + vsh_forgot_to_set_dynamic_SKINNING + vsh_forgot_to_set_dynamic_DOWATERFOG + vsh_forgot_to_set_dynamic_DYNAMIC_LIGHT + vsh_forgot_to_set_dynamic_STATIC_LIGHT + vsh_forgot_to_set_dynamic_NUM_LIGHTS + 0
diff --git a/materialsystem/stdshaders/fxctmp9/eyes_vs30.inc b/materialsystem/stdshaders/fxctmp9/eyes_vs30.inc
new file mode 100644
index 0000000..dc7be6d
--- /dev/null
+++ b/materialsystem/stdshaders/fxctmp9/eyes_vs30.inc
@@ -0,0 +1,237 @@
+#include "shaderlib/cshader.h"
+class eyes_vs30_Static_Index
+{
+private:
+ int m_nINTRO;
+#ifdef _DEBUG
+ bool m_bINTRO;
+#endif
+public:
+ void SetINTRO( int i )
+ {
+ Assert( i >= 0 && i <= 1 );
+ m_nINTRO = i;
+#ifdef _DEBUG
+ m_bINTRO = true;
+#endif
+ }
+ void SetINTRO( bool i )
+ {
+ m_nINTRO = i ? 1 : 0;
+#ifdef _DEBUG
+ m_bINTRO = true;
+#endif
+ }
+private:
+ int m_nHALFLAMBERT;
+#ifdef _DEBUG
+ bool m_bHALFLAMBERT;
+#endif
+public:
+ void SetHALFLAMBERT( int i )
+ {
+ Assert( i >= 0 && i <= 1 );
+ m_nHALFLAMBERT = i;
+#ifdef _DEBUG
+ m_bHALFLAMBERT = true;
+#endif
+ }
+ void SetHALFLAMBERT( bool i )
+ {
+ m_nHALFLAMBERT = i ? 1 : 0;
+#ifdef _DEBUG
+ m_bHALFLAMBERT = true;
+#endif
+ }
+public:
+ eyes_vs30_Static_Index( )
+ {
+#ifdef _DEBUG
+ m_bINTRO = false;
+#endif // _DEBUG
+ m_nINTRO = 0;
+#ifdef _DEBUG
+ m_bHALFLAMBERT = false;
+#endif // _DEBUG
+ m_nHALFLAMBERT = 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_bINTRO && m_bHALFLAMBERT;
+ Assert( bAllStaticVarsDefined );
+#endif // _DEBUG
+ return ( 64 * m_nINTRO ) + ( 128 * m_nHALFLAMBERT ) + 0;
+ }
+};
+#define shaderStaticTest_eyes_vs30 vsh_forgot_to_set_static_INTRO + vsh_forgot_to_set_static_HALFLAMBERT + 0
+class eyes_vs30_Dynamic_Index
+{
+private:
+ int m_nCOMPRESSED_VERTS;
+#ifdef _DEBUG
+ bool m_bCOMPRESSED_VERTS;
+#endif
+public:
+ void SetCOMPRESSED_VERTS( int i )
+ {
+ Assert( i >= 0 && i <= 1 );
+ m_nCOMPRESSED_VERTS = i;
+#ifdef _DEBUG
+ m_bCOMPRESSED_VERTS = true;
+#endif
+ }
+ void SetCOMPRESSED_VERTS( bool i )
+ {
+ m_nCOMPRESSED_VERTS = i ? 1 : 0;
+#ifdef _DEBUG
+ m_bCOMPRESSED_VERTS = true;
+#endif
+ }
+private:
+ int m_nSKINNING;
+#ifdef _DEBUG
+ bool m_bSKINNING;
+#endif
+public:
+ void SetSKINNING( int i )
+ {
+ Assert( i >= 0 && i <= 1 );
+ m_nSKINNING = i;
+#ifdef _DEBUG
+ m_bSKINNING = true;
+#endif
+ }
+ void SetSKINNING( bool i )
+ {
+ m_nSKINNING = i ? 1 : 0;
+#ifdef _DEBUG
+ m_bSKINNING = true;
+#endif
+ }
+private:
+ int m_nDOWATERFOG;
+#ifdef _DEBUG
+ bool m_bDOWATERFOG;
+#endif
+public:
+ void SetDOWATERFOG( int i )
+ {
+ Assert( i >= 0 && i <= 1 );
+ m_nDOWATERFOG = i;
+#ifdef _DEBUG
+ m_bDOWATERFOG = true;
+#endif
+ }
+ void SetDOWATERFOG( bool i )
+ {
+ m_nDOWATERFOG = i ? 1 : 0;
+#ifdef _DEBUG
+ m_bDOWATERFOG = true;
+#endif
+ }
+private:
+ int m_nDYNAMIC_LIGHT;
+#ifdef _DEBUG
+ bool m_bDYNAMIC_LIGHT;
+#endif
+public:
+ void SetDYNAMIC_LIGHT( int i )
+ {
+ Assert( i >= 0 && i <= 1 );
+ m_nDYNAMIC_LIGHT = i;
+#ifdef _DEBUG
+ m_bDYNAMIC_LIGHT = true;
+#endif
+ }
+ void SetDYNAMIC_LIGHT( bool i )
+ {
+ m_nDYNAMIC_LIGHT = i ? 1 : 0;
+#ifdef _DEBUG
+ m_bDYNAMIC_LIGHT = true;
+#endif
+ }
+private:
+ int m_nSTATIC_LIGHT;
+#ifdef _DEBUG
+ bool m_bSTATIC_LIGHT;
+#endif
+public:
+ void SetSTATIC_LIGHT( int i )
+ {
+ Assert( i >= 0 && i <= 1 );
+ m_nSTATIC_LIGHT = i;
+#ifdef _DEBUG
+ m_bSTATIC_LIGHT = true;
+#endif
+ }
+ void SetSTATIC_LIGHT( bool i )
+ {
+ m_nSTATIC_LIGHT = i ? 1 : 0;
+#ifdef _DEBUG
+ m_bSTATIC_LIGHT = true;
+#endif
+ }
+private:
+ int m_nMORPHING;
+#ifdef _DEBUG
+ bool m_bMORPHING;
+#endif
+public:
+ void SetMORPHING( int i )
+ {
+ Assert( i >= 0 && i <= 1 );
+ m_nMORPHING = i;
+#ifdef _DEBUG
+ m_bMORPHING = true;
+#endif
+ }
+ void SetMORPHING( bool i )
+ {
+ m_nMORPHING = i ? 1 : 0;
+#ifdef _DEBUG
+ m_bMORPHING = true;
+#endif
+ }
+public:
+ eyes_vs30_Dynamic_Index()
+ {
+#ifdef _DEBUG
+ m_bCOMPRESSED_VERTS = false;
+#endif // _DEBUG
+ m_nCOMPRESSED_VERTS = 0;
+#ifdef _DEBUG
+ m_bSKINNING = false;
+#endif // _DEBUG
+ m_nSKINNING = 0;
+#ifdef _DEBUG
+ m_bDOWATERFOG = false;
+#endif // _DEBUG
+ m_nDOWATERFOG = 0;
+#ifdef _DEBUG
+ m_bDYNAMIC_LIGHT = false;
+#endif // _DEBUG
+ m_nDYNAMIC_LIGHT = 0;
+#ifdef _DEBUG
+ m_bSTATIC_LIGHT = false;
+#endif // _DEBUG
+ m_nSTATIC_LIGHT = 0;
+#ifdef _DEBUG
+ m_bMORPHING = false;
+#endif // _DEBUG
+ m_nMORPHING = 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_bCOMPRESSED_VERTS && m_bSKINNING && m_bDOWATERFOG && m_bDYNAMIC_LIGHT && m_bSTATIC_LIGHT && m_bMORPHING;
+ Assert( bAllDynamicVarsDefined );
+#endif // _DEBUG
+ return ( 1 * m_nCOMPRESSED_VERTS ) + ( 2 * m_nSKINNING ) + ( 4 * m_nDOWATERFOG ) + ( 8 * m_nDYNAMIC_LIGHT ) + ( 16 * m_nSTATIC_LIGHT ) + ( 32 * m_nMORPHING ) + 0;
+ }
+};
+#define shaderDynamicTest_eyes_vs30 vsh_forgot_to_set_dynamic_COMPRESSED_VERTS + vsh_forgot_to_set_dynamic_SKINNING + vsh_forgot_to_set_dynamic_DOWATERFOG + vsh_forgot_to_set_dynamic_DYNAMIC_LIGHT + vsh_forgot_to_set_dynamic_STATIC_LIGHT + vsh_forgot_to_set_dynamic_MORPHING + 0
diff --git a/materialsystem/stdshaders/fxctmp9/fillrate_ps11.inc b/materialsystem/stdshaders/fxctmp9/fillrate_ps11.inc
new file mode 100644
index 0000000..1bccfd0
--- /dev/null
+++ b/materialsystem/stdshaders/fxctmp9/fillrate_ps11.inc
@@ -0,0 +1,33 @@
+#include "shaderlib/cshader.h"
+class fillrate_ps11_Static_Index
+{
+public:
+ fillrate_ps11_Static_Index( )
+ {
+ }
+ 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
+#endif // _DEBUG
+ return 0;
+ }
+};
+#define shaderStaticTest_fillrate_ps11 0
+class fillrate_ps11_Dynamic_Index
+{
+public:
+ fillrate_ps11_Dynamic_Index()
+ {
+ }
+ 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
+#endif // _DEBUG
+ return 0;
+ }
+};
+#define shaderDynamicTest_fillrate_ps11 0
diff --git a/materialsystem/stdshaders/fxctmp9/fillrate_ps20.inc b/materialsystem/stdshaders/fxctmp9/fillrate_ps20.inc
new file mode 100644
index 0000000..f4f2dff
--- /dev/null
+++ b/materialsystem/stdshaders/fxctmp9/fillrate_ps20.inc
@@ -0,0 +1,33 @@
+#include "shaderlib/cshader.h"
+class fillrate_ps20_Static_Index
+{
+public:
+ fillrate_ps20_Static_Index( )
+ {
+ }
+ 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
+#endif // _DEBUG
+ return 0;
+ }
+};
+#define shaderStaticTest_fillrate_ps20 0
+class fillrate_ps20_Dynamic_Index
+{
+public:
+ fillrate_ps20_Dynamic_Index()
+ {
+ }
+ 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
+#endif // _DEBUG
+ return 0;
+ }
+};
+#define shaderDynamicTest_fillrate_ps20 0
diff --git a/materialsystem/stdshaders/fxctmp9/fillrate_ps20b.inc b/materialsystem/stdshaders/fxctmp9/fillrate_ps20b.inc
new file mode 100644
index 0000000..a21374e
--- /dev/null
+++ b/materialsystem/stdshaders/fxctmp9/fillrate_ps20b.inc
@@ -0,0 +1,60 @@
+#include "shaderlib/cshader.h"
+class fillrate_ps20b_Static_Index
+{
+private:
+ int m_nCONVERT_TO_SRGB;
+#ifdef _DEBUG
+ bool m_bCONVERT_TO_SRGB;
+#endif
+public:
+ void SetCONVERT_TO_SRGB( int i )
+ {
+ Assert( i >= 0 && i <= 1 );
+ m_nCONVERT_TO_SRGB = i;
+#ifdef _DEBUG
+ m_bCONVERT_TO_SRGB = true;
+#endif
+ }
+ void SetCONVERT_TO_SRGB( bool i )
+ {
+ m_nCONVERT_TO_SRGB = i ? 1 : 0;
+#ifdef _DEBUG
+ m_bCONVERT_TO_SRGB = true;
+#endif
+ }
+public:
+ fillrate_ps20b_Static_Index( )
+ {
+#ifdef _DEBUG
+ m_bCONVERT_TO_SRGB = true;
+#endif // _DEBUG
+ m_nCONVERT_TO_SRGB = g_pHardwareConfig->NeedsShaderSRGBConversion();
+ }
+ 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_bCONVERT_TO_SRGB;
+ Assert( bAllStaticVarsDefined );
+#endif // _DEBUG
+ return ( 1 * m_nCONVERT_TO_SRGB ) + 0;
+ }
+};
+#define shaderStaticTest_fillrate_ps20b 0
+class fillrate_ps20b_Dynamic_Index
+{
+public:
+ fillrate_ps20b_Dynamic_Index()
+ {
+ }
+ 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
+#endif // _DEBUG
+ return 0;
+ }
+};
+#define shaderDynamicTest_fillrate_ps20b 0
diff --git a/materialsystem/stdshaders/fxctmp9/fillrate_vs11.inc b/materialsystem/stdshaders/fxctmp9/fillrate_vs11.inc
new file mode 100644
index 0000000..93cae13
--- /dev/null
+++ b/materialsystem/stdshaders/fxctmp9/fillrate_vs11.inc
@@ -0,0 +1,85 @@
+#include "shaderlib/cshader.h"
+class fillrate_vs11_Static_Index
+{
+public:
+ fillrate_vs11_Static_Index( )
+ {
+ }
+ 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
+#endif // _DEBUG
+ return 0;
+ }
+};
+#define shaderStaticTest_fillrate_vs11 0
+class fillrate_vs11_Dynamic_Index
+{
+private:
+ int m_nDOWATERFOG;
+#ifdef _DEBUG
+ bool m_bDOWATERFOG;
+#endif
+public:
+ void SetDOWATERFOG( int i )
+ {
+ Assert( i >= 0 && i <= 1 );
+ m_nDOWATERFOG = i;
+#ifdef _DEBUG
+ m_bDOWATERFOG = true;
+#endif
+ }
+ void SetDOWATERFOG( bool i )
+ {
+ m_nDOWATERFOG = i ? 1 : 0;
+#ifdef _DEBUG
+ m_bDOWATERFOG = true;
+#endif
+ }
+private:
+ int m_nSKINNING;
+#ifdef _DEBUG
+ bool m_bSKINNING;
+#endif
+public:
+ void SetSKINNING( int i )
+ {
+ Assert( i >= 0 && i <= 1 );
+ m_nSKINNING = i;
+#ifdef _DEBUG
+ m_bSKINNING = true;
+#endif
+ }
+ void SetSKINNING( bool i )
+ {
+ m_nSKINNING = i ? 1 : 0;
+#ifdef _DEBUG
+ m_bSKINNING = true;
+#endif
+ }
+public:
+ fillrate_vs11_Dynamic_Index()
+ {
+#ifdef _DEBUG
+ m_bDOWATERFOG = false;
+#endif // _DEBUG
+ m_nDOWATERFOG = 0;
+#ifdef _DEBUG
+ m_bSKINNING = false;
+#endif // _DEBUG
+ m_nSKINNING = 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_bDOWATERFOG && m_bSKINNING;
+ Assert( bAllDynamicVarsDefined );
+#endif // _DEBUG
+ return ( 1 * m_nDOWATERFOG ) + ( 2 * m_nSKINNING ) + 0;
+ }
+};
+#define shaderDynamicTest_fillrate_vs11 vsh_forgot_to_set_dynamic_DOWATERFOG + vsh_forgot_to_set_dynamic_SKINNING + 0
diff --git a/materialsystem/stdshaders/fxctmp9/fillrate_vs20.inc b/materialsystem/stdshaders/fxctmp9/fillrate_vs20.inc
new file mode 100644
index 0000000..6ef8914
--- /dev/null
+++ b/materialsystem/stdshaders/fxctmp9/fillrate_vs20.inc
@@ -0,0 +1,85 @@
+#include "shaderlib/cshader.h"
+class fillrate_vs20_Static_Index
+{
+public:
+ fillrate_vs20_Static_Index( )
+ {
+ }
+ 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
+#endif // _DEBUG
+ return 0;
+ }
+};
+#define shaderStaticTest_fillrate_vs20 0
+class fillrate_vs20_Dynamic_Index
+{
+private:
+ int m_nDOWATERFOG;
+#ifdef _DEBUG
+ bool m_bDOWATERFOG;
+#endif
+public:
+ void SetDOWATERFOG( int i )
+ {
+ Assert( i >= 0 && i <= 1 );
+ m_nDOWATERFOG = i;
+#ifdef _DEBUG
+ m_bDOWATERFOG = true;
+#endif
+ }
+ void SetDOWATERFOG( bool i )
+ {
+ m_nDOWATERFOG = i ? 1 : 0;
+#ifdef _DEBUG
+ m_bDOWATERFOG = true;
+#endif
+ }
+private:
+ int m_nSKINNING;
+#ifdef _DEBUG
+ bool m_bSKINNING;
+#endif
+public:
+ void SetSKINNING( int i )
+ {
+ Assert( i >= 0 && i <= 1 );
+ m_nSKINNING = i;
+#ifdef _DEBUG
+ m_bSKINNING = true;
+#endif
+ }
+ void SetSKINNING( bool i )
+ {
+ m_nSKINNING = i ? 1 : 0;
+#ifdef _DEBUG
+ m_bSKINNING = true;
+#endif
+ }
+public:
+ fillrate_vs20_Dynamic_Index()
+ {
+#ifdef _DEBUG
+ m_bDOWATERFOG = false;
+#endif // _DEBUG
+ m_nDOWATERFOG = 0;
+#ifdef _DEBUG
+ m_bSKINNING = false;
+#endif // _DEBUG
+ m_nSKINNING = 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_bDOWATERFOG && m_bSKINNING;
+ Assert( bAllDynamicVarsDefined );
+#endif // _DEBUG
+ return ( 1 * m_nDOWATERFOG ) + ( 2 * m_nSKINNING ) + 0;
+ }
+};
+#define shaderDynamicTest_fillrate_vs20 vsh_forgot_to_set_dynamic_DOWATERFOG + vsh_forgot_to_set_dynamic_SKINNING + 0
diff --git a/materialsystem/stdshaders/fxctmp9/filmdust_ps11.inc b/materialsystem/stdshaders/fxctmp9/filmdust_ps11.inc
new file mode 100644
index 0000000..8cee92b
--- /dev/null
+++ b/materialsystem/stdshaders/fxctmp9/filmdust_ps11.inc
@@ -0,0 +1,33 @@
+#include "shaderlib/cshader.h"
+class filmdust_ps11_Static_Index
+{
+public:
+ filmdust_ps11_Static_Index( )
+ {
+ }
+ 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
+#endif // _DEBUG
+ return 0;
+ }
+};
+#define shaderStaticTest_filmdust_ps11 0
+class filmdust_ps11_Dynamic_Index
+{
+public:
+ filmdust_ps11_Dynamic_Index()
+ {
+ }
+ 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
+#endif // _DEBUG
+ return 0;
+ }
+};
+#define shaderDynamicTest_filmdust_ps11 0
diff --git a/materialsystem/stdshaders/fxctmp9/filmdust_ps20.inc b/materialsystem/stdshaders/fxctmp9/filmdust_ps20.inc
new file mode 100644
index 0000000..0db6ecb
--- /dev/null
+++ b/materialsystem/stdshaders/fxctmp9/filmdust_ps20.inc
@@ -0,0 +1,33 @@
+#include "shaderlib/cshader.h"
+class filmdust_ps20_Static_Index
+{
+public:
+ filmdust_ps20_Static_Index( )
+ {
+ }
+ 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
+#endif // _DEBUG
+ return 0;
+ }
+};
+#define shaderStaticTest_filmdust_ps20 0
+class filmdust_ps20_Dynamic_Index
+{
+public:
+ filmdust_ps20_Dynamic_Index()
+ {
+ }
+ 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
+#endif // _DEBUG
+ return 0;
+ }
+};
+#define shaderDynamicTest_filmdust_ps20 0
diff --git a/materialsystem/stdshaders/fxctmp9/filmgrain_ps11.inc b/materialsystem/stdshaders/fxctmp9/filmgrain_ps11.inc
new file mode 100644
index 0000000..2281d84
--- /dev/null
+++ b/materialsystem/stdshaders/fxctmp9/filmgrain_ps11.inc
@@ -0,0 +1,33 @@
+#include "shaderlib/cshader.h"
+class filmgrain_ps11_Static_Index
+{
+public:
+ filmgrain_ps11_Static_Index( )
+ {
+ }
+ 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
+#endif // _DEBUG
+ return 0;
+ }
+};
+#define shaderStaticTest_filmgrain_ps11 0
+class filmgrain_ps11_Dynamic_Index
+{
+public:
+ filmgrain_ps11_Dynamic_Index()
+ {
+ }
+ 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
+#endif // _DEBUG
+ return 0;
+ }
+};
+#define shaderDynamicTest_filmgrain_ps11 0
diff --git a/materialsystem/stdshaders/fxctmp9/filmgrain_ps20.inc b/materialsystem/stdshaders/fxctmp9/filmgrain_ps20.inc
new file mode 100644
index 0000000..ee09ea7
--- /dev/null
+++ b/materialsystem/stdshaders/fxctmp9/filmgrain_ps20.inc
@@ -0,0 +1,33 @@
+#include "shaderlib/cshader.h"
+class filmgrain_ps20_Static_Index
+{
+public:
+ filmgrain_ps20_Static_Index( )
+ {
+ }
+ 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
+#endif // _DEBUG
+ return 0;
+ }
+};
+#define shaderStaticTest_filmgrain_ps20 0
+class filmgrain_ps20_Dynamic_Index
+{
+public:
+ filmgrain_ps20_Dynamic_Index()
+ {
+ }
+ 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
+#endif // _DEBUG
+ return 0;
+ }
+};
+#define shaderDynamicTest_filmgrain_ps20 0
diff --git a/materialsystem/stdshaders/fxctmp9/filmgrain_vs20.inc b/materialsystem/stdshaders/fxctmp9/filmgrain_vs20.inc
new file mode 100644
index 0000000..76f4842
--- /dev/null
+++ b/materialsystem/stdshaders/fxctmp9/filmgrain_vs20.inc
@@ -0,0 +1,33 @@
+#include "shaderlib/cshader.h"
+class filmgrain_vs20_Static_Index
+{
+public:
+ filmgrain_vs20_Static_Index( )
+ {
+ }
+ 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
+#endif // _DEBUG
+ return 0;
+ }
+};
+#define shaderStaticTest_filmgrain_vs20 0
+class filmgrain_vs20_Dynamic_Index
+{
+public:
+ filmgrain_vs20_Dynamic_Index()
+ {
+ }
+ 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
+#endif // _DEBUG
+ return 0;
+ }
+};
+#define shaderDynamicTest_filmgrain_vs20 0
diff --git a/materialsystem/stdshaders/fxctmp9/flashlight_ps11.inc b/materialsystem/stdshaders/fxctmp9/flashlight_ps11.inc
new file mode 100644
index 0000000..64a4148
--- /dev/null
+++ b/materialsystem/stdshaders/fxctmp9/flashlight_ps11.inc
@@ -0,0 +1,85 @@
+#include "shaderlib/cshader.h"
+class flashlight_ps11_Static_Index
+{
+private:
+ int m_nNORMALMAP;
+#ifdef _DEBUG
+ bool m_bNORMALMAP;
+#endif
+public:
+ void SetNORMALMAP( int i )
+ {
+ Assert( i >= 0 && i <= 1 );
+ m_nNORMALMAP = i;
+#ifdef _DEBUG
+ m_bNORMALMAP = true;
+#endif
+ }
+ void SetNORMALMAP( bool i )
+ {
+ m_nNORMALMAP = i ? 1 : 0;
+#ifdef _DEBUG
+ m_bNORMALMAP = true;
+#endif
+ }
+private:
+ int m_nNOCULL;
+#ifdef _DEBUG
+ bool m_bNOCULL;
+#endif
+public:
+ void SetNOCULL( int i )
+ {
+ Assert( i >= 0 && i <= 1 );
+ m_nNOCULL = i;
+#ifdef _DEBUG
+ m_bNOCULL = true;
+#endif
+ }
+ void SetNOCULL( bool i )
+ {
+ m_nNOCULL = i ? 1 : 0;
+#ifdef _DEBUG
+ m_bNOCULL = true;
+#endif
+ }
+public:
+ flashlight_ps11_Static_Index( )
+ {
+#ifdef _DEBUG
+ m_bNORMALMAP = false;
+#endif // _DEBUG
+ m_nNORMALMAP = 0;
+#ifdef _DEBUG
+ m_bNOCULL = false;
+#endif // _DEBUG
+ m_nNOCULL = 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_bNORMALMAP && m_bNOCULL;
+ Assert( bAllStaticVarsDefined );
+#endif // _DEBUG
+ return ( 1 * m_nNORMALMAP ) + ( 2 * m_nNOCULL ) + 0;
+ }
+};
+#define shaderStaticTest_flashlight_ps11 psh_forgot_to_set_static_NORMALMAP + psh_forgot_to_set_static_NOCULL + 0
+class flashlight_ps11_Dynamic_Index
+{
+public:
+ flashlight_ps11_Dynamic_Index()
+ {
+ }
+ 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
+#endif // _DEBUG
+ return 0;
+ }
+};
+#define shaderDynamicTest_flashlight_ps11 0
diff --git a/materialsystem/stdshaders/fxctmp9/flashlight_ps20.inc b/materialsystem/stdshaders/fxctmp9/flashlight_ps20.inc
new file mode 100644
index 0000000..c98a45d
--- /dev/null
+++ b/materialsystem/stdshaders/fxctmp9/flashlight_ps20.inc
@@ -0,0 +1,212 @@
+#include "shaderlib/cshader.h"
+class flashlight_ps20_Static_Index
+{
+private:
+ int m_nNORMALMAP;
+#ifdef _DEBUG
+ bool m_bNORMALMAP;
+#endif
+public:
+ void SetNORMALMAP( int i )
+ {
+ Assert( i >= 0 && i <= 2 );
+ m_nNORMALMAP = i;
+#ifdef _DEBUG
+ m_bNORMALMAP = true;
+#endif
+ }
+ void SetNORMALMAP( bool i )
+ {
+ m_nNORMALMAP = i ? 1 : 0;
+#ifdef _DEBUG
+ m_bNORMALMAP = true;
+#endif
+ }
+private:
+ int m_nNORMALMAP2;
+#ifdef _DEBUG
+ bool m_bNORMALMAP2;
+#endif
+public:
+ void SetNORMALMAP2( int i )
+ {
+ Assert( i >= 0 && i <= 1 );
+ m_nNORMALMAP2 = i;
+#ifdef _DEBUG
+ m_bNORMALMAP2 = true;
+#endif
+ }
+ void SetNORMALMAP2( bool i )
+ {
+ m_nNORMALMAP2 = i ? 1 : 0;
+#ifdef _DEBUG
+ m_bNORMALMAP2 = true;
+#endif
+ }
+private:
+ int m_nWORLDVERTEXTRANSITION;
+#ifdef _DEBUG
+ bool m_bWORLDVERTEXTRANSITION;
+#endif
+public:
+ void SetWORLDVERTEXTRANSITION( int i )
+ {
+ Assert( i >= 0 && i <= 1 );
+ m_nWORLDVERTEXTRANSITION = i;
+#ifdef _DEBUG
+ m_bWORLDVERTEXTRANSITION = true;
+#endif
+ }
+ void SetWORLDVERTEXTRANSITION( bool i )
+ {
+ m_nWORLDVERTEXTRANSITION = i ? 1 : 0;
+#ifdef _DEBUG
+ m_bWORLDVERTEXTRANSITION = 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_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_nDETAIL_BLEND_MODE;
+#ifdef _DEBUG
+ bool m_bDETAIL_BLEND_MODE;
+#endif
+public:
+ void SetDETAIL_BLEND_MODE( int i )
+ {
+ Assert( i >= 0 && i <= 1 );
+ 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
+ }
+public:
+ flashlight_ps20_Static_Index( )
+ {
+#ifdef _DEBUG
+ m_bNORMALMAP = false;
+#endif // _DEBUG
+ m_nNORMALMAP = 0;
+#ifdef _DEBUG
+ m_bNORMALMAP2 = false;
+#endif // _DEBUG
+ m_nNORMALMAP2 = 0;
+#ifdef _DEBUG
+ m_bWORLDVERTEXTRANSITION = false;
+#endif // _DEBUG
+ m_nWORLDVERTEXTRANSITION = 0;
+#ifdef _DEBUG
+ m_bSEAMLESS = false;
+#endif // _DEBUG
+ m_nSEAMLESS = 0;
+#ifdef _DEBUG
+ m_bDETAILTEXTURE = false;
+#endif // _DEBUG
+ m_nDETAILTEXTURE = 0;
+#ifdef _DEBUG
+ m_bDETAIL_BLEND_MODE = false;
+#endif // _DEBUG
+ m_nDETAIL_BLEND_MODE = 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_bNORMALMAP && m_bNORMALMAP2 && m_bWORLDVERTEXTRANSITION && m_bSEAMLESS && m_bDETAILTEXTURE && m_bDETAIL_BLEND_MODE;
+ Assert( bAllStaticVarsDefined );
+#endif // _DEBUG
+ return ( 2 * m_nNORMALMAP ) + ( 6 * m_nNORMALMAP2 ) + ( 12 * m_nWORLDVERTEXTRANSITION ) + ( 24 * m_nSEAMLESS ) + ( 48 * m_nDETAILTEXTURE ) + ( 96 * m_nDETAIL_BLEND_MODE ) + 0;
+ }
+};
+#define shaderStaticTest_flashlight_ps20 psh_forgot_to_set_static_NORMALMAP + psh_forgot_to_set_static_NORMALMAP2 + psh_forgot_to_set_static_WORLDVERTEXTRANSITION + psh_forgot_to_set_static_SEAMLESS + psh_forgot_to_set_static_DETAILTEXTURE + psh_forgot_to_set_static_DETAIL_BLEND_MODE + 0
+class flashlight_ps20_Dynamic_Index
+{
+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
+ }
+public:
+ flashlight_ps20_Dynamic_Index()
+ {
+#ifdef _DEBUG
+ m_bPIXELFOGTYPE = false;
+#endif // _DEBUG
+ m_nPIXELFOGTYPE = 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_bPIXELFOGTYPE;
+ Assert( bAllDynamicVarsDefined );
+#endif // _DEBUG
+ return ( 1 * m_nPIXELFOGTYPE ) + 0;
+ }
+};
+#define shaderDynamicTest_flashlight_ps20 psh_forgot_to_set_dynamic_PIXELFOGTYPE + 0
diff --git a/materialsystem/stdshaders/fxctmp9/flashlight_ps20b.inc b/materialsystem/stdshaders/fxctmp9/flashlight_ps20b.inc
new file mode 100644
index 0000000..36d7c00
--- /dev/null
+++ b/materialsystem/stdshaders/fxctmp9/flashlight_ps20b.inc
@@ -0,0 +1,262 @@
+#include "shaderlib/cshader.h"
+class flashlight_ps20b_Static_Index
+{
+private:
+ int m_nNORMALMAP;
+#ifdef _DEBUG
+ bool m_bNORMALMAP;
+#endif
+public:
+ void SetNORMALMAP( int i )
+ {
+ Assert( i >= 0 && i <= 2 );
+ m_nNORMALMAP = i;
+#ifdef _DEBUG
+ m_bNORMALMAP = true;
+#endif
+ }
+ void SetNORMALMAP( bool i )
+ {
+ m_nNORMALMAP = i ? 1 : 0;
+#ifdef _DEBUG
+ m_bNORMALMAP = true;
+#endif
+ }
+private:
+ int m_nNORMALMAP2;
+#ifdef _DEBUG
+ bool m_bNORMALMAP2;
+#endif
+public:
+ void SetNORMALMAP2( int i )
+ {
+ Assert( i >= 0 && i <= 1 );
+ m_nNORMALMAP2 = i;
+#ifdef _DEBUG
+ m_bNORMALMAP2 = true;
+#endif
+ }
+ void SetNORMALMAP2( bool i )
+ {
+ m_nNORMALMAP2 = i ? 1 : 0;
+#ifdef _DEBUG
+ m_bNORMALMAP2 = true;
+#endif
+ }
+private:
+ int m_nWORLDVERTEXTRANSITION;
+#ifdef _DEBUG
+ bool m_bWORLDVERTEXTRANSITION;
+#endif
+public:
+ void SetWORLDVERTEXTRANSITION( int i )
+ {
+ Assert( i >= 0 && i <= 1 );
+ m_nWORLDVERTEXTRANSITION = i;
+#ifdef _DEBUG
+ m_bWORLDVERTEXTRANSITION = true;
+#endif
+ }
+ void SetWORLDVERTEXTRANSITION( bool i )
+ {
+ m_nWORLDVERTEXTRANSITION = i ? 1 : 0;
+#ifdef _DEBUG
+ m_bWORLDVERTEXTRANSITION = 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_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_nDETAIL_BLEND_MODE;
+#ifdef _DEBUG
+ bool m_bDETAIL_BLEND_MODE;
+#endif
+public:
+ void SetDETAIL_BLEND_MODE( int i )
+ {
+ Assert( i >= 0 && i <= 1 );
+ 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_nFLASHLIGHTDEPTHFILTERMODE;
+#ifdef _DEBUG
+ bool m_bFLASHLIGHTDEPTHFILTERMODE;
+#endif
+public:
+ void SetFLASHLIGHTDEPTHFILTERMODE( int i )
+ {
+ Assert( i >= 0 && i <= 2 );
+ m_nFLASHLIGHTDEPTHFILTERMODE = i;
+#ifdef _DEBUG
+ m_bFLASHLIGHTDEPTHFILTERMODE = true;
+#endif
+ }
+ void SetFLASHLIGHTDEPTHFILTERMODE( bool i )
+ {
+ m_nFLASHLIGHTDEPTHFILTERMODE = i ? 1 : 0;
+#ifdef _DEBUG
+ m_bFLASHLIGHTDEPTHFILTERMODE = true;
+#endif
+ }
+public:
+ flashlight_ps20b_Static_Index( )
+ {
+#ifdef _DEBUG
+ m_bNORMALMAP = false;
+#endif // _DEBUG
+ m_nNORMALMAP = 0;
+#ifdef _DEBUG
+ m_bNORMALMAP2 = false;
+#endif // _DEBUG
+ m_nNORMALMAP2 = 0;
+#ifdef _DEBUG
+ m_bWORLDVERTEXTRANSITION = false;
+#endif // _DEBUG
+ m_nWORLDVERTEXTRANSITION = 0;
+#ifdef _DEBUG
+ m_bSEAMLESS = false;
+#endif // _DEBUG
+ m_nSEAMLESS = 0;
+#ifdef _DEBUG
+ m_bDETAILTEXTURE = false;
+#endif // _DEBUG
+ m_nDETAILTEXTURE = 0;
+#ifdef _DEBUG
+ m_bDETAIL_BLEND_MODE = false;
+#endif // _DEBUG
+ m_nDETAIL_BLEND_MODE = 0;
+#ifdef _DEBUG
+ m_bFLASHLIGHTDEPTHFILTERMODE = false;
+#endif // _DEBUG
+ m_nFLASHLIGHTDEPTHFILTERMODE = 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_bNORMALMAP && m_bNORMALMAP2 && m_bWORLDVERTEXTRANSITION && m_bSEAMLESS && m_bDETAILTEXTURE && m_bDETAIL_BLEND_MODE && m_bFLASHLIGHTDEPTHFILTERMODE;
+ Assert( bAllStaticVarsDefined );
+#endif // _DEBUG
+ return ( 4 * m_nNORMALMAP ) + ( 12 * m_nNORMALMAP2 ) + ( 24 * m_nWORLDVERTEXTRANSITION ) + ( 48 * m_nSEAMLESS ) + ( 96 * m_nDETAILTEXTURE ) + ( 192 * m_nDETAIL_BLEND_MODE ) + ( 384 * m_nFLASHLIGHTDEPTHFILTERMODE ) + 0;
+ }
+};
+#define shaderStaticTest_flashlight_ps20b psh_forgot_to_set_static_NORMALMAP + psh_forgot_to_set_static_NORMALMAP2 + psh_forgot_to_set_static_WORLDVERTEXTRANSITION + psh_forgot_to_set_static_SEAMLESS + psh_forgot_to_set_static_DETAILTEXTURE + psh_forgot_to_set_static_DETAIL_BLEND_MODE + psh_forgot_to_set_static_FLASHLIGHTDEPTHFILTERMODE + 0
+class flashlight_ps20b_Dynamic_Index
+{
+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_nFLASHLIGHTSHADOWS;
+#ifdef _DEBUG
+ bool m_bFLASHLIGHTSHADOWS;
+#endif
+public:
+ void SetFLASHLIGHTSHADOWS( int i )
+ {
+ Assert( i >= 0 && i <= 1 );
+ m_nFLASHLIGHTSHADOWS = i;
+#ifdef _DEBUG
+ m_bFLASHLIGHTSHADOWS = true;
+#endif
+ }
+ void SetFLASHLIGHTSHADOWS( bool i )
+ {
+ m_nFLASHLIGHTSHADOWS = i ? 1 : 0;
+#ifdef _DEBUG
+ m_bFLASHLIGHTSHADOWS = true;
+#endif
+ }
+public:
+ flashlight_ps20b_Dynamic_Index()
+ {
+#ifdef _DEBUG
+ m_bPIXELFOGTYPE = false;
+#endif // _DEBUG
+ m_nPIXELFOGTYPE = 0;
+#ifdef _DEBUG
+ m_bFLASHLIGHTSHADOWS = false;
+#endif // _DEBUG
+ m_nFLASHLIGHTSHADOWS = 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_bPIXELFOGTYPE && m_bFLASHLIGHTSHADOWS;
+ Assert( bAllDynamicVarsDefined );
+#endif // _DEBUG
+ return ( 1 * m_nPIXELFOGTYPE ) + ( 2 * m_nFLASHLIGHTSHADOWS ) + 0;
+ }
+};
+#define shaderDynamicTest_flashlight_ps20b psh_forgot_to_set_dynamic_PIXELFOGTYPE + psh_forgot_to_set_dynamic_FLASHLIGHTSHADOWS + 0
diff --git a/materialsystem/stdshaders/fxctmp9/flesh_interior_blended_pass_ps20.inc b/materialsystem/stdshaders/fxctmp9/flesh_interior_blended_pass_ps20.inc
new file mode 100644
index 0000000..89ddb22
--- /dev/null
+++ b/materialsystem/stdshaders/fxctmp9/flesh_interior_blended_pass_ps20.inc
@@ -0,0 +1,33 @@
+#include "shaderlib/cshader.h"
+class flesh_interior_blended_pass_ps20_Static_Index
+{
+public:
+ flesh_interior_blended_pass_ps20_Static_Index( )
+ {
+ }
+ 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
+#endif // _DEBUG
+ return 0;
+ }
+};
+#define shaderStaticTest_flesh_interior_blended_pass_ps20 0
+class flesh_interior_blended_pass_ps20_Dynamic_Index
+{
+public:
+ flesh_interior_blended_pass_ps20_Dynamic_Index()
+ {
+ }
+ 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
+#endif // _DEBUG
+ return 0;
+ }
+};
+#define shaderDynamicTest_flesh_interior_blended_pass_ps20 0
diff --git a/materialsystem/stdshaders/fxctmp9/flesh_interior_blended_pass_ps20b.inc b/materialsystem/stdshaders/fxctmp9/flesh_interior_blended_pass_ps20b.inc
new file mode 100644
index 0000000..ae707c0
--- /dev/null
+++ b/materialsystem/stdshaders/fxctmp9/flesh_interior_blended_pass_ps20b.inc
@@ -0,0 +1,60 @@
+#include "shaderlib/cshader.h"
+class flesh_interior_blended_pass_ps20b_Static_Index
+{
+private:
+ int m_nCONVERT_TO_SRGB;
+#ifdef _DEBUG
+ bool m_bCONVERT_TO_SRGB;
+#endif
+public:
+ void SetCONVERT_TO_SRGB( int i )
+ {
+ Assert( i >= 0 && i <= 1 );
+ m_nCONVERT_TO_SRGB = i;
+#ifdef _DEBUG
+ m_bCONVERT_TO_SRGB = true;
+#endif
+ }
+ void SetCONVERT_TO_SRGB( bool i )
+ {
+ m_nCONVERT_TO_SRGB = i ? 1 : 0;
+#ifdef _DEBUG
+ m_bCONVERT_TO_SRGB = true;
+#endif
+ }
+public:
+ flesh_interior_blended_pass_ps20b_Static_Index( )
+ {
+#ifdef _DEBUG
+ m_bCONVERT_TO_SRGB = true;
+#endif // _DEBUG
+ m_nCONVERT_TO_SRGB = g_pHardwareConfig->NeedsShaderSRGBConversion();
+ }
+ 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_bCONVERT_TO_SRGB;
+ Assert( bAllStaticVarsDefined );
+#endif // _DEBUG
+ return ( 1 * m_nCONVERT_TO_SRGB ) + 0;
+ }
+};
+#define shaderStaticTest_flesh_interior_blended_pass_ps20b 0
+class flesh_interior_blended_pass_ps20b_Dynamic_Index
+{
+public:
+ flesh_interior_blended_pass_ps20b_Dynamic_Index()
+ {
+ }
+ 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
+#endif // _DEBUG
+ return 0;
+ }
+};
+#define shaderDynamicTest_flesh_interior_blended_pass_ps20b 0
diff --git a/materialsystem/stdshaders/fxctmp9/flesh_interior_blended_pass_vs20.inc b/materialsystem/stdshaders/fxctmp9/flesh_interior_blended_pass_vs20.inc
new file mode 100644
index 0000000..2b7143e
--- /dev/null
+++ b/materialsystem/stdshaders/fxctmp9/flesh_interior_blended_pass_vs20.inc
@@ -0,0 +1,237 @@
+#include "shaderlib/cshader.h"
+class flesh_interior_blended_pass_vs20_Static_Index
+{
+private:
+ int m_nHALFLAMBERT;
+#ifdef _DEBUG
+ bool m_bHALFLAMBERT;
+#endif
+public:
+ void SetHALFLAMBERT( int i )
+ {
+ Assert( i >= 0 && i <= 1 );
+ m_nHALFLAMBERT = i;
+#ifdef _DEBUG
+ m_bHALFLAMBERT = true;
+#endif
+ }
+ void SetHALFLAMBERT( bool i )
+ {
+ m_nHALFLAMBERT = i ? 1 : 0;
+#ifdef _DEBUG
+ m_bHALFLAMBERT = true;
+#endif
+ }
+private:
+ int m_nUSE_STATIC_CONTROL_FLOW;
+#ifdef _DEBUG
+ bool m_bUSE_STATIC_CONTROL_FLOW;
+#endif
+public:
+ void SetUSE_STATIC_CONTROL_FLOW( int i )
+ {
+ Assert( i >= 0 && i <= 1 );
+ m_nUSE_STATIC_CONTROL_FLOW = i;
+#ifdef _DEBUG
+ m_bUSE_STATIC_CONTROL_FLOW = true;
+#endif
+ }
+ void SetUSE_STATIC_CONTROL_FLOW( bool i )
+ {
+ m_nUSE_STATIC_CONTROL_FLOW = i ? 1 : 0;
+#ifdef _DEBUG
+ m_bUSE_STATIC_CONTROL_FLOW = true;
+#endif
+ }
+public:
+ flesh_interior_blended_pass_vs20_Static_Index( )
+ {
+#ifdef _DEBUG
+ m_bHALFLAMBERT = false;
+#endif // _DEBUG
+ m_nHALFLAMBERT = 0;
+#ifdef _DEBUG
+ m_bUSE_STATIC_CONTROL_FLOW = false;
+#endif // _DEBUG
+ m_nUSE_STATIC_CONTROL_FLOW = 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_bHALFLAMBERT && m_bUSE_STATIC_CONTROL_FLOW;
+ Assert( bAllStaticVarsDefined );
+#endif // _DEBUG
+ return ( 96 * m_nHALFLAMBERT ) + ( 192 * m_nUSE_STATIC_CONTROL_FLOW ) + 0;
+ }
+};
+#define shaderStaticTest_flesh_interior_blended_pass_vs20 vsh_forgot_to_set_static_HALFLAMBERT + vsh_forgot_to_set_static_USE_STATIC_CONTROL_FLOW + 0
+class flesh_interior_blended_pass_vs20_Dynamic_Index
+{
+private:
+ int m_nCOMPRESSED_VERTS;
+#ifdef _DEBUG
+ bool m_bCOMPRESSED_VERTS;
+#endif
+public:
+ void SetCOMPRESSED_VERTS( int i )
+ {
+ Assert( i >= 0 && i <= 1 );
+ m_nCOMPRESSED_VERTS = i;
+#ifdef _DEBUG
+ m_bCOMPRESSED_VERTS = true;
+#endif
+ }
+ void SetCOMPRESSED_VERTS( bool i )
+ {
+ m_nCOMPRESSED_VERTS = i ? 1 : 0;
+#ifdef _DEBUG
+ m_bCOMPRESSED_VERTS = true;
+#endif
+ }
+private:
+ int m_nSKINNING;
+#ifdef _DEBUG
+ bool m_bSKINNING;
+#endif
+public:
+ void SetSKINNING( int i )
+ {
+ Assert( i >= 0 && i <= 1 );
+ m_nSKINNING = i;
+#ifdef _DEBUG
+ m_bSKINNING = true;
+#endif
+ }
+ void SetSKINNING( bool i )
+ {
+ m_nSKINNING = i ? 1 : 0;
+#ifdef _DEBUG
+ m_bSKINNING = true;
+#endif
+ }
+private:
+ int m_nDOWATERFOG;
+#ifdef _DEBUG
+ bool m_bDOWATERFOG;
+#endif
+public:
+ void SetDOWATERFOG( int i )
+ {
+ Assert( i >= 0 && i <= 1 );
+ m_nDOWATERFOG = i;
+#ifdef _DEBUG
+ m_bDOWATERFOG = true;
+#endif
+ }
+ void SetDOWATERFOG( bool i )
+ {
+ m_nDOWATERFOG = i ? 1 : 0;
+#ifdef _DEBUG
+ m_bDOWATERFOG = true;
+#endif
+ }
+private:
+ int m_nDYNAMIC_LIGHT;
+#ifdef _DEBUG
+ bool m_bDYNAMIC_LIGHT;
+#endif
+public:
+ void SetDYNAMIC_LIGHT( int i )
+ {
+ Assert( i >= 0 && i <= 1 );
+ m_nDYNAMIC_LIGHT = i;
+#ifdef _DEBUG
+ m_bDYNAMIC_LIGHT = true;
+#endif
+ }
+ void SetDYNAMIC_LIGHT( bool i )
+ {
+ m_nDYNAMIC_LIGHT = i ? 1 : 0;
+#ifdef _DEBUG
+ m_bDYNAMIC_LIGHT = true;
+#endif
+ }
+private:
+ int m_nSTATIC_LIGHT;
+#ifdef _DEBUG
+ bool m_bSTATIC_LIGHT;
+#endif
+public:
+ void SetSTATIC_LIGHT( int i )
+ {
+ Assert( i >= 0 && i <= 1 );
+ m_nSTATIC_LIGHT = i;
+#ifdef _DEBUG
+ m_bSTATIC_LIGHT = true;
+#endif
+ }
+ void SetSTATIC_LIGHT( bool i )
+ {
+ m_nSTATIC_LIGHT = i ? 1 : 0;
+#ifdef _DEBUG
+ m_bSTATIC_LIGHT = true;
+#endif
+ }
+private:
+ int m_nNUM_LIGHTS;
+#ifdef _DEBUG
+ bool m_bNUM_LIGHTS;
+#endif
+public:
+ void SetNUM_LIGHTS( int i )
+ {
+ Assert( i >= 0 && i <= 2 );
+ m_nNUM_LIGHTS = i;
+#ifdef _DEBUG
+ m_bNUM_LIGHTS = true;
+#endif
+ }
+ void SetNUM_LIGHTS( bool i )
+ {
+ m_nNUM_LIGHTS = i ? 1 : 0;
+#ifdef _DEBUG
+ m_bNUM_LIGHTS = true;
+#endif
+ }
+public:
+ flesh_interior_blended_pass_vs20_Dynamic_Index()
+ {
+#ifdef _DEBUG
+ m_bCOMPRESSED_VERTS = false;
+#endif // _DEBUG
+ m_nCOMPRESSED_VERTS = 0;
+#ifdef _DEBUG
+ m_bSKINNING = false;
+#endif // _DEBUG
+ m_nSKINNING = 0;
+#ifdef _DEBUG
+ m_bDOWATERFOG = false;
+#endif // _DEBUG
+ m_nDOWATERFOG = 0;
+#ifdef _DEBUG
+ m_bDYNAMIC_LIGHT = false;
+#endif // _DEBUG
+ m_nDYNAMIC_LIGHT = 0;
+#ifdef _DEBUG
+ m_bSTATIC_LIGHT = false;
+#endif // _DEBUG
+ m_nSTATIC_LIGHT = 0;
+#ifdef _DEBUG
+ m_bNUM_LIGHTS = false;
+#endif // _DEBUG
+ m_nNUM_LIGHTS = 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_bCOMPRESSED_VERTS && m_bSKINNING && m_bDOWATERFOG && m_bDYNAMIC_LIGHT && m_bSTATIC_LIGHT && m_bNUM_LIGHTS;
+ Assert( bAllDynamicVarsDefined );
+#endif // _DEBUG
+ return ( 1 * m_nCOMPRESSED_VERTS ) + ( 2 * m_nSKINNING ) + ( 4 * m_nDOWATERFOG ) + ( 8 * m_nDYNAMIC_LIGHT ) + ( 16 * m_nSTATIC_LIGHT ) + ( 32 * m_nNUM_LIGHTS ) + 0;
+ }
+};
+#define shaderDynamicTest_flesh_interior_blended_pass_vs20 vsh_forgot_to_set_dynamic_COMPRESSED_VERTS + vsh_forgot_to_set_dynamic_SKINNING + vsh_forgot_to_set_dynamic_DOWATERFOG + vsh_forgot_to_set_dynamic_DYNAMIC_LIGHT + vsh_forgot_to_set_dynamic_STATIC_LIGHT + vsh_forgot_to_set_dynamic_NUM_LIGHTS + 0
diff --git a/materialsystem/stdshaders/fxctmp9/floatcombine_autoexpose_ps20.inc b/materialsystem/stdshaders/fxctmp9/floatcombine_autoexpose_ps20.inc
new file mode 100644
index 0000000..9fcb27d
--- /dev/null
+++ b/materialsystem/stdshaders/fxctmp9/floatcombine_autoexpose_ps20.inc
@@ -0,0 +1,33 @@
+#include "shaderlib/cshader.h"
+class floatcombine_autoexpose_ps20_Static_Index
+{
+public:
+ floatcombine_autoexpose_ps20_Static_Index( )
+ {
+ }
+ 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
+#endif // _DEBUG
+ return 0;
+ }
+};
+#define shaderStaticTest_floatcombine_autoexpose_ps20 0
+class floatcombine_autoexpose_ps20_Dynamic_Index
+{
+public:
+ floatcombine_autoexpose_ps20_Dynamic_Index()
+ {
+ }
+ 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
+#endif // _DEBUG
+ return 0;
+ }
+};
+#define shaderDynamicTest_floatcombine_autoexpose_ps20 0
diff --git a/materialsystem/stdshaders/fxctmp9/floatcombine_autoexpose_ps20b.inc b/materialsystem/stdshaders/fxctmp9/floatcombine_autoexpose_ps20b.inc
new file mode 100644
index 0000000..724ad07
--- /dev/null
+++ b/materialsystem/stdshaders/fxctmp9/floatcombine_autoexpose_ps20b.inc
@@ -0,0 +1,60 @@
+#include "shaderlib/cshader.h"
+class floatcombine_autoexpose_ps20b_Static_Index
+{
+private:
+ int m_nCONVERT_TO_SRGB;
+#ifdef _DEBUG
+ bool m_bCONVERT_TO_SRGB;
+#endif
+public:
+ void SetCONVERT_TO_SRGB( int i )
+ {
+ Assert( i >= 0 && i <= 1 );
+ m_nCONVERT_TO_SRGB = i;
+#ifdef _DEBUG
+ m_bCONVERT_TO_SRGB = true;
+#endif
+ }
+ void SetCONVERT_TO_SRGB( bool i )
+ {
+ m_nCONVERT_TO_SRGB = i ? 1 : 0;
+#ifdef _DEBUG
+ m_bCONVERT_TO_SRGB = true;
+#endif
+ }
+public:
+ floatcombine_autoexpose_ps20b_Static_Index( )
+ {
+#ifdef _DEBUG
+ m_bCONVERT_TO_SRGB = true;
+#endif // _DEBUG
+ m_nCONVERT_TO_SRGB = g_pHardwareConfig->NeedsShaderSRGBConversion();
+ }
+ 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_bCONVERT_TO_SRGB;
+ Assert( bAllStaticVarsDefined );
+#endif // _DEBUG
+ return ( 1 * m_nCONVERT_TO_SRGB ) + 0;
+ }
+};
+#define shaderStaticTest_floatcombine_autoexpose_ps20b 0
+class floatcombine_autoexpose_ps20b_Dynamic_Index
+{
+public:
+ floatcombine_autoexpose_ps20b_Dynamic_Index()
+ {
+ }
+ 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
+#endif // _DEBUG
+ return 0;
+ }
+};
+#define shaderDynamicTest_floatcombine_autoexpose_ps20b 0
diff --git a/materialsystem/stdshaders/fxctmp9/floatcombine_ps20.inc b/materialsystem/stdshaders/fxctmp9/floatcombine_ps20.inc
new file mode 100644
index 0000000..0562a0d
--- /dev/null
+++ b/materialsystem/stdshaders/fxctmp9/floatcombine_ps20.inc
@@ -0,0 +1,33 @@
+#include "shaderlib/cshader.h"
+class floatcombine_ps20_Static_Index
+{
+public:
+ floatcombine_ps20_Static_Index( )
+ {
+ }
+ 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
+#endif // _DEBUG
+ return 0;
+ }
+};
+#define shaderStaticTest_floatcombine_ps20 0
+class floatcombine_ps20_Dynamic_Index
+{
+public:
+ floatcombine_ps20_Dynamic_Index()
+ {
+ }
+ 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
+#endif // _DEBUG
+ return 0;
+ }
+};
+#define shaderDynamicTest_floatcombine_ps20 0
diff --git a/materialsystem/stdshaders/fxctmp9/floatcombine_ps20b.inc b/materialsystem/stdshaders/fxctmp9/floatcombine_ps20b.inc
new file mode 100644
index 0000000..6ddb0cd
--- /dev/null
+++ b/materialsystem/stdshaders/fxctmp9/floatcombine_ps20b.inc
@@ -0,0 +1,60 @@
+#include "shaderlib/cshader.h"
+class floatcombine_ps20b_Static_Index
+{
+private:
+ int m_nCONVERT_TO_SRGB;
+#ifdef _DEBUG
+ bool m_bCONVERT_TO_SRGB;
+#endif
+public:
+ void SetCONVERT_TO_SRGB( int i )
+ {
+ Assert( i >= 0 && i <= 1 );
+ m_nCONVERT_TO_SRGB = i;
+#ifdef _DEBUG
+ m_bCONVERT_TO_SRGB = true;
+#endif
+ }
+ void SetCONVERT_TO_SRGB( bool i )
+ {
+ m_nCONVERT_TO_SRGB = i ? 1 : 0;
+#ifdef _DEBUG
+ m_bCONVERT_TO_SRGB = true;
+#endif
+ }
+public:
+ floatcombine_ps20b_Static_Index( )
+ {
+#ifdef _DEBUG
+ m_bCONVERT_TO_SRGB = true;
+#endif // _DEBUG
+ m_nCONVERT_TO_SRGB = g_pHardwareConfig->NeedsShaderSRGBConversion();
+ }
+ 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_bCONVERT_TO_SRGB;
+ Assert( bAllStaticVarsDefined );
+#endif // _DEBUG
+ return ( 1 * m_nCONVERT_TO_SRGB ) + 0;
+ }
+};
+#define shaderStaticTest_floatcombine_ps20b 0
+class floatcombine_ps20b_Dynamic_Index
+{
+public:
+ floatcombine_ps20b_Dynamic_Index()
+ {
+ }
+ 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
+#endif // _DEBUG
+ return 0;
+ }
+};
+#define shaderDynamicTest_floatcombine_ps20b 0
diff --git a/materialsystem/stdshaders/fxctmp9/floattoscreen_notonemap_ps20.inc b/materialsystem/stdshaders/fxctmp9/floattoscreen_notonemap_ps20.inc
new file mode 100644
index 0000000..3308fb7
--- /dev/null
+++ b/materialsystem/stdshaders/fxctmp9/floattoscreen_notonemap_ps20.inc
@@ -0,0 +1,33 @@
+#include "shaderlib/cshader.h"
+class floattoscreen_notonemap_ps20_Static_Index
+{
+public:
+ floattoscreen_notonemap_ps20_Static_Index( )
+ {
+ }
+ 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
+#endif // _DEBUG
+ return 0;
+ }
+};
+#define shaderStaticTest_floattoscreen_notonemap_ps20 0
+class floattoscreen_notonemap_ps20_Dynamic_Index
+{
+public:
+ floattoscreen_notonemap_ps20_Dynamic_Index()
+ {
+ }
+ 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
+#endif // _DEBUG
+ return 0;
+ }
+};
+#define shaderDynamicTest_floattoscreen_notonemap_ps20 0
diff --git a/materialsystem/stdshaders/fxctmp9/floattoscreen_notonemap_ps20b.inc b/materialsystem/stdshaders/fxctmp9/floattoscreen_notonemap_ps20b.inc
new file mode 100644
index 0000000..fc47529
--- /dev/null
+++ b/materialsystem/stdshaders/fxctmp9/floattoscreen_notonemap_ps20b.inc
@@ -0,0 +1,60 @@
+#include "shaderlib/cshader.h"
+class floattoscreen_notonemap_ps20b_Static_Index
+{
+private:
+ int m_nCONVERT_TO_SRGB;
+#ifdef _DEBUG
+ bool m_bCONVERT_TO_SRGB;
+#endif
+public:
+ void SetCONVERT_TO_SRGB( int i )
+ {
+ Assert( i >= 0 && i <= 1 );
+ m_nCONVERT_TO_SRGB = i;
+#ifdef _DEBUG
+ m_bCONVERT_TO_SRGB = true;
+#endif
+ }
+ void SetCONVERT_TO_SRGB( bool i )
+ {
+ m_nCONVERT_TO_SRGB = i ? 1 : 0;
+#ifdef _DEBUG
+ m_bCONVERT_TO_SRGB = true;
+#endif
+ }
+public:
+ floattoscreen_notonemap_ps20b_Static_Index( )
+ {
+#ifdef _DEBUG
+ m_bCONVERT_TO_SRGB = true;
+#endif // _DEBUG
+ m_nCONVERT_TO_SRGB = g_pHardwareConfig->NeedsShaderSRGBConversion();
+ }
+ 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_bCONVERT_TO_SRGB;
+ Assert( bAllStaticVarsDefined );
+#endif // _DEBUG
+ return ( 1 * m_nCONVERT_TO_SRGB ) + 0;
+ }
+};
+#define shaderStaticTest_floattoscreen_notonemap_ps20b 0
+class floattoscreen_notonemap_ps20b_Dynamic_Index
+{
+public:
+ floattoscreen_notonemap_ps20b_Dynamic_Index()
+ {
+ }
+ 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
+#endif // _DEBUG
+ return 0;
+ }
+};
+#define shaderDynamicTest_floattoscreen_notonemap_ps20b 0
diff --git a/materialsystem/stdshaders/fxctmp9/floattoscreen_ps20.inc b/materialsystem/stdshaders/fxctmp9/floattoscreen_ps20.inc
new file mode 100644
index 0000000..8cd8b62
--- /dev/null
+++ b/materialsystem/stdshaders/fxctmp9/floattoscreen_ps20.inc
@@ -0,0 +1,33 @@
+#include "shaderlib/cshader.h"
+class floattoscreen_ps20_Static_Index
+{
+public:
+ floattoscreen_ps20_Static_Index( )
+ {
+ }
+ 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
+#endif // _DEBUG
+ return 0;
+ }
+};
+#define shaderStaticTest_floattoscreen_ps20 0
+class floattoscreen_ps20_Dynamic_Index
+{
+public:
+ floattoscreen_ps20_Dynamic_Index()
+ {
+ }
+ 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
+#endif // _DEBUG
+ return 0;
+ }
+};
+#define shaderDynamicTest_floattoscreen_ps20 0
diff --git a/materialsystem/stdshaders/fxctmp9/floattoscreen_ps20b.inc b/materialsystem/stdshaders/fxctmp9/floattoscreen_ps20b.inc
new file mode 100644
index 0000000..0a02562
--- /dev/null
+++ b/materialsystem/stdshaders/fxctmp9/floattoscreen_ps20b.inc
@@ -0,0 +1,60 @@
+#include "shaderlib/cshader.h"
+class floattoscreen_ps20b_Static_Index
+{
+private:
+ int m_nCONVERT_TO_SRGB;
+#ifdef _DEBUG
+ bool m_bCONVERT_TO_SRGB;
+#endif
+public:
+ void SetCONVERT_TO_SRGB( int i )
+ {
+ Assert( i >= 0 && i <= 1 );
+ m_nCONVERT_TO_SRGB = i;
+#ifdef _DEBUG
+ m_bCONVERT_TO_SRGB = true;
+#endif
+ }
+ void SetCONVERT_TO_SRGB( bool i )
+ {
+ m_nCONVERT_TO_SRGB = i ? 1 : 0;
+#ifdef _DEBUG
+ m_bCONVERT_TO_SRGB = true;
+#endif
+ }
+public:
+ floattoscreen_ps20b_Static_Index( )
+ {
+#ifdef _DEBUG
+ m_bCONVERT_TO_SRGB = true;
+#endif // _DEBUG
+ m_nCONVERT_TO_SRGB = g_pHardwareConfig->NeedsShaderSRGBConversion();
+ }
+ 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_bCONVERT_TO_SRGB;
+ Assert( bAllStaticVarsDefined );
+#endif // _DEBUG
+ return ( 1 * m_nCONVERT_TO_SRGB ) + 0;
+ }
+};
+#define shaderStaticTest_floattoscreen_ps20b 0
+class floattoscreen_ps20b_Dynamic_Index
+{
+public:
+ floattoscreen_ps20b_Dynamic_Index()
+ {
+ }
+ 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
+#endif // _DEBUG
+ return 0;
+ }
+};
+#define shaderDynamicTest_floattoscreen_ps20b 0
diff --git a/materialsystem/stdshaders/fxctmp9/floattoscreen_vanilla_ps20.inc b/materialsystem/stdshaders/fxctmp9/floattoscreen_vanilla_ps20.inc
new file mode 100644
index 0000000..21fd839
--- /dev/null
+++ b/materialsystem/stdshaders/fxctmp9/floattoscreen_vanilla_ps20.inc
@@ -0,0 +1,33 @@
+#include "shaderlib/cshader.h"
+class floattoscreen_vanilla_ps20_Static_Index
+{
+public:
+ floattoscreen_vanilla_ps20_Static_Index( )
+ {
+ }
+ 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
+#endif // _DEBUG
+ return 0;
+ }
+};
+#define shaderStaticTest_floattoscreen_vanilla_ps20 0
+class floattoscreen_vanilla_ps20_Dynamic_Index
+{
+public:
+ floattoscreen_vanilla_ps20_Dynamic_Index()
+ {
+ }
+ 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
+#endif // _DEBUG
+ return 0;
+ }
+};
+#define shaderDynamicTest_floattoscreen_vanilla_ps20 0
diff --git a/materialsystem/stdshaders/fxctmp9/floattoscreen_vanilla_ps20b.inc b/materialsystem/stdshaders/fxctmp9/floattoscreen_vanilla_ps20b.inc
new file mode 100644
index 0000000..2bb7715
--- /dev/null
+++ b/materialsystem/stdshaders/fxctmp9/floattoscreen_vanilla_ps20b.inc
@@ -0,0 +1,60 @@
+#include "shaderlib/cshader.h"
+class floattoscreen_vanilla_ps20b_Static_Index
+{
+private:
+ int m_nCONVERT_TO_SRGB;
+#ifdef _DEBUG
+ bool m_bCONVERT_TO_SRGB;
+#endif
+public:
+ void SetCONVERT_TO_SRGB( int i )
+ {
+ Assert( i >= 0 && i <= 1 );
+ m_nCONVERT_TO_SRGB = i;
+#ifdef _DEBUG
+ m_bCONVERT_TO_SRGB = true;
+#endif
+ }
+ void SetCONVERT_TO_SRGB( bool i )
+ {
+ m_nCONVERT_TO_SRGB = i ? 1 : 0;
+#ifdef _DEBUG
+ m_bCONVERT_TO_SRGB = true;
+#endif
+ }
+public:
+ floattoscreen_vanilla_ps20b_Static_Index( )
+ {
+#ifdef _DEBUG
+ m_bCONVERT_TO_SRGB = true;
+#endif // _DEBUG
+ m_nCONVERT_TO_SRGB = g_pHardwareConfig->NeedsShaderSRGBConversion();
+ }
+ 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_bCONVERT_TO_SRGB;
+ Assert( bAllStaticVarsDefined );
+#endif // _DEBUG
+ return ( 1 * m_nCONVERT_TO_SRGB ) + 0;
+ }
+};
+#define shaderStaticTest_floattoscreen_vanilla_ps20b 0
+class floattoscreen_vanilla_ps20b_Dynamic_Index
+{
+public:
+ floattoscreen_vanilla_ps20b_Dynamic_Index()
+ {
+ }
+ 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
+#endif // _DEBUG
+ return 0;
+ }
+};
+#define shaderDynamicTest_floattoscreen_vanilla_ps20b 0
diff --git a/materialsystem/stdshaders/fxctmp9/haloadd1d_ps20.inc b/materialsystem/stdshaders/fxctmp9/haloadd1d_ps20.inc
new file mode 100644
index 0000000..f861fad
--- /dev/null
+++ b/materialsystem/stdshaders/fxctmp9/haloadd1d_ps20.inc
@@ -0,0 +1,33 @@
+#include "shaderlib/cshader.h"
+class haloadd1d_ps20_Static_Index
+{
+public:
+ haloadd1d_ps20_Static_Index( )
+ {
+ }
+ 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
+#endif // _DEBUG
+ return 0;
+ }
+};
+#define shaderStaticTest_haloadd1d_ps20 0
+class haloadd1d_ps20_Dynamic_Index
+{
+public:
+ haloadd1d_ps20_Dynamic_Index()
+ {
+ }
+ 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
+#endif // _DEBUG
+ return 0;
+ }
+};
+#define shaderDynamicTest_haloadd1d_ps20 0
diff --git a/materialsystem/stdshaders/fxctmp9/haloadd1d_ps20b.inc b/materialsystem/stdshaders/fxctmp9/haloadd1d_ps20b.inc
new file mode 100644
index 0000000..c2bf645
--- /dev/null
+++ b/materialsystem/stdshaders/fxctmp9/haloadd1d_ps20b.inc
@@ -0,0 +1,33 @@
+#include "shaderlib/cshader.h"
+class haloadd1d_ps20b_Static_Index
+{
+public:
+ haloadd1d_ps20b_Static_Index( )
+ {
+ }
+ 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
+#endif // _DEBUG
+ return 0;
+ }
+};
+#define shaderStaticTest_haloadd1d_ps20b 0
+class haloadd1d_ps20b_Dynamic_Index
+{
+public:
+ haloadd1d_ps20b_Dynamic_Index()
+ {
+ }
+ 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
+#endif // _DEBUG
+ return 0;
+ }
+};
+#define shaderDynamicTest_haloadd1d_ps20b 0
diff --git a/materialsystem/stdshaders/fxctmp9/haloadd_ps20.inc b/materialsystem/stdshaders/fxctmp9/haloadd_ps20.inc
new file mode 100644
index 0000000..fe692d6
--- /dev/null
+++ b/materialsystem/stdshaders/fxctmp9/haloadd_ps20.inc
@@ -0,0 +1,33 @@
+#include "shaderlib/cshader.h"
+class haloadd_ps20_Static_Index
+{
+public:
+ haloadd_ps20_Static_Index( )
+ {
+ }
+ 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
+#endif // _DEBUG
+ return 0;
+ }
+};
+#define shaderStaticTest_haloadd_ps20 0
+class haloadd_ps20_Dynamic_Index
+{
+public:
+ haloadd_ps20_Dynamic_Index()
+ {
+ }
+ 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
+#endif // _DEBUG
+ return 0;
+ }
+};
+#define shaderDynamicTest_haloadd_ps20 0
diff --git a/materialsystem/stdshaders/fxctmp9/haloadd_ps20b.inc b/materialsystem/stdshaders/fxctmp9/haloadd_ps20b.inc
new file mode 100644
index 0000000..d9eb204
--- /dev/null
+++ b/materialsystem/stdshaders/fxctmp9/haloadd_ps20b.inc
@@ -0,0 +1,33 @@
+#include "shaderlib/cshader.h"
+class haloadd_ps20b_Static_Index
+{
+public:
+ haloadd_ps20b_Static_Index( )
+ {
+ }
+ 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
+#endif // _DEBUG
+ return 0;
+ }
+};
+#define shaderStaticTest_haloadd_ps20b 0
+class haloadd_ps20b_Dynamic_Index
+{
+public:
+ haloadd_ps20b_Dynamic_Index()
+ {
+ }
+ 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
+#endif // _DEBUG
+ return 0;
+ }
+};
+#define shaderDynamicTest_haloadd_ps20b 0
diff --git a/materialsystem/stdshaders/fxctmp9/haloaddoutline_ps20.inc b/materialsystem/stdshaders/fxctmp9/haloaddoutline_ps20.inc
new file mode 100644
index 0000000..a557ee1
--- /dev/null
+++ b/materialsystem/stdshaders/fxctmp9/haloaddoutline_ps20.inc
@@ -0,0 +1,33 @@
+#include "shaderlib/cshader.h"
+class haloaddoutline_ps20_Static_Index
+{
+public:
+ haloaddoutline_ps20_Static_Index( )
+ {
+ }
+ 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
+#endif // _DEBUG
+ return 0;
+ }
+};
+#define shaderStaticTest_haloaddoutline_ps20 0
+class haloaddoutline_ps20_Dynamic_Index
+{
+public:
+ haloaddoutline_ps20_Dynamic_Index()
+ {
+ }
+ 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
+#endif // _DEBUG
+ return 0;
+ }
+};
+#define shaderDynamicTest_haloaddoutline_ps20 0
diff --git a/materialsystem/stdshaders/fxctmp9/haloaddoutline_ps20b.inc b/materialsystem/stdshaders/fxctmp9/haloaddoutline_ps20b.inc
new file mode 100644
index 0000000..0b26b29
--- /dev/null
+++ b/materialsystem/stdshaders/fxctmp9/haloaddoutline_ps20b.inc
@@ -0,0 +1,33 @@
+#include "shaderlib/cshader.h"
+class haloaddoutline_ps20b_Static_Index
+{
+public:
+ haloaddoutline_ps20b_Static_Index( )
+ {
+ }
+ 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
+#endif // _DEBUG
+ return 0;
+ }
+};
+#define shaderStaticTest_haloaddoutline_ps20b 0
+class haloaddoutline_ps20b_Dynamic_Index
+{
+public:
+ haloaddoutline_ps20b_Dynamic_Index()
+ {
+ }
+ 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
+#endif // _DEBUG
+ return 0;
+ }
+};
+#define shaderDynamicTest_haloaddoutline_ps20b 0
diff --git a/materialsystem/stdshaders/fxctmp9/hsl_filmgrain_pass1_ps20.inc b/materialsystem/stdshaders/fxctmp9/hsl_filmgrain_pass1_ps20.inc
new file mode 100644
index 0000000..ef1cdd4
--- /dev/null
+++ b/materialsystem/stdshaders/fxctmp9/hsl_filmgrain_pass1_ps20.inc
@@ -0,0 +1,33 @@
+#include "shaderlib/cshader.h"
+class hsl_filmgrain_pass1_ps20_Static_Index
+{
+public:
+ hsl_filmgrain_pass1_ps20_Static_Index( )
+ {
+ }
+ 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
+#endif // _DEBUG
+ return 0;
+ }
+};
+#define shaderStaticTest_hsl_filmgrain_pass1_ps20 0
+class hsl_filmgrain_pass1_ps20_Dynamic_Index
+{
+public:
+ hsl_filmgrain_pass1_ps20_Dynamic_Index()
+ {
+ }
+ 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
+#endif // _DEBUG
+ return 0;
+ }
+};
+#define shaderDynamicTest_hsl_filmgrain_pass1_ps20 0
diff --git a/materialsystem/stdshaders/fxctmp9/hsl_filmgrain_pass1_ps20b.inc b/materialsystem/stdshaders/fxctmp9/hsl_filmgrain_pass1_ps20b.inc
new file mode 100644
index 0000000..e8560ec
--- /dev/null
+++ b/materialsystem/stdshaders/fxctmp9/hsl_filmgrain_pass1_ps20b.inc
@@ -0,0 +1,60 @@
+#include "shaderlib/cshader.h"
+class hsl_filmgrain_pass1_ps20b_Static_Index
+{
+private:
+ int m_nCONVERT_TO_SRGB;
+#ifdef _DEBUG
+ bool m_bCONVERT_TO_SRGB;
+#endif
+public:
+ void SetCONVERT_TO_SRGB( int i )
+ {
+ Assert( i >= 0 && i <= 1 );
+ m_nCONVERT_TO_SRGB = i;
+#ifdef _DEBUG
+ m_bCONVERT_TO_SRGB = true;
+#endif
+ }
+ void SetCONVERT_TO_SRGB( bool i )
+ {
+ m_nCONVERT_TO_SRGB = i ? 1 : 0;
+#ifdef _DEBUG
+ m_bCONVERT_TO_SRGB = true;
+#endif
+ }
+public:
+ hsl_filmgrain_pass1_ps20b_Static_Index( )
+ {
+#ifdef _DEBUG
+ m_bCONVERT_TO_SRGB = true;
+#endif // _DEBUG
+ m_nCONVERT_TO_SRGB = g_pHardwareConfig->NeedsShaderSRGBConversion();
+ }
+ 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_bCONVERT_TO_SRGB;
+ Assert( bAllStaticVarsDefined );
+#endif // _DEBUG
+ return ( 1 * m_nCONVERT_TO_SRGB ) + 0;
+ }
+};
+#define shaderStaticTest_hsl_filmgrain_pass1_ps20b 0
+class hsl_filmgrain_pass1_ps20b_Dynamic_Index
+{
+public:
+ hsl_filmgrain_pass1_ps20b_Dynamic_Index()
+ {
+ }
+ 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
+#endif // _DEBUG
+ return 0;
+ }
+};
+#define shaderDynamicTest_hsl_filmgrain_pass1_ps20b 0
diff --git a/materialsystem/stdshaders/fxctmp9/hsl_filmgrain_pass2_ps20.inc b/materialsystem/stdshaders/fxctmp9/hsl_filmgrain_pass2_ps20.inc
new file mode 100644
index 0000000..81d3e18
--- /dev/null
+++ b/materialsystem/stdshaders/fxctmp9/hsl_filmgrain_pass2_ps20.inc
@@ -0,0 +1,33 @@
+#include "shaderlib/cshader.h"
+class hsl_filmgrain_pass2_ps20_Static_Index
+{
+public:
+ hsl_filmgrain_pass2_ps20_Static_Index( )
+ {
+ }
+ 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
+#endif // _DEBUG
+ return 0;
+ }
+};
+#define shaderStaticTest_hsl_filmgrain_pass2_ps20 0
+class hsl_filmgrain_pass2_ps20_Dynamic_Index
+{
+public:
+ hsl_filmgrain_pass2_ps20_Dynamic_Index()
+ {
+ }
+ 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
+#endif // _DEBUG
+ return 0;
+ }
+};
+#define shaderDynamicTest_hsl_filmgrain_pass2_ps20 0
diff --git a/materialsystem/stdshaders/fxctmp9/hsl_filmgrain_pass2_ps20b.inc b/materialsystem/stdshaders/fxctmp9/hsl_filmgrain_pass2_ps20b.inc
new file mode 100644
index 0000000..e9a1b3f
--- /dev/null
+++ b/materialsystem/stdshaders/fxctmp9/hsl_filmgrain_pass2_ps20b.inc
@@ -0,0 +1,60 @@
+#include "shaderlib/cshader.h"
+class hsl_filmgrain_pass2_ps20b_Static_Index
+{
+private:
+ int m_nCONVERT_TO_SRGB;
+#ifdef _DEBUG
+ bool m_bCONVERT_TO_SRGB;
+#endif
+public:
+ void SetCONVERT_TO_SRGB( int i )
+ {
+ Assert( i >= 0 && i <= 1 );
+ m_nCONVERT_TO_SRGB = i;
+#ifdef _DEBUG
+ m_bCONVERT_TO_SRGB = true;
+#endif
+ }
+ void SetCONVERT_TO_SRGB( bool i )
+ {
+ m_nCONVERT_TO_SRGB = i ? 1 : 0;
+#ifdef _DEBUG
+ m_bCONVERT_TO_SRGB = true;
+#endif
+ }
+public:
+ hsl_filmgrain_pass2_ps20b_Static_Index( )
+ {
+#ifdef _DEBUG
+ m_bCONVERT_TO_SRGB = true;
+#endif // _DEBUG
+ m_nCONVERT_TO_SRGB = g_pHardwareConfig->NeedsShaderSRGBConversion();
+ }
+ 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_bCONVERT_TO_SRGB;
+ Assert( bAllStaticVarsDefined );
+#endif // _DEBUG
+ return ( 1 * m_nCONVERT_TO_SRGB ) + 0;
+ }
+};
+#define shaderStaticTest_hsl_filmgrain_pass2_ps20b 0
+class hsl_filmgrain_pass2_ps20b_Dynamic_Index
+{
+public:
+ hsl_filmgrain_pass2_ps20b_Dynamic_Index()
+ {
+ }
+ 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
+#endif // _DEBUG
+ return 0;
+ }
+};
+#define shaderDynamicTest_hsl_filmgrain_pass2_ps20b 0
diff --git a/materialsystem/stdshaders/fxctmp9/hsv_ps20.inc b/materialsystem/stdshaders/fxctmp9/hsv_ps20.inc
new file mode 100644
index 0000000..3fc2973
--- /dev/null
+++ b/materialsystem/stdshaders/fxctmp9/hsv_ps20.inc
@@ -0,0 +1,33 @@
+#include "shaderlib/cshader.h"
+class hsv_ps20_Static_Index
+{
+public:
+ hsv_ps20_Static_Index( )
+ {
+ }
+ 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
+#endif // _DEBUG
+ return 0;
+ }
+};
+#define shaderStaticTest_hsv_ps20 0
+class hsv_ps20_Dynamic_Index
+{
+public:
+ hsv_ps20_Dynamic_Index()
+ {
+ }
+ 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
+#endif // _DEBUG
+ return 0;
+ }
+};
+#define shaderDynamicTest_hsv_ps20 0
diff --git a/materialsystem/stdshaders/fxctmp9/hsv_ps20b.inc b/materialsystem/stdshaders/fxctmp9/hsv_ps20b.inc
new file mode 100644
index 0000000..5149c85
--- /dev/null
+++ b/materialsystem/stdshaders/fxctmp9/hsv_ps20b.inc
@@ -0,0 +1,60 @@
+#include "shaderlib/cshader.h"
+class hsv_ps20b_Static_Index
+{
+private:
+ int m_nCONVERT_TO_SRGB;
+#ifdef _DEBUG
+ bool m_bCONVERT_TO_SRGB;
+#endif
+public:
+ void SetCONVERT_TO_SRGB( int i )
+ {
+ Assert( i >= 0 && i <= 1 );
+ m_nCONVERT_TO_SRGB = i;
+#ifdef _DEBUG
+ m_bCONVERT_TO_SRGB = true;
+#endif
+ }
+ void SetCONVERT_TO_SRGB( bool i )
+ {
+ m_nCONVERT_TO_SRGB = i ? 1 : 0;
+#ifdef _DEBUG
+ m_bCONVERT_TO_SRGB = true;
+#endif
+ }
+public:
+ hsv_ps20b_Static_Index( )
+ {
+#ifdef _DEBUG
+ m_bCONVERT_TO_SRGB = true;
+#endif // _DEBUG
+ m_nCONVERT_TO_SRGB = g_pHardwareConfig->NeedsShaderSRGBConversion();
+ }
+ 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_bCONVERT_TO_SRGB;
+ Assert( bAllStaticVarsDefined );
+#endif // _DEBUG
+ return ( 1 * m_nCONVERT_TO_SRGB ) + 0;
+ }
+};
+#define shaderStaticTest_hsv_ps20b 0
+class hsv_ps20b_Dynamic_Index
+{
+public:
+ hsv_ps20b_Dynamic_Index()
+ {
+ }
+ 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
+#endif // _DEBUG
+ return 0;
+ }
+};
+#define shaderDynamicTest_hsv_ps20b 0
diff --git a/materialsystem/stdshaders/fxctmp9/introscreenspaceeffect_ps11.inc b/materialsystem/stdshaders/fxctmp9/introscreenspaceeffect_ps11.inc
new file mode 100644
index 0000000..a7afc44
--- /dev/null
+++ b/materialsystem/stdshaders/fxctmp9/introscreenspaceeffect_ps11.inc
@@ -0,0 +1,60 @@
+#include "shaderlib/cshader.h"
+class introscreenspaceeffect_ps11_Static_Index
+{
+public:
+ introscreenspaceeffect_ps11_Static_Index( )
+ {
+ }
+ 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
+#endif // _DEBUG
+ return 0;
+ }
+};
+#define shaderStaticTest_introscreenspaceeffect_ps11 0
+class introscreenspaceeffect_ps11_Dynamic_Index
+{
+private:
+ int m_nMODE;
+#ifdef _DEBUG
+ bool m_bMODE;
+#endif
+public:
+ void SetMODE( int i )
+ {
+ Assert( i >= 0 && i <= 9 );
+ m_nMODE = i;
+#ifdef _DEBUG
+ m_bMODE = true;
+#endif
+ }
+ void SetMODE( bool i )
+ {
+ m_nMODE = i ? 1 : 0;
+#ifdef _DEBUG
+ m_bMODE = true;
+#endif
+ }
+public:
+ introscreenspaceeffect_ps11_Dynamic_Index()
+ {
+#ifdef _DEBUG
+ m_bMODE = false;
+#endif // _DEBUG
+ m_nMODE = 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_bMODE;
+ Assert( bAllDynamicVarsDefined );
+#endif // _DEBUG
+ return ( 1 * m_nMODE ) + 0;
+ }
+};
+#define shaderDynamicTest_introscreenspaceeffect_ps11 psh_forgot_to_set_dynamic_MODE + 0
diff --git a/materialsystem/stdshaders/fxctmp9/lightingonly_vs20.inc b/materialsystem/stdshaders/fxctmp9/lightingonly_vs20.inc
new file mode 100644
index 0000000..c351859
--- /dev/null
+++ b/materialsystem/stdshaders/fxctmp9/lightingonly_vs20.inc
@@ -0,0 +1,161 @@
+class lightingonly_vs20_Static_Index
+{
+private:
+ int m_nHALFLAMBERT;
+#ifdef _DEBUG
+ bool m_bHALFLAMBERT;
+#endif
+public:
+ void SetHALFLAMBERT( int i )
+ {
+ Assert( i >= 0 && i <= 1 );
+ m_nHALFLAMBERT = i;
+#ifdef _DEBUG
+ m_bHALFLAMBERT = true;
+#endif
+ }
+ void SetHALFLAMBERT( bool i )
+ {
+ m_nHALFLAMBERT = i ? 1 : 0;
+#ifdef _DEBUG
+ m_bHALFLAMBERT = true;
+#endif
+ }
+public:
+ lightingonly_vs20_Static_Index()
+ {
+#ifdef _DEBUG
+ m_bHALFLAMBERT = false;
+#endif // _DEBUG
+ m_nHALFLAMBERT = 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_bHALFLAMBERT;
+ Assert( bAllStaticVarsDefined );
+#endif // _DEBUG
+ return ( 32 * m_nHALFLAMBERT ) + 0;
+ }
+};
+#define shaderStaticTest_lightingonly_vs20 vsh_forgot_to_set_static_HALFLAMBERT + 0
+class lightingonly_vs20_Dynamic_Index
+{
+private:
+ int m_nDOWATERFOG;
+#ifdef _DEBUG
+ bool m_bDOWATERFOG;
+#endif
+public:
+ void SetDOWATERFOG( int i )
+ {
+ Assert( i >= 0 && i <= 1 );
+ m_nDOWATERFOG = i;
+#ifdef _DEBUG
+ m_bDOWATERFOG = true;
+#endif
+ }
+ void SetDOWATERFOG( bool i )
+ {
+ m_nDOWATERFOG = i ? 1 : 0;
+#ifdef _DEBUG
+ m_bDOWATERFOG = true;
+#endif
+ }
+private:
+ int m_nNUM_BONES;
+#ifdef _DEBUG
+ bool m_bNUM_BONES;
+#endif
+public:
+ void SetNUM_BONES( int i )
+ {
+ Assert( i >= 0 && i <= 3 );
+ m_nNUM_BONES = i;
+#ifdef _DEBUG
+ m_bNUM_BONES = true;
+#endif
+ }
+ void SetNUM_BONES( bool i )
+ {
+ m_nNUM_BONES = i ? 1 : 0;
+#ifdef _DEBUG
+ m_bNUM_BONES = true;
+#endif
+ }
+private:
+ int m_nAMBIENT_LIGHT;
+#ifdef _DEBUG
+ bool m_bAMBIENT_LIGHT;
+#endif
+public:
+ void SetAMBIENT_LIGHT( int i )
+ {
+ Assert( i >= 0 && i <= 1 );
+ m_nAMBIENT_LIGHT = i;
+#ifdef _DEBUG
+ m_bAMBIENT_LIGHT = true;
+#endif
+ }
+ void SetAMBIENT_LIGHT( bool i )
+ {
+ m_nAMBIENT_LIGHT = i ? 1 : 0;
+#ifdef _DEBUG
+ m_bAMBIENT_LIGHT = true;
+#endif
+ }
+private:
+ int m_nSTATIC_LIGHT;
+#ifdef _DEBUG
+ bool m_bSTATIC_LIGHT;
+#endif
+public:
+ void SetSTATIC_LIGHT( int i )
+ {
+ Assert( i >= 0 && i <= 1 );
+ m_nSTATIC_LIGHT = i;
+#ifdef _DEBUG
+ m_bSTATIC_LIGHT = true;
+#endif
+ }
+ void SetSTATIC_LIGHT( bool i )
+ {
+ m_nSTATIC_LIGHT = i ? 1 : 0;
+#ifdef _DEBUG
+ m_bSTATIC_LIGHT = true;
+#endif
+ }
+public:
+ lightingonly_vs20_Dynamic_Index()
+ {
+#ifdef _DEBUG
+ m_bDOWATERFOG = false;
+#endif // _DEBUG
+ m_nDOWATERFOG = 0;
+#ifdef _DEBUG
+ m_bNUM_BONES = false;
+#endif // _DEBUG
+ m_nNUM_BONES = 0;
+#ifdef _DEBUG
+ m_bAMBIENT_LIGHT = false;
+#endif // _DEBUG
+ m_nAMBIENT_LIGHT = 0;
+#ifdef _DEBUG
+ m_bSTATIC_LIGHT = false;
+#endif // _DEBUG
+ m_nSTATIC_LIGHT = 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_bDOWATERFOG && m_bNUM_BONES && m_bAMBIENT_LIGHT && m_bSTATIC_LIGHT;
+ Assert( bAllDynamicVarsDefined );
+#endif // _DEBUG
+ return ( 1 * m_nDOWATERFOG ) + ( 2 * m_nNUM_BONES ) + ( 8 * m_nAMBIENT_LIGHT ) + ( 16 * m_nSTATIC_LIGHT ) + 0;
+ }
+};
+#define shaderDynamicTest_lightingonly_vs20 vsh_forgot_to_set_dynamic_DOWATERFOG + vsh_forgot_to_set_dynamic_NUM_BONES + vsh_forgot_to_set_dynamic_AMBIENT_LIGHT + vsh_forgot_to_set_dynamic_STATIC_LIGHT + 0
diff --git a/materialsystem/stdshaders/fxctmp9/lightmappedgeneric_decal_ps20.inc b/materialsystem/stdshaders/fxctmp9/lightmappedgeneric_decal_ps20.inc
new file mode 100644
index 0000000..698b0a7
--- /dev/null
+++ b/materialsystem/stdshaders/fxctmp9/lightmappedgeneric_decal_ps20.inc
@@ -0,0 +1,60 @@
+#include "shaderlib/cshader.h"
+class lightmappedgeneric_decal_ps20_Static_Index
+{
+public:
+ lightmappedgeneric_decal_ps20_Static_Index( )
+ {
+ }
+ 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
+#endif // _DEBUG
+ return 0;
+ }
+};
+#define shaderStaticTest_lightmappedgeneric_decal_ps20 0
+class lightmappedgeneric_decal_ps20_Dynamic_Index
+{
+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
+ }
+public:
+ lightmappedgeneric_decal_ps20_Dynamic_Index()
+ {
+#ifdef _DEBUG
+ m_bPIXELFOGTYPE = false;
+#endif // _DEBUG
+ m_nPIXELFOGTYPE = 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_bPIXELFOGTYPE;
+ Assert( bAllDynamicVarsDefined );
+#endif // _DEBUG
+ return ( 1 * m_nPIXELFOGTYPE ) + 0;
+ }
+};
+#define shaderDynamicTest_lightmappedgeneric_decal_ps20 psh_forgot_to_set_dynamic_PIXELFOGTYPE + 0
diff --git a/materialsystem/stdshaders/fxctmp9/lightmappedgeneric_decal_ps20b.inc b/materialsystem/stdshaders/fxctmp9/lightmappedgeneric_decal_ps20b.inc
new file mode 100644
index 0000000..cb2861d
--- /dev/null
+++ b/materialsystem/stdshaders/fxctmp9/lightmappedgeneric_decal_ps20b.inc
@@ -0,0 +1,87 @@
+#include "shaderlib/cshader.h"
+class lightmappedgeneric_decal_ps20b_Static_Index
+{
+private:
+ int m_nCONVERT_TO_SRGB;
+#ifdef _DEBUG
+ bool m_bCONVERT_TO_SRGB;
+#endif
+public:
+ void SetCONVERT_TO_SRGB( int i )
+ {
+ Assert( i >= 0 && i <= 1 );
+ m_nCONVERT_TO_SRGB = i;
+#ifdef _DEBUG
+ m_bCONVERT_TO_SRGB = true;
+#endif
+ }
+ void SetCONVERT_TO_SRGB( bool i )
+ {
+ m_nCONVERT_TO_SRGB = i ? 1 : 0;
+#ifdef _DEBUG
+ m_bCONVERT_TO_SRGB = true;
+#endif
+ }
+public:
+ lightmappedgeneric_decal_ps20b_Static_Index( )
+ {
+#ifdef _DEBUG
+ m_bCONVERT_TO_SRGB = true;
+#endif // _DEBUG
+ m_nCONVERT_TO_SRGB = g_pHardwareConfig->NeedsShaderSRGBConversion();
+ }
+ 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_bCONVERT_TO_SRGB;
+ Assert( bAllStaticVarsDefined );
+#endif // _DEBUG
+ return ( 2 * m_nCONVERT_TO_SRGB ) + 0;
+ }
+};
+#define shaderStaticTest_lightmappedgeneric_decal_ps20b 0
+class lightmappedgeneric_decal_ps20b_Dynamic_Index
+{
+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
+ }
+public:
+ lightmappedgeneric_decal_ps20b_Dynamic_Index()
+ {
+#ifdef _DEBUG
+ m_bPIXELFOGTYPE = false;
+#endif // _DEBUG
+ m_nPIXELFOGTYPE = 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_bPIXELFOGTYPE;
+ Assert( bAllDynamicVarsDefined );
+#endif // _DEBUG
+ return ( 1 * m_nPIXELFOGTYPE ) + 0;
+ }
+};
+#define shaderDynamicTest_lightmappedgeneric_decal_ps20b psh_forgot_to_set_dynamic_PIXELFOGTYPE + 0
diff --git a/materialsystem/stdshaders/fxctmp9/lightmappedgeneric_decal_vs20.inc b/materialsystem/stdshaders/fxctmp9/lightmappedgeneric_decal_vs20.inc
new file mode 100644
index 0000000..b8106ca
--- /dev/null
+++ b/materialsystem/stdshaders/fxctmp9/lightmappedgeneric_decal_vs20.inc
@@ -0,0 +1,60 @@
+#include "shaderlib/cshader.h"
+class lightmappedgeneric_decal_vs20_Static_Index
+{
+public:
+ lightmappedgeneric_decal_vs20_Static_Index( )
+ {
+ }
+ 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
+#endif // _DEBUG
+ return 0;
+ }
+};
+#define shaderStaticTest_lightmappedgeneric_decal_vs20 0
+class lightmappedgeneric_decal_vs20_Dynamic_Index
+{
+private:
+ int m_nDOWATERFOG;
+#ifdef _DEBUG
+ bool m_bDOWATERFOG;
+#endif
+public:
+ void SetDOWATERFOG( int i )
+ {
+ Assert( i >= 0 && i <= 1 );
+ m_nDOWATERFOG = i;
+#ifdef _DEBUG
+ m_bDOWATERFOG = true;
+#endif
+ }
+ void SetDOWATERFOG( bool i )
+ {
+ m_nDOWATERFOG = i ? 1 : 0;
+#ifdef _DEBUG
+ m_bDOWATERFOG = true;
+#endif
+ }
+public:
+ lightmappedgeneric_decal_vs20_Dynamic_Index()
+ {
+#ifdef _DEBUG
+ m_bDOWATERFOG = false;
+#endif // _DEBUG
+ m_nDOWATERFOG = 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_bDOWATERFOG;
+ Assert( bAllDynamicVarsDefined );
+#endif // _DEBUG
+ return ( 1 * m_nDOWATERFOG ) + 0;
+ }
+};
+#define shaderDynamicTest_lightmappedgeneric_decal_vs20 vsh_forgot_to_set_dynamic_DOWATERFOG + 0
diff --git a/materialsystem/stdshaders/fxctmp9/lightmappedgeneric_flashlight_vs11.inc b/materialsystem/stdshaders/fxctmp9/lightmappedgeneric_flashlight_vs11.inc
new file mode 100644
index 0000000..fbf5256
--- /dev/null
+++ b/materialsystem/stdshaders/fxctmp9/lightmappedgeneric_flashlight_vs11.inc
@@ -0,0 +1,137 @@
+#include "shaderlib/cshader.h"
+class lightmappedgeneric_flashlight_vs11_Static_Index
+{
+private:
+ int m_nNORMALMAP;
+#ifdef _DEBUG
+ bool m_bNORMALMAP;
+#endif
+public:
+ void SetNORMALMAP( int i )
+ {
+ Assert( i >= 0 && i <= 1 );
+ m_nNORMALMAP = i;
+#ifdef _DEBUG
+ m_bNORMALMAP = true;
+#endif
+ }
+ void SetNORMALMAP( bool i )
+ {
+ m_nNORMALMAP = i ? 1 : 0;
+#ifdef _DEBUG
+ m_bNORMALMAP = true;
+#endif
+ }
+private:
+ int m_nWORLDVERTEXTRANSITION;
+#ifdef _DEBUG
+ bool m_bWORLDVERTEXTRANSITION;
+#endif
+public:
+ void SetWORLDVERTEXTRANSITION( int i )
+ {
+ Assert( i >= 0 && i <= 1 );
+ m_nWORLDVERTEXTRANSITION = i;
+#ifdef _DEBUG
+ m_bWORLDVERTEXTRANSITION = true;
+#endif
+ }
+ void SetWORLDVERTEXTRANSITION( bool i )
+ {
+ m_nWORLDVERTEXTRANSITION = i ? 1 : 0;
+#ifdef _DEBUG
+ m_bWORLDVERTEXTRANSITION = true;
+#endif
+ }
+private:
+ int m_nVERTEXCOLOR;
+#ifdef _DEBUG
+ bool m_bVERTEXCOLOR;
+#endif
+public:
+ void SetVERTEXCOLOR( int i )
+ {
+ Assert( i >= 0 && i <= 1 );
+ m_nVERTEXCOLOR = i;
+#ifdef _DEBUG
+ m_bVERTEXCOLOR = true;
+#endif
+ }
+ void SetVERTEXCOLOR( bool i )
+ {
+ m_nVERTEXCOLOR = i ? 1 : 0;
+#ifdef _DEBUG
+ m_bVERTEXCOLOR = true;
+#endif
+ }
+public:
+ lightmappedgeneric_flashlight_vs11_Static_Index( )
+ {
+#ifdef _DEBUG
+ m_bNORMALMAP = false;
+#endif // _DEBUG
+ m_nNORMALMAP = 0;
+#ifdef _DEBUG
+ m_bWORLDVERTEXTRANSITION = false;
+#endif // _DEBUG
+ m_nWORLDVERTEXTRANSITION = 0;
+#ifdef _DEBUG
+ m_bVERTEXCOLOR = false;
+#endif // _DEBUG
+ m_nVERTEXCOLOR = 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_bNORMALMAP && m_bWORLDVERTEXTRANSITION && m_bVERTEXCOLOR;
+ Assert( bAllStaticVarsDefined );
+#endif // _DEBUG
+ return ( 2 * m_nNORMALMAP ) + ( 4 * m_nWORLDVERTEXTRANSITION ) + ( 8 * m_nVERTEXCOLOR ) + 0;
+ }
+};
+#define shaderStaticTest_lightmappedgeneric_flashlight_vs11 vsh_forgot_to_set_static_NORMALMAP + vsh_forgot_to_set_static_WORLDVERTEXTRANSITION + vsh_forgot_to_set_static_VERTEXCOLOR + 0
+class lightmappedgeneric_flashlight_vs11_Dynamic_Index
+{
+private:
+ int m_nDOWATERFOG;
+#ifdef _DEBUG
+ bool m_bDOWATERFOG;
+#endif
+public:
+ void SetDOWATERFOG( int i )
+ {
+ Assert( i >= 0 && i <= 1 );
+ m_nDOWATERFOG = i;
+#ifdef _DEBUG
+ m_bDOWATERFOG = true;
+#endif
+ }
+ void SetDOWATERFOG( bool i )
+ {
+ m_nDOWATERFOG = i ? 1 : 0;
+#ifdef _DEBUG
+ m_bDOWATERFOG = true;
+#endif
+ }
+public:
+ lightmappedgeneric_flashlight_vs11_Dynamic_Index()
+ {
+#ifdef _DEBUG
+ m_bDOWATERFOG = false;
+#endif // _DEBUG
+ m_nDOWATERFOG = 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_bDOWATERFOG;
+ Assert( bAllDynamicVarsDefined );
+#endif // _DEBUG
+ return ( 1 * m_nDOWATERFOG ) + 0;
+ }
+};
+#define shaderDynamicTest_lightmappedgeneric_flashlight_vs11 vsh_forgot_to_set_dynamic_DOWATERFOG + 0
diff --git a/materialsystem/stdshaders/fxctmp9/lightmappedgeneric_flashlight_vs20.inc b/materialsystem/stdshaders/fxctmp9/lightmappedgeneric_flashlight_vs20.inc
new file mode 100644
index 0000000..f472301
--- /dev/null
+++ b/materialsystem/stdshaders/fxctmp9/lightmappedgeneric_flashlight_vs20.inc
@@ -0,0 +1,162 @@
+#include "shaderlib/cshader.h"
+class lightmappedgeneric_flashlight_vs20_Static_Index
+{
+private:
+ int m_nNORMALMAP;
+#ifdef _DEBUG
+ bool m_bNORMALMAP;
+#endif
+public:
+ void SetNORMALMAP( int i )
+ {
+ Assert( i >= 0 && i <= 1 );
+ m_nNORMALMAP = i;
+#ifdef _DEBUG
+ m_bNORMALMAP = true;
+#endif
+ }
+ void SetNORMALMAP( bool i )
+ {
+ m_nNORMALMAP = i ? 1 : 0;
+#ifdef _DEBUG
+ m_bNORMALMAP = true;
+#endif
+ }
+private:
+ int m_nWORLDVERTEXTRANSITION;
+#ifdef _DEBUG
+ bool m_bWORLDVERTEXTRANSITION;
+#endif
+public:
+ void SetWORLDVERTEXTRANSITION( int i )
+ {
+ Assert( i >= 0 && i <= 1 );
+ m_nWORLDVERTEXTRANSITION = i;
+#ifdef _DEBUG
+ m_bWORLDVERTEXTRANSITION = true;
+#endif
+ }
+ void SetWORLDVERTEXTRANSITION( bool i )
+ {
+ m_nWORLDVERTEXTRANSITION = i ? 1 : 0;
+#ifdef _DEBUG
+ m_bWORLDVERTEXTRANSITION = 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_nDETAIL;
+#ifdef _DEBUG
+ bool m_bDETAIL;
+#endif
+public:
+ void SetDETAIL( int i )
+ {
+ Assert( i >= 0 && i <= 1 );
+ m_nDETAIL = i;
+#ifdef _DEBUG
+ m_bDETAIL = true;
+#endif
+ }
+ void SetDETAIL( bool i )
+ {
+ m_nDETAIL = i ? 1 : 0;
+#ifdef _DEBUG
+ m_bDETAIL = true;
+#endif
+ }
+public:
+ lightmappedgeneric_flashlight_vs20_Static_Index( )
+ {
+#ifdef _DEBUG
+ m_bNORMALMAP = false;
+#endif // _DEBUG
+ m_nNORMALMAP = 0;
+#ifdef _DEBUG
+ m_bWORLDVERTEXTRANSITION = false;
+#endif // _DEBUG
+ m_nWORLDVERTEXTRANSITION = 0;
+#ifdef _DEBUG
+ m_bSEAMLESS = false;
+#endif // _DEBUG
+ m_nSEAMLESS = 0;
+#ifdef _DEBUG
+ m_bDETAIL = false;
+#endif // _DEBUG
+ m_nDETAIL = 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_bNORMALMAP && m_bWORLDVERTEXTRANSITION && m_bSEAMLESS && m_bDETAIL;
+ Assert( bAllStaticVarsDefined );
+#endif // _DEBUG
+ return ( 2 * m_nNORMALMAP ) + ( 4 * m_nWORLDVERTEXTRANSITION ) + ( 8 * m_nSEAMLESS ) + ( 16 * m_nDETAIL ) + 0;
+ }
+};
+#define shaderStaticTest_lightmappedgeneric_flashlight_vs20 vsh_forgot_to_set_static_NORMALMAP + vsh_forgot_to_set_static_WORLDVERTEXTRANSITION + vsh_forgot_to_set_static_SEAMLESS + vsh_forgot_to_set_static_DETAIL + 0
+class lightmappedgeneric_flashlight_vs20_Dynamic_Index
+{
+private:
+ int m_nDOWATERFOG;
+#ifdef _DEBUG
+ bool m_bDOWATERFOG;
+#endif
+public:
+ void SetDOWATERFOG( int i )
+ {
+ Assert( i >= 0 && i <= 1 );
+ m_nDOWATERFOG = i;
+#ifdef _DEBUG
+ m_bDOWATERFOG = true;
+#endif
+ }
+ void SetDOWATERFOG( bool i )
+ {
+ m_nDOWATERFOG = i ? 1 : 0;
+#ifdef _DEBUG
+ m_bDOWATERFOG = true;
+#endif
+ }
+public:
+ lightmappedgeneric_flashlight_vs20_Dynamic_Index()
+ {
+#ifdef _DEBUG
+ m_bDOWATERFOG = false;
+#endif // _DEBUG
+ m_nDOWATERFOG = 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_bDOWATERFOG;
+ Assert( bAllDynamicVarsDefined );
+#endif // _DEBUG
+ return ( 1 * m_nDOWATERFOG ) + 0;
+ }
+};
+#define shaderDynamicTest_lightmappedgeneric_flashlight_vs20 vsh_forgot_to_set_dynamic_DOWATERFOG + 0
diff --git a/materialsystem/stdshaders/fxctmp9/lightmappedgeneric_lightingonly_overbright2_ps11.inc b/materialsystem/stdshaders/fxctmp9/lightmappedgeneric_lightingonly_overbright2_ps11.inc
new file mode 100644
index 0000000..c8b345b
--- /dev/null
+++ b/materialsystem/stdshaders/fxctmp9/lightmappedgeneric_lightingonly_overbright2_ps11.inc
@@ -0,0 +1,33 @@
+#include "shaderlib/cshader.h"
+class lightmappedgeneric_lightingonly_overbright2_ps11_Static_Index
+{
+public:
+ lightmappedgeneric_lightingonly_overbright2_ps11_Static_Index( )
+ {
+ }
+ 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
+#endif // _DEBUG
+ return 0;
+ }
+};
+#define shaderStaticTest_lightmappedgeneric_lightingonly_overbright2_ps11 0
+class lightmappedgeneric_lightingonly_overbright2_ps11_Dynamic_Index
+{
+public:
+ lightmappedgeneric_lightingonly_overbright2_ps11_Dynamic_Index()
+ {
+ }
+ 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
+#endif // _DEBUG
+ return 0;
+ }
+};
+#define shaderDynamicTest_lightmappedgeneric_lightingonly_overbright2_ps11 0
diff --git a/materialsystem/stdshaders/fxctmp9/lightmappedgeneric_lightingonly_vs11.inc b/materialsystem/stdshaders/fxctmp9/lightmappedgeneric_lightingonly_vs11.inc
new file mode 100644
index 0000000..c4b302f
--- /dev/null
+++ b/materialsystem/stdshaders/fxctmp9/lightmappedgeneric_lightingonly_vs11.inc
@@ -0,0 +1,60 @@
+#include "shaderlib/cshader.h"
+class lightmappedgeneric_lightingonly_vs11_Static_Index
+{
+public:
+ lightmappedgeneric_lightingonly_vs11_Static_Index( )
+ {
+ }
+ 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
+#endif // _DEBUG
+ return 0;
+ }
+};
+#define shaderStaticTest_lightmappedgeneric_lightingonly_vs11 0
+class lightmappedgeneric_lightingonly_vs11_Dynamic_Index
+{
+private:
+ int m_nDOWATERFOG;
+#ifdef _DEBUG
+ bool m_bDOWATERFOG;
+#endif
+public:
+ void SetDOWATERFOG( int i )
+ {
+ Assert( i >= 0 && i <= 1 );
+ m_nDOWATERFOG = i;
+#ifdef _DEBUG
+ m_bDOWATERFOG = true;
+#endif
+ }
+ void SetDOWATERFOG( bool i )
+ {
+ m_nDOWATERFOG = i ? 1 : 0;
+#ifdef _DEBUG
+ m_bDOWATERFOG = true;
+#endif
+ }
+public:
+ lightmappedgeneric_lightingonly_vs11_Dynamic_Index()
+ {
+#ifdef _DEBUG
+ m_bDOWATERFOG = false;
+#endif // _DEBUG
+ m_nDOWATERFOG = 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_bDOWATERFOG;
+ Assert( bAllDynamicVarsDefined );
+#endif // _DEBUG
+ return ( 1 * m_nDOWATERFOG ) + 0;
+ }
+};
+#define shaderDynamicTest_lightmappedgeneric_lightingonly_vs11 vsh_forgot_to_set_dynamic_DOWATERFOG + 0
diff --git a/materialsystem/stdshaders/fxctmp9/lightmappedgeneric_ps20.inc b/materialsystem/stdshaders/fxctmp9/lightmappedgeneric_ps20.inc
new file mode 100644
index 0000000..d4f49c9
--- /dev/null
+++ b/materialsystem/stdshaders/fxctmp9/lightmappedgeneric_ps20.inc
@@ -0,0 +1,712 @@
+#include "shaderlib/cshader.h"
+class lightmappedgeneric_ps20_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_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
+ }
+public:
+ lightmappedgeneric_ps20_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_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;
+ }
+ 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_bSEAMLESS && m_bOUTLINE && m_bSOFTEDGES && m_bBUMPMASK && m_bNORMAL_DECODE_MODE && m_bNORMALMASK_DECODE_MODE && m_bDETAIL_BLEND_MODE;
+ Assert( bAllStaticVarsDefined );
+#endif // _DEBUG
+ return ( 48 * m_nMASKEDBLENDING ) + ( 96 * m_nBASETEXTURE2 ) + ( 192 * m_nDETAILTEXTURE ) + ( 384 * m_nBUMPMAP ) + ( 1152 * m_nBUMPMAP2 ) + ( 2304 * m_nCUBEMAP ) + ( 4608 * m_nENVMAPMASK ) + ( 9216 * m_nBASEALPHAENVMAPMASK ) + ( 18432 * m_nSELFILLUM ) + ( 36864 * m_nNORMALMAPALPHAENVMAPMASK ) + ( 73728 * m_nDIFFUSEBUMPMAP ) + ( 147456 * m_nBASETEXTURENOENVMAP ) + ( 294912 * m_nBASETEXTURE2NOENVMAP ) + ( 589824 * m_nWARPLIGHTING ) + ( 1179648 * m_nFANCY_BLENDING ) + ( 2359296 * m_nSEAMLESS ) + ( 4718592 * m_nOUTLINE ) + ( 9437184 * m_nSOFTEDGES ) + ( 18874368 * m_nBUMPMASK ) + ( 37748736 * m_nNORMAL_DECODE_MODE ) + ( 37748736 * m_nNORMALMASK_DECODE_MODE ) + ( 37748736 * m_nDETAIL_BLEND_MODE ) + 0;
+ }
+};
+#define shaderStaticTest_lightmappedgeneric_ps20 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_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 + 0
+class lightmappedgeneric_ps20_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 <= 2 );
+ 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
+ }
+public:
+ lightmappedgeneric_ps20_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;
+ }
+ 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;
+ Assert( bAllDynamicVarsDefined );
+#endif // _DEBUG
+ return ( 1 * m_nFASTPATHENVMAPCONTRAST ) + ( 2 * m_nFASTPATH ) + ( 4 * m_nWRITEWATERFOGTODESTALPHA ) + ( 8 * m_nPIXELFOGTYPE ) + ( 16 * m_nLIGHTING_PREVIEW ) + 0;
+ }
+};
+#define shaderDynamicTest_lightmappedgeneric_ps20 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 + 0
diff --git a/materialsystem/stdshaders/fxctmp9/lightmappedgeneric_ps20b.inc b/materialsystem/stdshaders/fxctmp9/lightmappedgeneric_ps20b.inc
new file mode 100644
index 0000000..7ecfcbd
--- /dev/null
+++ b/materialsystem/stdshaders/fxctmp9/lightmappedgeneric_ps20b.inc
@@ -0,0 +1,762 @@
+#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
+ }
+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;
+ }
+ 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;
+ Assert( bAllStaticVarsDefined );
+#endif // _DEBUG
+ return ( 96 * m_nMASKEDBLENDING ) + ( 192 * m_nBASETEXTURE2 ) + ( 384 * m_nDETAILTEXTURE ) + ( 768 * m_nBUMPMAP ) + ( 2304 * m_nBUMPMAP2 ) + ( 4608 * m_nCUBEMAP ) + ( 9216 * m_nENVMAPMASK ) + ( 18432 * m_nBASEALPHAENVMAPMASK ) + ( 36864 * m_nSELFILLUM ) + ( 73728 * m_nNORMALMAPALPHAENVMAPMASK ) + ( 147456 * m_nDIFFUSEBUMPMAP ) + ( 294912 * m_nBASETEXTURENOENVMAP ) + ( 589824 * m_nBASETEXTURE2NOENVMAP ) + ( 1179648 * m_nWARPLIGHTING ) + ( 2359296 * m_nFANCY_BLENDING ) + ( 4718592 * m_nRELIEF_MAPPING ) + ( 4718592 * m_nSEAMLESS ) + ( 9437184 * m_nOUTLINE ) + ( 18874368 * m_nSOFTEDGES ) + ( 37748736 * m_nBUMPMASK ) + ( 75497472 * m_nNORMAL_DECODE_MODE ) + ( 75497472 * m_nNORMALMASK_DECODE_MODE ) + ( 75497472 * m_nDETAIL_BLEND_MODE ) + 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 + 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 <= 2 );
+ 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 <= 1 );
+ 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 ) + ( 48 * 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
diff --git a/materialsystem/stdshaders/fxctmp9/lightmappedgeneric_vs20.inc b/materialsystem/stdshaders/fxctmp9/lightmappedgeneric_vs20.inc
new file mode 100644
index 0000000..0e118ca
--- /dev/null
+++ b/materialsystem/stdshaders/fxctmp9/lightmappedgeneric_vs20.inc
@@ -0,0 +1,337 @@
+#include "shaderlib/cshader.h"
+class lightmappedgeneric_vs20_Static_Index
+{
+private:
+ int m_nENVMAP_MASK;
+#ifdef _DEBUG
+ bool m_bENVMAP_MASK;
+#endif
+public:
+ void SetENVMAP_MASK( int i )
+ {
+ Assert( i >= 0 && i <= 1 );
+ m_nENVMAP_MASK = i;
+#ifdef _DEBUG
+ m_bENVMAP_MASK = true;
+#endif
+ }
+ void SetENVMAP_MASK( bool i )
+ {
+ m_nENVMAP_MASK = i ? 1 : 0;
+#ifdef _DEBUG
+ m_bENVMAP_MASK = true;
+#endif
+ }
+private:
+ int m_nTANGENTSPACE;
+#ifdef _DEBUG
+ bool m_bTANGENTSPACE;
+#endif
+public:
+ void SetTANGENTSPACE( int i )
+ {
+ Assert( i >= 0 && i <= 1 );
+ m_nTANGENTSPACE = i;
+#ifdef _DEBUG
+ m_bTANGENTSPACE = true;
+#endif
+ }
+ void SetTANGENTSPACE( bool i )
+ {
+ m_nTANGENTSPACE = i ? 1 : 0;
+#ifdef _DEBUG
+ m_bTANGENTSPACE = true;
+#endif
+ }
+private:
+ int m_nBUMPMAP;
+#ifdef _DEBUG
+ bool m_bBUMPMAP;
+#endif
+public:
+ void SetBUMPMAP( int i )
+ {
+ Assert( i >= 0 && i <= 1 );
+ 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_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_nVERTEXCOLOR;
+#ifdef _DEBUG
+ bool m_bVERTEXCOLOR;
+#endif
+public:
+ void SetVERTEXCOLOR( int i )
+ {
+ Assert( i >= 0 && i <= 1 );
+ m_nVERTEXCOLOR = i;
+#ifdef _DEBUG
+ m_bVERTEXCOLOR = true;
+#endif
+ }
+ void SetVERTEXCOLOR( bool i )
+ {
+ m_nVERTEXCOLOR = i ? 1 : 0;
+#ifdef _DEBUG
+ m_bVERTEXCOLOR = true;
+#endif
+ }
+private:
+ int m_nVERTEXALPHATEXBLENDFACTOR;
+#ifdef _DEBUG
+ bool m_bVERTEXALPHATEXBLENDFACTOR;
+#endif
+public:
+ void SetVERTEXALPHATEXBLENDFACTOR( int i )
+ {
+ Assert( i >= 0 && i <= 1 );
+ m_nVERTEXALPHATEXBLENDFACTOR = i;
+#ifdef _DEBUG
+ m_bVERTEXALPHATEXBLENDFACTOR = true;
+#endif
+ }
+ void SetVERTEXALPHATEXBLENDFACTOR( bool i )
+ {
+ m_nVERTEXALPHATEXBLENDFACTOR = i ? 1 : 0;
+#ifdef _DEBUG
+ m_bVERTEXALPHATEXBLENDFACTOR = 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_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
+ }
+public:
+ lightmappedgeneric_vs20_Static_Index( )
+ {
+#ifdef _DEBUG
+ m_bENVMAP_MASK = false;
+#endif // _DEBUG
+ m_nENVMAP_MASK = 0;
+#ifdef _DEBUG
+ m_bTANGENTSPACE = false;
+#endif // _DEBUG
+ m_nTANGENTSPACE = 0;
+#ifdef _DEBUG
+ m_bBUMPMAP = false;
+#endif // _DEBUG
+ m_nBUMPMAP = 0;
+#ifdef _DEBUG
+ m_bDIFFUSEBUMPMAP = false;
+#endif // _DEBUG
+ m_nDIFFUSEBUMPMAP = 0;
+#ifdef _DEBUG
+ m_bVERTEXCOLOR = false;
+#endif // _DEBUG
+ m_nVERTEXCOLOR = 0;
+#ifdef _DEBUG
+ m_bVERTEXALPHATEXBLENDFACTOR = false;
+#endif // _DEBUG
+ m_nVERTEXALPHATEXBLENDFACTOR = 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_bBUMPMASK = false;
+#endif // _DEBUG
+ m_nBUMPMASK = 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_bENVMAP_MASK && m_bTANGENTSPACE && m_bBUMPMAP && m_bDIFFUSEBUMPMAP && m_bVERTEXCOLOR && m_bVERTEXALPHATEXBLENDFACTOR && m_bRELIEF_MAPPING && m_bSEAMLESS && m_bBUMPMASK;
+ Assert( bAllStaticVarsDefined );
+#endif // _DEBUG
+ return ( 8 * m_nENVMAP_MASK ) + ( 16 * m_nTANGENTSPACE ) + ( 32 * m_nBUMPMAP ) + ( 64 * m_nDIFFUSEBUMPMAP ) + ( 128 * m_nVERTEXCOLOR ) + ( 256 * m_nVERTEXALPHATEXBLENDFACTOR ) + ( 512 * m_nRELIEF_MAPPING ) + ( 512 * m_nSEAMLESS ) + ( 1024 * m_nBUMPMASK ) + 0;
+ }
+};
+#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 + 0
+class lightmappedgeneric_vs20_Dynamic_Index
+{
+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_nDOWATERFOG;
+#ifdef _DEBUG
+ bool m_bDOWATERFOG;
+#endif
+public:
+ void SetDOWATERFOG( int i )
+ {
+ Assert( i >= 0 && i <= 1 );
+ m_nDOWATERFOG = i;
+#ifdef _DEBUG
+ m_bDOWATERFOG = true;
+#endif
+ }
+ void SetDOWATERFOG( bool i )
+ {
+ m_nDOWATERFOG = i ? 1 : 0;
+#ifdef _DEBUG
+ m_bDOWATERFOG = true;
+#endif
+ }
+private:
+ int m_nLIGHTING_PREVIEW;
+#ifdef _DEBUG
+ bool m_bLIGHTING_PREVIEW;
+#endif
+public:
+ void SetLIGHTING_PREVIEW( int i )
+ {
+ Assert( i >= 0 && i <= 1 );
+ 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
+ }
+public:
+ lightmappedgeneric_vs20_Dynamic_Index()
+ {
+#ifdef _DEBUG
+ m_bFASTPATH = false;
+#endif // _DEBUG
+ m_nFASTPATH = 0;
+#ifdef _DEBUG
+ m_bDOWATERFOG = false;
+#endif // _DEBUG
+ m_nDOWATERFOG = 0;
+#ifdef _DEBUG
+ m_bLIGHTING_PREVIEW = false;
+#endif // _DEBUG
+ m_nLIGHTING_PREVIEW = 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_bFASTPATH && m_bDOWATERFOG && m_bLIGHTING_PREVIEW;
+ Assert( bAllDynamicVarsDefined );
+#endif // _DEBUG
+ return ( 1 * m_nFASTPATH ) + ( 2 * m_nDOWATERFOG ) + ( 4 * m_nLIGHTING_PREVIEW ) + 0;
+ }
+};
+#define shaderDynamicTest_lightmappedgeneric_vs20 vsh_forgot_to_set_dynamic_FASTPATH + vsh_forgot_to_set_dynamic_DOWATERFOG + vsh_forgot_to_set_dynamic_LIGHTING_PREVIEW + 0
diff --git a/materialsystem/stdshaders/fxctmp9/lightmappedreflective_ps20.inc b/materialsystem/stdshaders/fxctmp9/lightmappedreflective_ps20.inc
new file mode 100644
index 0000000..c912dd8
--- /dev/null
+++ b/materialsystem/stdshaders/fxctmp9/lightmappedreflective_ps20.inc
@@ -0,0 +1,162 @@
+#include "shaderlib/cshader.h"
+class lightmappedreflective_ps20_Static_Index
+{
+private:
+ int m_nBASETEXTURE;
+#ifdef _DEBUG
+ bool m_bBASETEXTURE;
+#endif
+public:
+ void SetBASETEXTURE( int i )
+ {
+ Assert( i >= 0 && i <= 1 );
+ m_nBASETEXTURE = i;
+#ifdef _DEBUG
+ m_bBASETEXTURE = true;
+#endif
+ }
+ void SetBASETEXTURE( bool i )
+ {
+ m_nBASETEXTURE = i ? 1 : 0;
+#ifdef _DEBUG
+ m_bBASETEXTURE = true;
+#endif
+ }
+private:
+ int m_nREFLECT;
+#ifdef _DEBUG
+ bool m_bREFLECT;
+#endif
+public:
+ void SetREFLECT( int i )
+ {
+ Assert( i >= 0 && i <= 1 );
+ m_nREFLECT = i;
+#ifdef _DEBUG
+ m_bREFLECT = true;
+#endif
+ }
+ void SetREFLECT( bool i )
+ {
+ m_nREFLECT = i ? 1 : 0;
+#ifdef _DEBUG
+ m_bREFLECT = true;
+#endif
+ }
+private:
+ int m_nREFRACT;
+#ifdef _DEBUG
+ bool m_bREFRACT;
+#endif
+public:
+ void SetREFRACT( int i )
+ {
+ Assert( i >= 0 && i <= 1 );
+ m_nREFRACT = i;
+#ifdef _DEBUG
+ m_bREFRACT = true;
+#endif
+ }
+ void SetREFRACT( bool i )
+ {
+ m_nREFRACT = i ? 1 : 0;
+#ifdef _DEBUG
+ m_bREFRACT = 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
+ }
+public:
+ lightmappedreflective_ps20_Static_Index( )
+ {
+#ifdef _DEBUG
+ m_bBASETEXTURE = false;
+#endif // _DEBUG
+ m_nBASETEXTURE = 0;
+#ifdef _DEBUG
+ m_bREFLECT = false;
+#endif // _DEBUG
+ m_nREFLECT = 0;
+#ifdef _DEBUG
+ m_bREFRACT = false;
+#endif // _DEBUG
+ m_nREFRACT = 0;
+#ifdef _DEBUG
+ m_bENVMAPMASK = false;
+#endif // _DEBUG
+ m_nENVMAPMASK = 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_bBASETEXTURE && m_bREFLECT && m_bREFRACT && m_bENVMAPMASK;
+ Assert( bAllStaticVarsDefined );
+#endif // _DEBUG
+ return ( 2 * m_nBASETEXTURE ) + ( 4 * m_nREFLECT ) + ( 8 * m_nREFRACT ) + ( 16 * m_nENVMAPMASK ) + 0;
+ }
+};
+#define shaderStaticTest_lightmappedreflective_ps20 psh_forgot_to_set_static_BASETEXTURE + psh_forgot_to_set_static_REFLECT + psh_forgot_to_set_static_REFRACT + psh_forgot_to_set_static_ENVMAPMASK + 0
+class lightmappedreflective_ps20_Dynamic_Index
+{
+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
+ }
+public:
+ lightmappedreflective_ps20_Dynamic_Index()
+ {
+#ifdef _DEBUG
+ m_bPIXELFOGTYPE = false;
+#endif // _DEBUG
+ m_nPIXELFOGTYPE = 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_bPIXELFOGTYPE;
+ Assert( bAllDynamicVarsDefined );
+#endif // _DEBUG
+ return ( 1 * m_nPIXELFOGTYPE ) + 0;
+ }
+};
+#define shaderDynamicTest_lightmappedreflective_ps20 psh_forgot_to_set_dynamic_PIXELFOGTYPE + 0
diff --git a/materialsystem/stdshaders/fxctmp9/lightmappedreflective_ps20b.inc b/materialsystem/stdshaders/fxctmp9/lightmappedreflective_ps20b.inc
new file mode 100644
index 0000000..defa755
--- /dev/null
+++ b/materialsystem/stdshaders/fxctmp9/lightmappedreflective_ps20b.inc
@@ -0,0 +1,212 @@
+#include "shaderlib/cshader.h"
+class lightmappedreflective_ps20b_Static_Index
+{
+private:
+ int m_nCONVERT_TO_SRGB;
+#ifdef _DEBUG
+ bool m_bCONVERT_TO_SRGB;
+#endif
+public:
+ void SetCONVERT_TO_SRGB( int i )
+ {
+ Assert( i >= 0 && i <= 1 );
+ m_nCONVERT_TO_SRGB = i;
+#ifdef _DEBUG
+ m_bCONVERT_TO_SRGB = true;
+#endif
+ }
+ void SetCONVERT_TO_SRGB( bool i )
+ {
+ m_nCONVERT_TO_SRGB = i ? 1 : 0;
+#ifdef _DEBUG
+ m_bCONVERT_TO_SRGB = true;
+#endif
+ }
+private:
+ int m_nBASETEXTURE;
+#ifdef _DEBUG
+ bool m_bBASETEXTURE;
+#endif
+public:
+ void SetBASETEXTURE( int i )
+ {
+ Assert( i >= 0 && i <= 1 );
+ m_nBASETEXTURE = i;
+#ifdef _DEBUG
+ m_bBASETEXTURE = true;
+#endif
+ }
+ void SetBASETEXTURE( bool i )
+ {
+ m_nBASETEXTURE = i ? 1 : 0;
+#ifdef _DEBUG
+ m_bBASETEXTURE = true;
+#endif
+ }
+private:
+ int m_nREFLECT;
+#ifdef _DEBUG
+ bool m_bREFLECT;
+#endif
+public:
+ void SetREFLECT( int i )
+ {
+ Assert( i >= 0 && i <= 1 );
+ m_nREFLECT = i;
+#ifdef _DEBUG
+ m_bREFLECT = true;
+#endif
+ }
+ void SetREFLECT( bool i )
+ {
+ m_nREFLECT = i ? 1 : 0;
+#ifdef _DEBUG
+ m_bREFLECT = true;
+#endif
+ }
+private:
+ int m_nREFRACT;
+#ifdef _DEBUG
+ bool m_bREFRACT;
+#endif
+public:
+ void SetREFRACT( int i )
+ {
+ Assert( i >= 0 && i <= 1 );
+ m_nREFRACT = i;
+#ifdef _DEBUG
+ m_bREFRACT = true;
+#endif
+ }
+ void SetREFRACT( bool i )
+ {
+ m_nREFRACT = i ? 1 : 0;
+#ifdef _DEBUG
+ m_bREFRACT = 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
+ }
+public:
+ lightmappedreflective_ps20b_Static_Index( )
+ {
+#ifdef _DEBUG
+ m_bCONVERT_TO_SRGB = true;
+#endif // _DEBUG
+ m_nCONVERT_TO_SRGB = g_pHardwareConfig->NeedsShaderSRGBConversion();
+#ifdef _DEBUG
+ m_bBASETEXTURE = false;
+#endif // _DEBUG
+ m_nBASETEXTURE = 0;
+#ifdef _DEBUG
+ m_bREFLECT = false;
+#endif // _DEBUG
+ m_nREFLECT = 0;
+#ifdef _DEBUG
+ m_bREFRACT = false;
+#endif // _DEBUG
+ m_nREFRACT = 0;
+#ifdef _DEBUG
+ m_bENVMAPMASK = false;
+#endif // _DEBUG
+ m_nENVMAPMASK = 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_bCONVERT_TO_SRGB && m_bBASETEXTURE && m_bREFLECT && m_bREFRACT && m_bENVMAPMASK;
+ Assert( bAllStaticVarsDefined );
+#endif // _DEBUG
+ return ( 4 * m_nCONVERT_TO_SRGB ) + ( 8 * m_nBASETEXTURE ) + ( 16 * m_nREFLECT ) + ( 32 * m_nREFRACT ) + ( 64 * m_nENVMAPMASK ) + 0;
+ }
+};
+#define shaderStaticTest_lightmappedreflective_ps20b psh_forgot_to_set_static_BASETEXTURE + psh_forgot_to_set_static_REFLECT + psh_forgot_to_set_static_REFRACT + psh_forgot_to_set_static_ENVMAPMASK + 0
+class lightmappedreflective_ps20b_Dynamic_Index
+{
+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_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 <= 1 );
+ 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:
+ lightmappedreflective_ps20b_Dynamic_Index()
+ {
+#ifdef _DEBUG
+ m_bPIXELFOGTYPE = false;
+#endif // _DEBUG
+ m_nPIXELFOGTYPE = 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_bPIXELFOGTYPE && m_bWRITE_DEPTH_TO_DESTALPHA;
+ Assert( bAllDynamicVarsDefined );
+#endif // _DEBUG
+ return ( 1 * m_nPIXELFOGTYPE ) + ( 2 * m_nWRITE_DEPTH_TO_DESTALPHA ) + 0;
+ }
+};
+#define shaderDynamicTest_lightmappedreflective_ps20b psh_forgot_to_set_dynamic_PIXELFOGTYPE + psh_forgot_to_set_dynamic_WRITE_DEPTH_TO_DESTALPHA + 0
diff --git a/materialsystem/stdshaders/fxctmp9/lightmappedreflective_vs20.inc b/materialsystem/stdshaders/fxctmp9/lightmappedreflective_vs20.inc
new file mode 100644
index 0000000..5e8df64
--- /dev/null
+++ b/materialsystem/stdshaders/fxctmp9/lightmappedreflective_vs20.inc
@@ -0,0 +1,60 @@
+#include "shaderlib/cshader.h"
+class lightmappedreflective_vs20_Static_Index
+{
+private:
+ int m_nBASETEXTURE;
+#ifdef _DEBUG
+ bool m_bBASETEXTURE;
+#endif
+public:
+ void SetBASETEXTURE( int i )
+ {
+ Assert( i >= 0 && i <= 1 );
+ m_nBASETEXTURE = i;
+#ifdef _DEBUG
+ m_bBASETEXTURE = true;
+#endif
+ }
+ void SetBASETEXTURE( bool i )
+ {
+ m_nBASETEXTURE = i ? 1 : 0;
+#ifdef _DEBUG
+ m_bBASETEXTURE = true;
+#endif
+ }
+public:
+ lightmappedreflective_vs20_Static_Index( )
+ {
+#ifdef _DEBUG
+ m_bBASETEXTURE = false;
+#endif // _DEBUG
+ m_nBASETEXTURE = 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_bBASETEXTURE;
+ Assert( bAllStaticVarsDefined );
+#endif // _DEBUG
+ return ( 1 * m_nBASETEXTURE ) + 0;
+ }
+};
+#define shaderStaticTest_lightmappedreflective_vs20 vsh_forgot_to_set_static_BASETEXTURE + 0
+class lightmappedreflective_vs20_Dynamic_Index
+{
+public:
+ lightmappedreflective_vs20_Dynamic_Index()
+ {
+ }
+ 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
+#endif // _DEBUG
+ return 0;
+ }
+};
+#define shaderDynamicTest_lightmappedreflective_vs20 0
diff --git a/materialsystem/stdshaders/fxctmp9/lpreview1_ps20.inc b/materialsystem/stdshaders/fxctmp9/lpreview1_ps20.inc
new file mode 100644
index 0000000..622a136
--- /dev/null
+++ b/materialsystem/stdshaders/fxctmp9/lpreview1_ps20.inc
@@ -0,0 +1,33 @@
+#include "shaderlib/cshader.h"
+class lpreview1_ps20_Static_Index
+{
+public:
+ lpreview1_ps20_Static_Index( )
+ {
+ }
+ 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
+#endif // _DEBUG
+ return 0;
+ }
+};
+#define shaderStaticTest_lpreview1_ps20 0
+class lpreview1_ps20_Dynamic_Index
+{
+public:
+ lpreview1_ps20_Dynamic_Index()
+ {
+ }
+ 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
+#endif // _DEBUG
+ return 0;
+ }
+};
+#define shaderDynamicTest_lpreview1_ps20 0
diff --git a/materialsystem/stdshaders/fxctmp9/lpreview1_ps20b.inc b/materialsystem/stdshaders/fxctmp9/lpreview1_ps20b.inc
new file mode 100644
index 0000000..2e25142
--- /dev/null
+++ b/materialsystem/stdshaders/fxctmp9/lpreview1_ps20b.inc
@@ -0,0 +1,60 @@
+#include "shaderlib/cshader.h"
+class lpreview1_ps20b_Static_Index
+{
+private:
+ int m_nCONVERT_TO_SRGB;
+#ifdef _DEBUG
+ bool m_bCONVERT_TO_SRGB;
+#endif
+public:
+ void SetCONVERT_TO_SRGB( int i )
+ {
+ Assert( i >= 0 && i <= 1 );
+ m_nCONVERT_TO_SRGB = i;
+#ifdef _DEBUG
+ m_bCONVERT_TO_SRGB = true;
+#endif
+ }
+ void SetCONVERT_TO_SRGB( bool i )
+ {
+ m_nCONVERT_TO_SRGB = i ? 1 : 0;
+#ifdef _DEBUG
+ m_bCONVERT_TO_SRGB = true;
+#endif
+ }
+public:
+ lpreview1_ps20b_Static_Index( )
+ {
+#ifdef _DEBUG
+ m_bCONVERT_TO_SRGB = true;
+#endif // _DEBUG
+ m_nCONVERT_TO_SRGB = g_pHardwareConfig->NeedsShaderSRGBConversion();
+ }
+ 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_bCONVERT_TO_SRGB;
+ Assert( bAllStaticVarsDefined );
+#endif // _DEBUG
+ return ( 1 * m_nCONVERT_TO_SRGB ) + 0;
+ }
+};
+#define shaderStaticTest_lpreview1_ps20b 0
+class lpreview1_ps20b_Dynamic_Index
+{
+public:
+ lpreview1_ps20b_Dynamic_Index()
+ {
+ }
+ 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
+#endif // _DEBUG
+ return 0;
+ }
+};
+#define shaderDynamicTest_lpreview1_ps20b 0
diff --git a/materialsystem/stdshaders/fxctmp9/lpreview_output_ps20.inc b/materialsystem/stdshaders/fxctmp9/lpreview_output_ps20.inc
new file mode 100644
index 0000000..bc52e92
--- /dev/null
+++ b/materialsystem/stdshaders/fxctmp9/lpreview_output_ps20.inc
@@ -0,0 +1,33 @@
+#include "shaderlib/cshader.h"
+class lpreview_output_ps20_Static_Index
+{
+public:
+ lpreview_output_ps20_Static_Index( )
+ {
+ }
+ 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
+#endif // _DEBUG
+ return 0;
+ }
+};
+#define shaderStaticTest_lpreview_output_ps20 0
+class lpreview_output_ps20_Dynamic_Index
+{
+public:
+ lpreview_output_ps20_Dynamic_Index()
+ {
+ }
+ 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
+#endif // _DEBUG
+ return 0;
+ }
+};
+#define shaderDynamicTest_lpreview_output_ps20 0
diff --git a/materialsystem/stdshaders/fxctmp9/lpreview_output_ps20b.inc b/materialsystem/stdshaders/fxctmp9/lpreview_output_ps20b.inc
new file mode 100644
index 0000000..3c9eb22
--- /dev/null
+++ b/materialsystem/stdshaders/fxctmp9/lpreview_output_ps20b.inc
@@ -0,0 +1,60 @@
+#include "shaderlib/cshader.h"
+class lpreview_output_ps20b_Static_Index
+{
+private:
+ int m_nCONVERT_TO_SRGB;
+#ifdef _DEBUG
+ bool m_bCONVERT_TO_SRGB;
+#endif
+public:
+ void SetCONVERT_TO_SRGB( int i )
+ {
+ Assert( i >= 0 && i <= 1 );
+ m_nCONVERT_TO_SRGB = i;
+#ifdef _DEBUG
+ m_bCONVERT_TO_SRGB = true;
+#endif
+ }
+ void SetCONVERT_TO_SRGB( bool i )
+ {
+ m_nCONVERT_TO_SRGB = i ? 1 : 0;
+#ifdef _DEBUG
+ m_bCONVERT_TO_SRGB = true;
+#endif
+ }
+public:
+ lpreview_output_ps20b_Static_Index( )
+ {
+#ifdef _DEBUG
+ m_bCONVERT_TO_SRGB = true;
+#endif // _DEBUG
+ m_nCONVERT_TO_SRGB = g_pHardwareConfig->NeedsShaderSRGBConversion();
+ }
+ 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_bCONVERT_TO_SRGB;
+ Assert( bAllStaticVarsDefined );
+#endif // _DEBUG
+ return ( 1 * m_nCONVERT_TO_SRGB ) + 0;
+ }
+};
+#define shaderStaticTest_lpreview_output_ps20b 0
+class lpreview_output_ps20b_Dynamic_Index
+{
+public:
+ lpreview_output_ps20b_Dynamic_Index()
+ {
+ }
+ 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
+#endif // _DEBUG
+ return 0;
+ }
+};
+#define shaderDynamicTest_lpreview_output_ps20b 0
diff --git a/materialsystem/stdshaders/fxctmp9/luminance_compare_ps20.inc b/materialsystem/stdshaders/fxctmp9/luminance_compare_ps20.inc
new file mode 100644
index 0000000..a167d3c
--- /dev/null
+++ b/materialsystem/stdshaders/fxctmp9/luminance_compare_ps20.inc
@@ -0,0 +1,33 @@
+#include "shaderlib/cshader.h"
+class luminance_compare_ps20_Static_Index
+{
+public:
+ luminance_compare_ps20_Static_Index( )
+ {
+ }
+ 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
+#endif // _DEBUG
+ return 0;
+ }
+};
+#define shaderStaticTest_luminance_compare_ps20 0
+class luminance_compare_ps20_Dynamic_Index
+{
+public:
+ luminance_compare_ps20_Dynamic_Index()
+ {
+ }
+ 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
+#endif // _DEBUG
+ return 0;
+ }
+};
+#define shaderDynamicTest_luminance_compare_ps20 0
diff --git a/materialsystem/stdshaders/fxctmp9/luminance_compare_ps20b.inc b/materialsystem/stdshaders/fxctmp9/luminance_compare_ps20b.inc
new file mode 100644
index 0000000..36a93f1
--- /dev/null
+++ b/materialsystem/stdshaders/fxctmp9/luminance_compare_ps20b.inc
@@ -0,0 +1,60 @@
+#include "shaderlib/cshader.h"
+class luminance_compare_ps20b_Static_Index
+{
+private:
+ int m_nCONVERT_TO_SRGB;
+#ifdef _DEBUG
+ bool m_bCONVERT_TO_SRGB;
+#endif
+public:
+ void SetCONVERT_TO_SRGB( int i )
+ {
+ Assert( i >= 0 && i <= 1 );
+ m_nCONVERT_TO_SRGB = i;
+#ifdef _DEBUG
+ m_bCONVERT_TO_SRGB = true;
+#endif
+ }
+ void SetCONVERT_TO_SRGB( bool i )
+ {
+ m_nCONVERT_TO_SRGB = i ? 1 : 0;
+#ifdef _DEBUG
+ m_bCONVERT_TO_SRGB = true;
+#endif
+ }
+public:
+ luminance_compare_ps20b_Static_Index( )
+ {
+#ifdef _DEBUG
+ m_bCONVERT_TO_SRGB = true;
+#endif // _DEBUG
+ m_nCONVERT_TO_SRGB = g_pHardwareConfig->NeedsShaderSRGBConversion();
+ }
+ 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_bCONVERT_TO_SRGB;
+ Assert( bAllStaticVarsDefined );
+#endif // _DEBUG
+ return ( 1 * m_nCONVERT_TO_SRGB ) + 0;
+ }
+};
+#define shaderStaticTest_luminance_compare_ps20b 0
+class luminance_compare_ps20b_Dynamic_Index
+{
+public:
+ luminance_compare_ps20b_Dynamic_Index()
+ {
+ }
+ 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
+#endif // _DEBUG
+ return 0;
+ }
+};
+#define shaderDynamicTest_luminance_compare_ps20b 0
diff --git a/materialsystem/stdshaders/fxctmp9/modulate_ps20.inc b/materialsystem/stdshaders/fxctmp9/modulate_ps20.inc
new file mode 100644
index 0000000..e3fb969
--- /dev/null
+++ b/materialsystem/stdshaders/fxctmp9/modulate_ps20.inc
@@ -0,0 +1,60 @@
+#include "shaderlib/cshader.h"
+class modulate_ps20_Static_Index
+{
+public:
+ modulate_ps20_Static_Index( )
+ {
+ }
+ 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
+#endif // _DEBUG
+ return 0;
+ }
+};
+#define shaderStaticTest_modulate_ps20 0
+class modulate_ps20_Dynamic_Index
+{
+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
+ }
+public:
+ modulate_ps20_Dynamic_Index()
+ {
+#ifdef _DEBUG
+ m_bPIXELFOGTYPE = false;
+#endif // _DEBUG
+ m_nPIXELFOGTYPE = 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_bPIXELFOGTYPE;
+ Assert( bAllDynamicVarsDefined );
+#endif // _DEBUG
+ return ( 1 * m_nPIXELFOGTYPE ) + 0;
+ }
+};
+#define shaderDynamicTest_modulate_ps20 psh_forgot_to_set_dynamic_PIXELFOGTYPE + 0
diff --git a/materialsystem/stdshaders/fxctmp9/modulate_ps20b.inc b/materialsystem/stdshaders/fxctmp9/modulate_ps20b.inc
new file mode 100644
index 0000000..f19fe76
--- /dev/null
+++ b/materialsystem/stdshaders/fxctmp9/modulate_ps20b.inc
@@ -0,0 +1,112 @@
+#include "shaderlib/cshader.h"
+class modulate_ps20b_Static_Index
+{
+private:
+ int m_nCONVERT_TO_SRGB;
+#ifdef _DEBUG
+ bool m_bCONVERT_TO_SRGB;
+#endif
+public:
+ void SetCONVERT_TO_SRGB( int i )
+ {
+ Assert( i >= 0 && i <= 1 );
+ m_nCONVERT_TO_SRGB = i;
+#ifdef _DEBUG
+ m_bCONVERT_TO_SRGB = true;
+#endif
+ }
+ void SetCONVERT_TO_SRGB( bool i )
+ {
+ m_nCONVERT_TO_SRGB = i ? 1 : 0;
+#ifdef _DEBUG
+ m_bCONVERT_TO_SRGB = true;
+#endif
+ }
+public:
+ modulate_ps20b_Static_Index( )
+ {
+#ifdef _DEBUG
+ m_bCONVERT_TO_SRGB = true;
+#endif // _DEBUG
+ m_nCONVERT_TO_SRGB = g_pHardwareConfig->NeedsShaderSRGBConversion();
+ }
+ 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_bCONVERT_TO_SRGB;
+ Assert( bAllStaticVarsDefined );
+#endif // _DEBUG
+ return ( 4 * m_nCONVERT_TO_SRGB ) + 0;
+ }
+};
+#define shaderStaticTest_modulate_ps20b 0
+class modulate_ps20b_Dynamic_Index
+{
+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_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 <= 1 );
+ 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:
+ modulate_ps20b_Dynamic_Index()
+ {
+#ifdef _DEBUG
+ m_bPIXELFOGTYPE = false;
+#endif // _DEBUG
+ m_nPIXELFOGTYPE = 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_bPIXELFOGTYPE && m_bWRITE_DEPTH_TO_DESTALPHA;
+ Assert( bAllDynamicVarsDefined );
+#endif // _DEBUG
+ return ( 1 * m_nPIXELFOGTYPE ) + ( 2 * m_nWRITE_DEPTH_TO_DESTALPHA ) + 0;
+ }
+};
+#define shaderDynamicTest_modulate_ps20b psh_forgot_to_set_dynamic_PIXELFOGTYPE + psh_forgot_to_set_dynamic_WRITE_DEPTH_TO_DESTALPHA + 0
diff --git a/materialsystem/stdshaders/fxctmp9/monitorscreen_ps20.inc b/materialsystem/stdshaders/fxctmp9/monitorscreen_ps20.inc
new file mode 100644
index 0000000..d331310
--- /dev/null
+++ b/materialsystem/stdshaders/fxctmp9/monitorscreen_ps20.inc
@@ -0,0 +1,87 @@
+#include "shaderlib/cshader.h"
+class monitorscreen_ps20_Static_Index
+{
+private:
+ int m_nTEXTURE2;
+#ifdef _DEBUG
+ bool m_bTEXTURE2;
+#endif
+public:
+ void SetTEXTURE2( int i )
+ {
+ Assert( i >= 0 && i <= 1 );
+ m_nTEXTURE2 = i;
+#ifdef _DEBUG
+ m_bTEXTURE2 = true;
+#endif
+ }
+ void SetTEXTURE2( bool i )
+ {
+ m_nTEXTURE2 = i ? 1 : 0;
+#ifdef _DEBUG
+ m_bTEXTURE2 = true;
+#endif
+ }
+public:
+ monitorscreen_ps20_Static_Index( )
+ {
+#ifdef _DEBUG
+ m_bTEXTURE2 = false;
+#endif // _DEBUG
+ m_nTEXTURE2 = 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_bTEXTURE2;
+ Assert( bAllStaticVarsDefined );
+#endif // _DEBUG
+ return ( 2 * m_nTEXTURE2 ) + 0;
+ }
+};
+#define shaderStaticTest_monitorscreen_ps20 psh_forgot_to_set_static_TEXTURE2 + 0
+class monitorscreen_ps20_Dynamic_Index
+{
+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
+ }
+public:
+ monitorscreen_ps20_Dynamic_Index()
+ {
+#ifdef _DEBUG
+ m_bPIXELFOGTYPE = false;
+#endif // _DEBUG
+ m_nPIXELFOGTYPE = 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_bPIXELFOGTYPE;
+ Assert( bAllDynamicVarsDefined );
+#endif // _DEBUG
+ return ( 1 * m_nPIXELFOGTYPE ) + 0;
+ }
+};
+#define shaderDynamicTest_monitorscreen_ps20 psh_forgot_to_set_dynamic_PIXELFOGTYPE + 0
diff --git a/materialsystem/stdshaders/fxctmp9/monitorscreen_ps20b.inc b/materialsystem/stdshaders/fxctmp9/monitorscreen_ps20b.inc
new file mode 100644
index 0000000..04e589f
--- /dev/null
+++ b/materialsystem/stdshaders/fxctmp9/monitorscreen_ps20b.inc
@@ -0,0 +1,137 @@
+#include "shaderlib/cshader.h"
+class monitorscreen_ps20b_Static_Index
+{
+private:
+ int m_nCONVERT_TO_SRGB;
+#ifdef _DEBUG
+ bool m_bCONVERT_TO_SRGB;
+#endif
+public:
+ void SetCONVERT_TO_SRGB( int i )
+ {
+ Assert( i >= 0 && i <= 1 );
+ m_nCONVERT_TO_SRGB = i;
+#ifdef _DEBUG
+ m_bCONVERT_TO_SRGB = true;
+#endif
+ }
+ void SetCONVERT_TO_SRGB( bool i )
+ {
+ m_nCONVERT_TO_SRGB = i ? 1 : 0;
+#ifdef _DEBUG
+ m_bCONVERT_TO_SRGB = true;
+#endif
+ }
+private:
+ int m_nTEXTURE2;
+#ifdef _DEBUG
+ bool m_bTEXTURE2;
+#endif
+public:
+ void SetTEXTURE2( int i )
+ {
+ Assert( i >= 0 && i <= 1 );
+ m_nTEXTURE2 = i;
+#ifdef _DEBUG
+ m_bTEXTURE2 = true;
+#endif
+ }
+ void SetTEXTURE2( bool i )
+ {
+ m_nTEXTURE2 = i ? 1 : 0;
+#ifdef _DEBUG
+ m_bTEXTURE2 = true;
+#endif
+ }
+public:
+ monitorscreen_ps20b_Static_Index( )
+ {
+#ifdef _DEBUG
+ m_bCONVERT_TO_SRGB = true;
+#endif // _DEBUG
+ m_nCONVERT_TO_SRGB = g_pHardwareConfig->NeedsShaderSRGBConversion();
+#ifdef _DEBUG
+ m_bTEXTURE2 = false;
+#endif // _DEBUG
+ m_nTEXTURE2 = 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_bCONVERT_TO_SRGB && m_bTEXTURE2;
+ Assert( bAllStaticVarsDefined );
+#endif // _DEBUG
+ return ( 4 * m_nCONVERT_TO_SRGB ) + ( 8 * m_nTEXTURE2 ) + 0;
+ }
+};
+#define shaderStaticTest_monitorscreen_ps20b psh_forgot_to_set_static_TEXTURE2 + 0
+class monitorscreen_ps20b_Dynamic_Index
+{
+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_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 <= 1 );
+ 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:
+ monitorscreen_ps20b_Dynamic_Index()
+ {
+#ifdef _DEBUG
+ m_bPIXELFOGTYPE = false;
+#endif // _DEBUG
+ m_nPIXELFOGTYPE = 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_bPIXELFOGTYPE && m_bWRITE_DEPTH_TO_DESTALPHA;
+ Assert( bAllDynamicVarsDefined );
+#endif // _DEBUG
+ return ( 1 * m_nPIXELFOGTYPE ) + ( 2 * m_nWRITE_DEPTH_TO_DESTALPHA ) + 0;
+ }
+};
+#define shaderDynamicTest_monitorscreen_ps20b psh_forgot_to_set_dynamic_PIXELFOGTYPE + psh_forgot_to_set_dynamic_WRITE_DEPTH_TO_DESTALPHA + 0
diff --git a/materialsystem/stdshaders/fxctmp9/morphaccumulate_ps30.inc b/materialsystem/stdshaders/fxctmp9/morphaccumulate_ps30.inc
new file mode 100644
index 0000000..548e71c
--- /dev/null
+++ b/materialsystem/stdshaders/fxctmp9/morphaccumulate_ps30.inc
@@ -0,0 +1,60 @@
+#include "shaderlib/cshader.h"
+class morphaccumulate_ps30_Static_Index
+{
+private:
+ int m_nCONSTANTBASEDMORPH;
+#ifdef _DEBUG
+ bool m_bCONSTANTBASEDMORPH;
+#endif
+public:
+ void SetCONSTANTBASEDMORPH( int i )
+ {
+ Assert( i >= 0 && i <= 1 );
+ m_nCONSTANTBASEDMORPH = i;
+#ifdef _DEBUG
+ m_bCONSTANTBASEDMORPH = true;
+#endif
+ }
+ void SetCONSTANTBASEDMORPH( bool i )
+ {
+ m_nCONSTANTBASEDMORPH = i ? 1 : 0;
+#ifdef _DEBUG
+ m_bCONSTANTBASEDMORPH = true;
+#endif
+ }
+public:
+ morphaccumulate_ps30_Static_Index( )
+ {
+#ifdef _DEBUG
+ m_bCONSTANTBASEDMORPH = false;
+#endif // _DEBUG
+ m_nCONSTANTBASEDMORPH = 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_bCONSTANTBASEDMORPH;
+ Assert( bAllStaticVarsDefined );
+#endif // _DEBUG
+ return ( 1 * m_nCONSTANTBASEDMORPH ) + 0;
+ }
+};
+#define shaderStaticTest_morphaccumulate_ps30 psh_forgot_to_set_static_CONSTANTBASEDMORPH + 0
+class morphaccumulate_ps30_Dynamic_Index
+{
+public:
+ morphaccumulate_ps30_Dynamic_Index()
+ {
+ }
+ 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
+#endif // _DEBUG
+ return 0;
+ }
+};
+#define shaderDynamicTest_morphaccumulate_ps30 0
diff --git a/materialsystem/stdshaders/fxctmp9/morphaccumulate_vs30.inc b/materialsystem/stdshaders/fxctmp9/morphaccumulate_vs30.inc
new file mode 100644
index 0000000..cf9c6aa
--- /dev/null
+++ b/materialsystem/stdshaders/fxctmp9/morphaccumulate_vs30.inc
@@ -0,0 +1,60 @@
+#include "shaderlib/cshader.h"
+class morphaccumulate_vs30_Static_Index
+{
+private:
+ int m_nCONSTANTBASEDMORPH;
+#ifdef _DEBUG
+ bool m_bCONSTANTBASEDMORPH;
+#endif
+public:
+ void SetCONSTANTBASEDMORPH( int i )
+ {
+ Assert( i >= 0 && i <= 1 );
+ m_nCONSTANTBASEDMORPH = i;
+#ifdef _DEBUG
+ m_bCONSTANTBASEDMORPH = true;
+#endif
+ }
+ void SetCONSTANTBASEDMORPH( bool i )
+ {
+ m_nCONSTANTBASEDMORPH = i ? 1 : 0;
+#ifdef _DEBUG
+ m_bCONSTANTBASEDMORPH = true;
+#endif
+ }
+public:
+ morphaccumulate_vs30_Static_Index( )
+ {
+#ifdef _DEBUG
+ m_bCONSTANTBASEDMORPH = false;
+#endif // _DEBUG
+ m_nCONSTANTBASEDMORPH = 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_bCONSTANTBASEDMORPH;
+ Assert( bAllStaticVarsDefined );
+#endif // _DEBUG
+ return ( 1 * m_nCONSTANTBASEDMORPH ) + 0;
+ }
+};
+#define shaderStaticTest_morphaccumulate_vs30 vsh_forgot_to_set_static_CONSTANTBASEDMORPH + 0
+class morphaccumulate_vs30_Dynamic_Index
+{
+public:
+ morphaccumulate_vs30_Dynamic_Index()
+ {
+ }
+ 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
+#endif // _DEBUG
+ return 0;
+ }
+};
+#define shaderDynamicTest_morphaccumulate_vs30 0
diff --git a/materialsystem/stdshaders/fxctmp9/morphweight_ps30.inc b/materialsystem/stdshaders/fxctmp9/morphweight_ps30.inc
new file mode 100644
index 0000000..b780702
--- /dev/null
+++ b/materialsystem/stdshaders/fxctmp9/morphweight_ps30.inc
@@ -0,0 +1,33 @@
+#include "shaderlib/cshader.h"
+class morphweight_ps30_Static_Index
+{
+public:
+ morphweight_ps30_Static_Index( )
+ {
+ }
+ 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
+#endif // _DEBUG
+ return 0;
+ }
+};
+#define shaderStaticTest_morphweight_ps30 0
+class morphweight_ps30_Dynamic_Index
+{
+public:
+ morphweight_ps30_Dynamic_Index()
+ {
+ }
+ 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
+#endif // _DEBUG
+ return 0;
+ }
+};
+#define shaderDynamicTest_morphweight_ps30 0
diff --git a/materialsystem/stdshaders/fxctmp9/morphweight_vs30.inc b/materialsystem/stdshaders/fxctmp9/morphweight_vs30.inc
new file mode 100644
index 0000000..7874ec6
--- /dev/null
+++ b/materialsystem/stdshaders/fxctmp9/morphweight_vs30.inc
@@ -0,0 +1,33 @@
+#include "shaderlib/cshader.h"
+class morphweight_vs30_Static_Index
+{
+public:
+ morphweight_vs30_Static_Index( )
+ {
+ }
+ 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
+#endif // _DEBUG
+ return 0;
+ }
+};
+#define shaderStaticTest_morphweight_vs30 0
+class morphweight_vs30_Dynamic_Index
+{
+public:
+ morphweight_vs30_Dynamic_Index()
+ {
+ }
+ 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
+#endif // _DEBUG
+ return 0;
+ }
+};
+#define shaderDynamicTest_morphweight_vs30 0
diff --git a/materialsystem/stdshaders/fxctmp9/motion_blur_ps20.inc b/materialsystem/stdshaders/fxctmp9/motion_blur_ps20.inc
new file mode 100644
index 0000000..7543154
--- /dev/null
+++ b/materialsystem/stdshaders/fxctmp9/motion_blur_ps20.inc
@@ -0,0 +1,60 @@
+#include "shaderlib/cshader.h"
+class motion_blur_ps20_Static_Index
+{
+public:
+ motion_blur_ps20_Static_Index( )
+ {
+ }
+ 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
+#endif // _DEBUG
+ return 0;
+ }
+};
+#define shaderStaticTest_motion_blur_ps20 0
+class motion_blur_ps20_Dynamic_Index
+{
+private:
+ int m_nQUALITY;
+#ifdef _DEBUG
+ bool m_bQUALITY;
+#endif
+public:
+ void SetQUALITY( int i )
+ {
+ Assert( i >= 0 && i <= 3 );
+ m_nQUALITY = i;
+#ifdef _DEBUG
+ m_bQUALITY = true;
+#endif
+ }
+ void SetQUALITY( bool i )
+ {
+ m_nQUALITY = i ? 1 : 0;
+#ifdef _DEBUG
+ m_bQUALITY = true;
+#endif
+ }
+public:
+ motion_blur_ps20_Dynamic_Index()
+ {
+#ifdef _DEBUG
+ m_bQUALITY = false;
+#endif // _DEBUG
+ m_nQUALITY = 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_bQUALITY;
+ Assert( bAllDynamicVarsDefined );
+#endif // _DEBUG
+ return ( 1 * m_nQUALITY ) + 0;
+ }
+};
+#define shaderDynamicTest_motion_blur_ps20 psh_forgot_to_set_dynamic_QUALITY + 0
diff --git a/materialsystem/stdshaders/fxctmp9/motion_blur_ps20b.inc b/materialsystem/stdshaders/fxctmp9/motion_blur_ps20b.inc
new file mode 100644
index 0000000..34b5dd3
--- /dev/null
+++ b/materialsystem/stdshaders/fxctmp9/motion_blur_ps20b.inc
@@ -0,0 +1,87 @@
+#include "shaderlib/cshader.h"
+class motion_blur_ps20b_Static_Index
+{
+private:
+ int m_nCONVERT_TO_SRGB;
+#ifdef _DEBUG
+ bool m_bCONVERT_TO_SRGB;
+#endif
+public:
+ void SetCONVERT_TO_SRGB( int i )
+ {
+ Assert( i >= 0 && i <= 1 );
+ m_nCONVERT_TO_SRGB = i;
+#ifdef _DEBUG
+ m_bCONVERT_TO_SRGB = true;
+#endif
+ }
+ void SetCONVERT_TO_SRGB( bool i )
+ {
+ m_nCONVERT_TO_SRGB = i ? 1 : 0;
+#ifdef _DEBUG
+ m_bCONVERT_TO_SRGB = true;
+#endif
+ }
+public:
+ motion_blur_ps20b_Static_Index( )
+ {
+#ifdef _DEBUG
+ m_bCONVERT_TO_SRGB = true;
+#endif // _DEBUG
+ m_nCONVERT_TO_SRGB = g_pHardwareConfig->NeedsShaderSRGBConversion();
+ }
+ 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_bCONVERT_TO_SRGB;
+ Assert( bAllStaticVarsDefined );
+#endif // _DEBUG
+ return ( 4 * m_nCONVERT_TO_SRGB ) + 0;
+ }
+};
+#define shaderStaticTest_motion_blur_ps20b 0
+class motion_blur_ps20b_Dynamic_Index
+{
+private:
+ int m_nQUALITY;
+#ifdef _DEBUG
+ bool m_bQUALITY;
+#endif
+public:
+ void SetQUALITY( int i )
+ {
+ Assert( i >= 0 && i <= 3 );
+ m_nQUALITY = i;
+#ifdef _DEBUG
+ m_bQUALITY = true;
+#endif
+ }
+ void SetQUALITY( bool i )
+ {
+ m_nQUALITY = i ? 1 : 0;
+#ifdef _DEBUG
+ m_bQUALITY = true;
+#endif
+ }
+public:
+ motion_blur_ps20b_Dynamic_Index()
+ {
+#ifdef _DEBUG
+ m_bQUALITY = false;
+#endif // _DEBUG
+ m_nQUALITY = 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_bQUALITY;
+ Assert( bAllDynamicVarsDefined );
+#endif // _DEBUG
+ return ( 1 * m_nQUALITY ) + 0;
+ }
+};
+#define shaderDynamicTest_motion_blur_ps20b psh_forgot_to_set_dynamic_QUALITY + 0
diff --git a/materialsystem/stdshaders/fxctmp9/motion_blur_vs20.inc b/materialsystem/stdshaders/fxctmp9/motion_blur_vs20.inc
new file mode 100644
index 0000000..ff9b0c7
--- /dev/null
+++ b/materialsystem/stdshaders/fxctmp9/motion_blur_vs20.inc
@@ -0,0 +1,33 @@
+#include "shaderlib/cshader.h"
+class motion_blur_vs20_Static_Index
+{
+public:
+ motion_blur_vs20_Static_Index( )
+ {
+ }
+ 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
+#endif // _DEBUG
+ return 0;
+ }
+};
+#define shaderStaticTest_motion_blur_vs20 0
+class motion_blur_vs20_Dynamic_Index
+{
+public:
+ motion_blur_vs20_Dynamic_Index()
+ {
+ }
+ 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
+#endif // _DEBUG
+ return 0;
+ }
+};
+#define shaderDynamicTest_motion_blur_vs20 0
diff --git a/materialsystem/stdshaders/fxctmp9/particlelit_generic_ps30.inc b/materialsystem/stdshaders/fxctmp9/particlelit_generic_ps30.inc
new file mode 100644
index 0000000..090a751
--- /dev/null
+++ b/materialsystem/stdshaders/fxctmp9/particlelit_generic_ps30.inc
@@ -0,0 +1,186 @@
+class particlelit_generic_ps30_Static_Index
+{
+private:
+ int m_nHALFLAMBERT;
+#ifdef _DEBUG
+ bool m_bHALFLAMBERT;
+#endif
+public:
+ void SetHALFLAMBERT( int i )
+ {
+ Assert( i >= 0 && i <= 1 );
+ m_nHALFLAMBERT = i;
+#ifdef _DEBUG
+ m_bHALFLAMBERT = true;
+#endif
+ }
+ void SetHALFLAMBERT( bool i )
+ {
+ m_nHALFLAMBERT = i ? 1 : 0;
+#ifdef _DEBUG
+ m_bHALFLAMBERT = true;
+#endif
+ }
+private:
+ int m_nHDRTYPE;
+#ifdef _DEBUG
+ bool m_bHDRTYPE;
+#endif
+public:
+ void SetHDRTYPE( int i )
+ {
+ Assert( i >= 0 && i <= 2 );
+ m_nHDRTYPE = i;
+#ifdef _DEBUG
+ m_bHDRTYPE = true;
+#endif
+ }
+ void SetHDRTYPE( bool i )
+ {
+ m_nHDRTYPE = i ? 1 : 0;
+#ifdef _DEBUG
+ m_bHDRTYPE = true;
+#endif
+ }
+public:
+ particlelit_generic_ps30_Static_Index()
+ {
+#ifdef _DEBUG
+ m_bHALFLAMBERT = false;
+#endif // _DEBUG
+ m_nHALFLAMBERT = 0;
+#ifdef _DEBUG
+ m_bHDRTYPE = false;
+#endif // _DEBUG
+ m_nHDRTYPE = 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_bHALFLAMBERT && m_bHDRTYPE;
+ Assert( bAllStaticVarsDefined );
+#endif // _DEBUG
+ return ( 264 * m_nHALFLAMBERT ) + ( 528 * m_nHDRTYPE ) + 0;
+ }
+};
+#define shaderStaticTest_particlelit_generic_ps30 psh_forgot_to_set_static_HALFLAMBERT + psh_forgot_to_set_static_HDRTYPE + 0
+class particlelit_generic_ps30_Dynamic_Index
+{
+private:
+ int m_nLIGHT_COMBO;
+#ifdef _DEBUG
+ bool m_bLIGHT_COMBO;
+#endif
+public:
+ void SetLIGHT_COMBO( int i )
+ {
+ Assert( i >= 0 && i <= 21 );
+ m_nLIGHT_COMBO = i;
+#ifdef _DEBUG
+ m_bLIGHT_COMBO = true;
+#endif
+ }
+ void SetLIGHT_COMBO( bool i )
+ {
+ m_nLIGHT_COMBO = i ? 1 : 0;
+#ifdef _DEBUG
+ m_bLIGHT_COMBO = 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_nFOGTYPE;
+#ifdef _DEBUG
+ bool m_bFOGTYPE;
+#endif
+public:
+ void SetFOGTYPE( int i )
+ {
+ Assert( i >= 0 && i <= 2 );
+ m_nFOGTYPE = i;
+#ifdef _DEBUG
+ m_bFOGTYPE = true;
+#endif
+ }
+ void SetFOGTYPE( bool i )
+ {
+ m_nFOGTYPE = i ? 1 : 0;
+#ifdef _DEBUG
+ m_bFOGTYPE = true;
+#endif
+ }
+private:
+ int m_nHDRENABLED;
+#ifdef _DEBUG
+ bool m_bHDRENABLED;
+#endif
+public:
+ void SetHDRENABLED( int i )
+ {
+ Assert( i >= 0 && i <= 1 );
+ m_nHDRENABLED = i;
+#ifdef _DEBUG
+ m_bHDRENABLED = true;
+#endif
+ }
+ void SetHDRENABLED( bool i )
+ {
+ m_nHDRENABLED = i ? 1 : 0;
+#ifdef _DEBUG
+ m_bHDRENABLED = true;
+#endif
+ }
+public:
+ particlelit_generic_ps30_Dynamic_Index()
+ {
+#ifdef _DEBUG
+ m_bLIGHT_COMBO = false;
+#endif // _DEBUG
+ m_nLIGHT_COMBO = 0;
+#ifdef _DEBUG
+ m_bWRITEWATERFOGTODESTALPHA = false;
+#endif // _DEBUG
+ m_nWRITEWATERFOGTODESTALPHA = 0;
+#ifdef _DEBUG
+ m_bFOGTYPE = false;
+#endif // _DEBUG
+ m_nFOGTYPE = 0;
+#ifdef _DEBUG
+ m_bHDRENABLED = false;
+#endif // _DEBUG
+ m_nHDRENABLED = 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_bLIGHT_COMBO && m_bWRITEWATERFOGTODESTALPHA && m_bFOGTYPE && m_bHDRENABLED;
+ Assert( bAllDynamicVarsDefined );
+#endif // _DEBUG
+ return ( 1 * m_nLIGHT_COMBO ) + ( 22 * m_nWRITEWATERFOGTODESTALPHA ) + ( 44 * m_nFOGTYPE ) + ( 132 * m_nHDRENABLED ) + 0;
+ }
+};
+#define shaderDynamicTest_particlelit_generic_ps30 psh_forgot_to_set_dynamic_LIGHT_COMBO + psh_forgot_to_set_dynamic_WRITEWATERFOGTODESTALPHA + psh_forgot_to_set_dynamic_FOGTYPE + psh_forgot_to_set_dynamic_HDRENABLED + 0
diff --git a/materialsystem/stdshaders/fxctmp9/particlelit_generic_vs30.inc b/materialsystem/stdshaders/fxctmp9/particlelit_generic_vs30.inc
new file mode 100644
index 0000000..7d0fd36
--- /dev/null
+++ b/materialsystem/stdshaders/fxctmp9/particlelit_generic_vs30.inc
@@ -0,0 +1,59 @@
+class particlelit_generic_vs30_Static_Index
+{
+private:
+ int m_nHALFLAMBERT;
+#ifdef _DEBUG
+ bool m_bHALFLAMBERT;
+#endif
+public:
+ void SetHALFLAMBERT( int i )
+ {
+ Assert( i >= 0 && i <= 1 );
+ m_nHALFLAMBERT = i;
+#ifdef _DEBUG
+ m_bHALFLAMBERT = true;
+#endif
+ }
+ void SetHALFLAMBERT( bool i )
+ {
+ m_nHALFLAMBERT = i ? 1 : 0;
+#ifdef _DEBUG
+ m_bHALFLAMBERT = true;
+#endif
+ }
+public:
+ particlelit_generic_vs30_Static_Index()
+ {
+#ifdef _DEBUG
+ m_bHALFLAMBERT = false;
+#endif // _DEBUG
+ m_nHALFLAMBERT = 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_bHALFLAMBERT;
+ Assert( bAllStaticVarsDefined );
+#endif // _DEBUG
+ return ( 1 * m_nHALFLAMBERT ) + 0;
+ }
+};
+#define shaderStaticTest_particlelit_generic_vs30 vsh_forgot_to_set_static_HALFLAMBERT + 0
+class particlelit_generic_vs30_Dynamic_Index
+{
+public:
+ particlelit_generic_vs30_Dynamic_Index()
+ {
+ }
+ 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
+#endif // _DEBUG
+ return 0;
+ }
+};
+#define shaderDynamicTest_particlelit_generic_vs30 0
diff --git a/materialsystem/stdshaders/fxctmp9/particlesphere_ps20.inc b/materialsystem/stdshaders/fxctmp9/particlesphere_ps20.inc
new file mode 100644
index 0000000..ad1cac0
--- /dev/null
+++ b/materialsystem/stdshaders/fxctmp9/particlesphere_ps20.inc
@@ -0,0 +1,60 @@
+#include "shaderlib/cshader.h"
+class particlesphere_ps20_Static_Index
+{
+public:
+ particlesphere_ps20_Static_Index( )
+ {
+ }
+ 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
+#endif // _DEBUG
+ return 0;
+ }
+};
+#define shaderStaticTest_particlesphere_ps20 0
+class particlesphere_ps20_Dynamic_Index
+{
+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
+ }
+public:
+ particlesphere_ps20_Dynamic_Index()
+ {
+#ifdef _DEBUG
+ m_bPIXELFOGTYPE = false;
+#endif // _DEBUG
+ m_nPIXELFOGTYPE = 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_bPIXELFOGTYPE;
+ Assert( bAllDynamicVarsDefined );
+#endif // _DEBUG
+ return ( 1 * m_nPIXELFOGTYPE ) + 0;
+ }
+};
+#define shaderDynamicTest_particlesphere_ps20 psh_forgot_to_set_dynamic_PIXELFOGTYPE + 0
diff --git a/materialsystem/stdshaders/fxctmp9/particlesphere_ps20b.inc b/materialsystem/stdshaders/fxctmp9/particlesphere_ps20b.inc
new file mode 100644
index 0000000..0dc4ce6
--- /dev/null
+++ b/materialsystem/stdshaders/fxctmp9/particlesphere_ps20b.inc
@@ -0,0 +1,112 @@
+#include "shaderlib/cshader.h"
+class particlesphere_ps20b_Static_Index
+{
+private:
+ int m_nCONVERT_TO_SRGB;
+#ifdef _DEBUG
+ bool m_bCONVERT_TO_SRGB;
+#endif
+public:
+ void SetCONVERT_TO_SRGB( int i )
+ {
+ Assert( i >= 0 && i <= 1 );
+ m_nCONVERT_TO_SRGB = i;
+#ifdef _DEBUG
+ m_bCONVERT_TO_SRGB = true;
+#endif
+ }
+ void SetCONVERT_TO_SRGB( bool i )
+ {
+ m_nCONVERT_TO_SRGB = i ? 1 : 0;
+#ifdef _DEBUG
+ m_bCONVERT_TO_SRGB = true;
+#endif
+ }
+private:
+ int m_nDEPTHBLEND;
+#ifdef _DEBUG
+ bool m_bDEPTHBLEND;
+#endif
+public:
+ void SetDEPTHBLEND( int i )
+ {
+ Assert( i >= 0 && i <= 1 );
+ m_nDEPTHBLEND = i;
+#ifdef _DEBUG
+ m_bDEPTHBLEND = true;
+#endif
+ }
+ void SetDEPTHBLEND( bool i )
+ {
+ m_nDEPTHBLEND = i ? 1 : 0;
+#ifdef _DEBUG
+ m_bDEPTHBLEND = true;
+#endif
+ }
+public:
+ particlesphere_ps20b_Static_Index( )
+ {
+#ifdef _DEBUG
+ m_bCONVERT_TO_SRGB = true;
+#endif // _DEBUG
+ m_nCONVERT_TO_SRGB = g_pHardwareConfig->NeedsShaderSRGBConversion();
+#ifdef _DEBUG
+ m_bDEPTHBLEND = false;
+#endif // _DEBUG
+ m_nDEPTHBLEND = 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_bCONVERT_TO_SRGB && m_bDEPTHBLEND;
+ Assert( bAllStaticVarsDefined );
+#endif // _DEBUG
+ return ( 2 * m_nCONVERT_TO_SRGB ) + ( 4 * m_nDEPTHBLEND ) + 0;
+ }
+};
+#define shaderStaticTest_particlesphere_ps20b psh_forgot_to_set_static_DEPTHBLEND + 0
+class particlesphere_ps20b_Dynamic_Index
+{
+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
+ }
+public:
+ particlesphere_ps20b_Dynamic_Index()
+ {
+#ifdef _DEBUG
+ m_bPIXELFOGTYPE = false;
+#endif // _DEBUG
+ m_nPIXELFOGTYPE = 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_bPIXELFOGTYPE;
+ Assert( bAllDynamicVarsDefined );
+#endif // _DEBUG
+ return ( 1 * m_nPIXELFOGTYPE ) + 0;
+ }
+};
+#define shaderDynamicTest_particlesphere_ps20b psh_forgot_to_set_dynamic_PIXELFOGTYPE + 0
diff --git a/materialsystem/stdshaders/fxctmp9/particlesphere_vs20.inc b/materialsystem/stdshaders/fxctmp9/particlesphere_vs20.inc
new file mode 100644
index 0000000..6b7b273
--- /dev/null
+++ b/materialsystem/stdshaders/fxctmp9/particlesphere_vs20.inc
@@ -0,0 +1,60 @@
+#include "shaderlib/cshader.h"
+class particlesphere_vs20_Static_Index
+{
+public:
+ particlesphere_vs20_Static_Index( )
+ {
+ }
+ 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
+#endif // _DEBUG
+ return 0;
+ }
+};
+#define shaderStaticTest_particlesphere_vs20 0
+class particlesphere_vs20_Dynamic_Index
+{
+private:
+ int m_nFOGTYPE;
+#ifdef _DEBUG
+ bool m_bFOGTYPE;
+#endif
+public:
+ void SetFOGTYPE( int i )
+ {
+ Assert( i >= 0 && i <= 1 );
+ m_nFOGTYPE = i;
+#ifdef _DEBUG
+ m_bFOGTYPE = true;
+#endif
+ }
+ void SetFOGTYPE( bool i )
+ {
+ m_nFOGTYPE = i ? 1 : 0;
+#ifdef _DEBUG
+ m_bFOGTYPE = true;
+#endif
+ }
+public:
+ particlesphere_vs20_Dynamic_Index()
+ {
+#ifdef _DEBUG
+ m_bFOGTYPE = false;
+#endif // _DEBUG
+ m_nFOGTYPE = 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_bFOGTYPE;
+ Assert( bAllDynamicVarsDefined );
+#endif // _DEBUG
+ return ( 1 * m_nFOGTYPE ) + 0;
+ }
+};
+#define shaderDynamicTest_particlesphere_vs20 vsh_forgot_to_set_dynamic_FOGTYPE + 0
diff --git a/materialsystem/stdshaders/fxctmp9/portal_ps11.inc b/materialsystem/stdshaders/fxctmp9/portal_ps11.inc
new file mode 100644
index 0000000..cee5360
--- /dev/null
+++ b/materialsystem/stdshaders/fxctmp9/portal_ps11.inc
@@ -0,0 +1,162 @@
+#include "shaderlib/cshader.h"
+class portal_ps11_Static_Index
+{
+private:
+ int m_nMAXTEXTURESTAGES;
+#ifdef _DEBUG
+ bool m_bMAXTEXTURESTAGES;
+#endif
+public:
+ void SetMAXTEXTURESTAGES( int i )
+ {
+ Assert( i >= 0 && i <= 2 );
+ m_nMAXTEXTURESTAGES = i;
+#ifdef _DEBUG
+ m_bMAXTEXTURESTAGES = true;
+#endif
+ }
+ void SetMAXTEXTURESTAGES( bool i )
+ {
+ m_nMAXTEXTURESTAGES = i ? 1 : 0;
+#ifdef _DEBUG
+ m_bMAXTEXTURESTAGES = true;
+#endif
+ }
+private:
+ int m_nHASALPHAMASK;
+#ifdef _DEBUG
+ bool m_bHASALPHAMASK;
+#endif
+public:
+ void SetHASALPHAMASK( int i )
+ {
+ Assert( i >= 0 && i <= 1 );
+ m_nHASALPHAMASK = i;
+#ifdef _DEBUG
+ m_bHASALPHAMASK = true;
+#endif
+ }
+ void SetHASALPHAMASK( bool i )
+ {
+ m_nHASALPHAMASK = i ? 1 : 0;
+#ifdef _DEBUG
+ m_bHASALPHAMASK = true;
+#endif
+ }
+private:
+ int m_nHASSTATICTEXTURE;
+#ifdef _DEBUG
+ bool m_bHASSTATICTEXTURE;
+#endif
+public:
+ void SetHASSTATICTEXTURE( int i )
+ {
+ Assert( i >= 0 && i <= 1 );
+ m_nHASSTATICTEXTURE = i;
+#ifdef _DEBUG
+ m_bHASSTATICTEXTURE = true;
+#endif
+ }
+ void SetHASSTATICTEXTURE( bool i )
+ {
+ m_nHASSTATICTEXTURE = i ? 1 : 0;
+#ifdef _DEBUG
+ m_bHASSTATICTEXTURE = true;
+#endif
+ }
+public:
+ portal_ps11_Static_Index( )
+ {
+#ifdef _DEBUG
+ m_bMAXTEXTURESTAGES = false;
+#endif // _DEBUG
+ m_nMAXTEXTURESTAGES = 0;
+#ifdef _DEBUG
+ m_bHASALPHAMASK = false;
+#endif // _DEBUG
+ m_nHASALPHAMASK = 0;
+#ifdef _DEBUG
+ m_bHASSTATICTEXTURE = false;
+#endif // _DEBUG
+ m_nHASSTATICTEXTURE = 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_bMAXTEXTURESTAGES && m_bHASALPHAMASK && m_bHASSTATICTEXTURE;
+ Assert( bAllStaticVarsDefined );
+#endif // _DEBUG
+ return ( 4 * m_nMAXTEXTURESTAGES ) + ( 12 * m_nHASALPHAMASK ) + ( 24 * m_nHASSTATICTEXTURE ) + 0;
+ }
+};
+#define shaderStaticTest_portal_ps11 psh_forgot_to_set_static_MAXTEXTURESTAGES + psh_forgot_to_set_static_HASALPHAMASK + psh_forgot_to_set_static_HASSTATICTEXTURE + 0
+class portal_ps11_Dynamic_Index
+{
+private:
+ int m_nADDSTATIC;
+#ifdef _DEBUG
+ bool m_bADDSTATIC;
+#endif
+public:
+ void SetADDSTATIC( int i )
+ {
+ Assert( i >= 0 && i <= 1 );
+ m_nADDSTATIC = i;
+#ifdef _DEBUG
+ m_bADDSTATIC = true;
+#endif
+ }
+ void SetADDSTATIC( bool i )
+ {
+ m_nADDSTATIC = i ? 1 : 0;
+#ifdef _DEBUG
+ m_bADDSTATIC = 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
+ }
+public:
+ portal_ps11_Dynamic_Index()
+ {
+#ifdef _DEBUG
+ m_bADDSTATIC = false;
+#endif // _DEBUG
+ m_nADDSTATIC = 0;
+#ifdef _DEBUG
+ m_bPIXELFOGTYPE = false;
+#endif // _DEBUG
+ m_nPIXELFOGTYPE = 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_bADDSTATIC && m_bPIXELFOGTYPE;
+ Assert( bAllDynamicVarsDefined );
+#endif // _DEBUG
+ return ( 1 * m_nADDSTATIC ) + ( 2 * m_nPIXELFOGTYPE ) + 0;
+ }
+};
+#define shaderDynamicTest_portal_ps11 psh_forgot_to_set_dynamic_ADDSTATIC + psh_forgot_to_set_dynamic_PIXELFOGTYPE + 0
diff --git a/materialsystem/stdshaders/fxctmp9/portal_ps20.inc b/materialsystem/stdshaders/fxctmp9/portal_ps20.inc
new file mode 100644
index 0000000..eccfeac
--- /dev/null
+++ b/materialsystem/stdshaders/fxctmp9/portal_ps20.inc
@@ -0,0 +1,162 @@
+#include "shaderlib/cshader.h"
+class portal_ps20_Static_Index
+{
+private:
+ int m_nHASALPHAMASK;
+#ifdef _DEBUG
+ bool m_bHASALPHAMASK;
+#endif
+public:
+ void SetHASALPHAMASK( int i )
+ {
+ Assert( i >= 0 && i <= 1 );
+ m_nHASALPHAMASK = i;
+#ifdef _DEBUG
+ m_bHASALPHAMASK = true;
+#endif
+ }
+ void SetHASALPHAMASK( bool i )
+ {
+ m_nHASALPHAMASK = i ? 1 : 0;
+#ifdef _DEBUG
+ m_bHASALPHAMASK = true;
+#endif
+ }
+private:
+ int m_nHASSTATICTEXTURE;
+#ifdef _DEBUG
+ bool m_bHASSTATICTEXTURE;
+#endif
+public:
+ void SetHASSTATICTEXTURE( int i )
+ {
+ Assert( i >= 0 && i <= 1 );
+ m_nHASSTATICTEXTURE = i;
+#ifdef _DEBUG
+ m_bHASSTATICTEXTURE = true;
+#endif
+ }
+ void SetHASSTATICTEXTURE( bool i )
+ {
+ m_nHASSTATICTEXTURE = i ? 1 : 0;
+#ifdef _DEBUG
+ m_bHASSTATICTEXTURE = true;
+#endif
+ }
+public:
+ portal_ps20_Static_Index( )
+ {
+#ifdef _DEBUG
+ m_bHASALPHAMASK = false;
+#endif // _DEBUG
+ m_nHASALPHAMASK = 0;
+#ifdef _DEBUG
+ m_bHASSTATICTEXTURE = false;
+#endif // _DEBUG
+ m_nHASSTATICTEXTURE = 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_bHASALPHAMASK && m_bHASSTATICTEXTURE;
+ Assert( bAllStaticVarsDefined );
+#endif // _DEBUG
+ return ( 8 * m_nHASALPHAMASK ) + ( 16 * m_nHASSTATICTEXTURE ) + 0;
+ }
+};
+#define shaderStaticTest_portal_ps20 psh_forgot_to_set_static_HASALPHAMASK + psh_forgot_to_set_static_HASSTATICTEXTURE + 0
+class portal_ps20_Dynamic_Index
+{
+private:
+ int m_nADDSTATIC;
+#ifdef _DEBUG
+ bool m_bADDSTATIC;
+#endif
+public:
+ void SetADDSTATIC( int i )
+ {
+ Assert( i >= 0 && i <= 1 );
+ m_nADDSTATIC = i;
+#ifdef _DEBUG
+ m_bADDSTATIC = true;
+#endif
+ }
+ void SetADDSTATIC( bool i )
+ {
+ m_nADDSTATIC = i ? 1 : 0;
+#ifdef _DEBUG
+ m_bADDSTATIC = true;
+#endif
+ }
+private:
+ int m_nHDRENABLED;
+#ifdef _DEBUG
+ bool m_bHDRENABLED;
+#endif
+public:
+ void SetHDRENABLED( int i )
+ {
+ Assert( i >= 0 && i <= 1 );
+ m_nHDRENABLED = i;
+#ifdef _DEBUG
+ m_bHDRENABLED = true;
+#endif
+ }
+ void SetHDRENABLED( bool i )
+ {
+ m_nHDRENABLED = i ? 1 : 0;
+#ifdef _DEBUG
+ m_bHDRENABLED = 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
+ }
+public:
+ portal_ps20_Dynamic_Index()
+ {
+#ifdef _DEBUG
+ m_bADDSTATIC = false;
+#endif // _DEBUG
+ m_nADDSTATIC = 0;
+#ifdef _DEBUG
+ m_bHDRENABLED = false;
+#endif // _DEBUG
+ m_nHDRENABLED = 0;
+#ifdef _DEBUG
+ m_bPIXELFOGTYPE = false;
+#endif // _DEBUG
+ m_nPIXELFOGTYPE = 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_bADDSTATIC && m_bHDRENABLED && m_bPIXELFOGTYPE;
+ Assert( bAllDynamicVarsDefined );
+#endif // _DEBUG
+ return ( 1 * m_nADDSTATIC ) + ( 2 * m_nHDRENABLED ) + ( 4 * m_nPIXELFOGTYPE ) + 0;
+ }
+};
+#define shaderDynamicTest_portal_ps20 psh_forgot_to_set_dynamic_ADDSTATIC + psh_forgot_to_set_dynamic_HDRENABLED + psh_forgot_to_set_dynamic_PIXELFOGTYPE + 0
diff --git a/materialsystem/stdshaders/fxctmp9/portal_ps20b.inc b/materialsystem/stdshaders/fxctmp9/portal_ps20b.inc
new file mode 100644
index 0000000..b4b4de7
--- /dev/null
+++ b/materialsystem/stdshaders/fxctmp9/portal_ps20b.inc
@@ -0,0 +1,187 @@
+#include "shaderlib/cshader.h"
+class portal_ps20b_Static_Index
+{
+private:
+ int m_nCONVERT_TO_SRGB;
+#ifdef _DEBUG
+ bool m_bCONVERT_TO_SRGB;
+#endif
+public:
+ void SetCONVERT_TO_SRGB( int i )
+ {
+ Assert( i >= 0 && i <= 1 );
+ m_nCONVERT_TO_SRGB = i;
+#ifdef _DEBUG
+ m_bCONVERT_TO_SRGB = true;
+#endif
+ }
+ void SetCONVERT_TO_SRGB( bool i )
+ {
+ m_nCONVERT_TO_SRGB = i ? 1 : 0;
+#ifdef _DEBUG
+ m_bCONVERT_TO_SRGB = true;
+#endif
+ }
+private:
+ int m_nHASALPHAMASK;
+#ifdef _DEBUG
+ bool m_bHASALPHAMASK;
+#endif
+public:
+ void SetHASALPHAMASK( int i )
+ {
+ Assert( i >= 0 && i <= 1 );
+ m_nHASALPHAMASK = i;
+#ifdef _DEBUG
+ m_bHASALPHAMASK = true;
+#endif
+ }
+ void SetHASALPHAMASK( bool i )
+ {
+ m_nHASALPHAMASK = i ? 1 : 0;
+#ifdef _DEBUG
+ m_bHASALPHAMASK = true;
+#endif
+ }
+private:
+ int m_nHASSTATICTEXTURE;
+#ifdef _DEBUG
+ bool m_bHASSTATICTEXTURE;
+#endif
+public:
+ void SetHASSTATICTEXTURE( int i )
+ {
+ Assert( i >= 0 && i <= 1 );
+ m_nHASSTATICTEXTURE = i;
+#ifdef _DEBUG
+ m_bHASSTATICTEXTURE = true;
+#endif
+ }
+ void SetHASSTATICTEXTURE( bool i )
+ {
+ m_nHASSTATICTEXTURE = i ? 1 : 0;
+#ifdef _DEBUG
+ m_bHASSTATICTEXTURE = true;
+#endif
+ }
+public:
+ portal_ps20b_Static_Index( )
+ {
+#ifdef _DEBUG
+ m_bCONVERT_TO_SRGB = true;
+#endif // _DEBUG
+ m_nCONVERT_TO_SRGB = g_pHardwareConfig->NeedsShaderSRGBConversion();
+#ifdef _DEBUG
+ m_bHASALPHAMASK = false;
+#endif // _DEBUG
+ m_nHASALPHAMASK = 0;
+#ifdef _DEBUG
+ m_bHASSTATICTEXTURE = false;
+#endif // _DEBUG
+ m_nHASSTATICTEXTURE = 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_bCONVERT_TO_SRGB && m_bHASALPHAMASK && m_bHASSTATICTEXTURE;
+ Assert( bAllStaticVarsDefined );
+#endif // _DEBUG
+ return ( 8 * m_nCONVERT_TO_SRGB ) + ( 16 * m_nHASALPHAMASK ) + ( 32 * m_nHASSTATICTEXTURE ) + 0;
+ }
+};
+#define shaderStaticTest_portal_ps20b psh_forgot_to_set_static_HASALPHAMASK + psh_forgot_to_set_static_HASSTATICTEXTURE + 0
+class portal_ps20b_Dynamic_Index
+{
+private:
+ int m_nADDSTATIC;
+#ifdef _DEBUG
+ bool m_bADDSTATIC;
+#endif
+public:
+ void SetADDSTATIC( int i )
+ {
+ Assert( i >= 0 && i <= 1 );
+ m_nADDSTATIC = i;
+#ifdef _DEBUG
+ m_bADDSTATIC = true;
+#endif
+ }
+ void SetADDSTATIC( bool i )
+ {
+ m_nADDSTATIC = i ? 1 : 0;
+#ifdef _DEBUG
+ m_bADDSTATIC = true;
+#endif
+ }
+private:
+ int m_nHDRENABLED;
+#ifdef _DEBUG
+ bool m_bHDRENABLED;
+#endif
+public:
+ void SetHDRENABLED( int i )
+ {
+ Assert( i >= 0 && i <= 1 );
+ m_nHDRENABLED = i;
+#ifdef _DEBUG
+ m_bHDRENABLED = true;
+#endif
+ }
+ void SetHDRENABLED( bool i )
+ {
+ m_nHDRENABLED = i ? 1 : 0;
+#ifdef _DEBUG
+ m_bHDRENABLED = 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
+ }
+public:
+ portal_ps20b_Dynamic_Index()
+ {
+#ifdef _DEBUG
+ m_bADDSTATIC = false;
+#endif // _DEBUG
+ m_nADDSTATIC = 0;
+#ifdef _DEBUG
+ m_bHDRENABLED = false;
+#endif // _DEBUG
+ m_nHDRENABLED = 0;
+#ifdef _DEBUG
+ m_bPIXELFOGTYPE = false;
+#endif // _DEBUG
+ m_nPIXELFOGTYPE = 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_bADDSTATIC && m_bHDRENABLED && m_bPIXELFOGTYPE;
+ Assert( bAllDynamicVarsDefined );
+#endif // _DEBUG
+ return ( 1 * m_nADDSTATIC ) + ( 2 * m_nHDRENABLED ) + ( 4 * m_nPIXELFOGTYPE ) + 0;
+ }
+};
+#define shaderDynamicTest_portal_ps20b psh_forgot_to_set_dynamic_ADDSTATIC + psh_forgot_to_set_dynamic_HDRENABLED + psh_forgot_to_set_dynamic_PIXELFOGTYPE + 0
diff --git a/materialsystem/stdshaders/fxctmp9/portal_refract_ps11.inc b/materialsystem/stdshaders/fxctmp9/portal_refract_ps11.inc
new file mode 100644
index 0000000..b07bc38
--- /dev/null
+++ b/materialsystem/stdshaders/fxctmp9/portal_refract_ps11.inc
@@ -0,0 +1,60 @@
+#include "shaderlib/cshader.h"
+class portal_refract_ps11_Static_Index
+{
+private:
+ int m_nSTAGE;
+#ifdef _DEBUG
+ bool m_bSTAGE;
+#endif
+public:
+ void SetSTAGE( int i )
+ {
+ Assert( i >= 0 && i <= 2 );
+ m_nSTAGE = i;
+#ifdef _DEBUG
+ m_bSTAGE = true;
+#endif
+ }
+ void SetSTAGE( bool i )
+ {
+ m_nSTAGE = i ? 1 : 0;
+#ifdef _DEBUG
+ m_bSTAGE = true;
+#endif
+ }
+public:
+ portal_refract_ps11_Static_Index( )
+ {
+#ifdef _DEBUG
+ m_bSTAGE = false;
+#endif // _DEBUG
+ m_nSTAGE = 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_bSTAGE;
+ Assert( bAllStaticVarsDefined );
+#endif // _DEBUG
+ return ( 1 * m_nSTAGE ) + 0;
+ }
+};
+#define shaderStaticTest_portal_refract_ps11 psh_forgot_to_set_static_STAGE + 0
+class portal_refract_ps11_Dynamic_Index
+{
+public:
+ portal_refract_ps11_Dynamic_Index()
+ {
+ }
+ 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
+#endif // _DEBUG
+ return 0;
+ }
+};
+#define shaderDynamicTest_portal_refract_ps11 0
diff --git a/materialsystem/stdshaders/fxctmp9/portal_refract_ps20.inc b/materialsystem/stdshaders/fxctmp9/portal_refract_ps20.inc
new file mode 100644
index 0000000..acfa35e
--- /dev/null
+++ b/materialsystem/stdshaders/fxctmp9/portal_refract_ps20.inc
@@ -0,0 +1,60 @@
+#include "shaderlib/cshader.h"
+class portal_refract_ps20_Static_Index
+{
+private:
+ int m_nSTAGE;
+#ifdef _DEBUG
+ bool m_bSTAGE;
+#endif
+public:
+ void SetSTAGE( int i )
+ {
+ Assert( i >= 0 && i <= 2 );
+ m_nSTAGE = i;
+#ifdef _DEBUG
+ m_bSTAGE = true;
+#endif
+ }
+ void SetSTAGE( bool i )
+ {
+ m_nSTAGE = i ? 1 : 0;
+#ifdef _DEBUG
+ m_bSTAGE = true;
+#endif
+ }
+public:
+ portal_refract_ps20_Static_Index( )
+ {
+#ifdef _DEBUG
+ m_bSTAGE = false;
+#endif // _DEBUG
+ m_nSTAGE = 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_bSTAGE;
+ Assert( bAllStaticVarsDefined );
+#endif // _DEBUG
+ return ( 1 * m_nSTAGE ) + 0;
+ }
+};
+#define shaderStaticTest_portal_refract_ps20 psh_forgot_to_set_static_STAGE + 0
+class portal_refract_ps20_Dynamic_Index
+{
+public:
+ portal_refract_ps20_Dynamic_Index()
+ {
+ }
+ 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
+#endif // _DEBUG
+ return 0;
+ }
+};
+#define shaderDynamicTest_portal_refract_ps20 0
diff --git a/materialsystem/stdshaders/fxctmp9/portal_refract_ps20b.inc b/materialsystem/stdshaders/fxctmp9/portal_refract_ps20b.inc
new file mode 100644
index 0000000..b7ebbd7
--- /dev/null
+++ b/materialsystem/stdshaders/fxctmp9/portal_refract_ps20b.inc
@@ -0,0 +1,137 @@
+#include "shaderlib/cshader.h"
+class portal_refract_ps20b_Static_Index
+{
+private:
+ int m_nCONVERT_TO_SRGB;
+#ifdef _DEBUG
+ bool m_bCONVERT_TO_SRGB;
+#endif
+public:
+ void SetCONVERT_TO_SRGB( int i )
+ {
+ Assert( i >= 0 && i <= 1 );
+ m_nCONVERT_TO_SRGB = i;
+#ifdef _DEBUG
+ m_bCONVERT_TO_SRGB = true;
+#endif
+ }
+ void SetCONVERT_TO_SRGB( bool i )
+ {
+ m_nCONVERT_TO_SRGB = i ? 1 : 0;
+#ifdef _DEBUG
+ m_bCONVERT_TO_SRGB = true;
+#endif
+ }
+private:
+ int m_nSTAGE;
+#ifdef _DEBUG
+ bool m_bSTAGE;
+#endif
+public:
+ void SetSTAGE( int i )
+ {
+ Assert( i >= 0 && i <= 2 );
+ m_nSTAGE = i;
+#ifdef _DEBUG
+ m_bSTAGE = true;
+#endif
+ }
+ void SetSTAGE( bool i )
+ {
+ m_nSTAGE = i ? 1 : 0;
+#ifdef _DEBUG
+ m_bSTAGE = true;
+#endif
+ }
+private:
+ int m_nSHADER_SRGB_READ;
+#ifdef _DEBUG
+ bool m_bSHADER_SRGB_READ;
+#endif
+public:
+ void SetSHADER_SRGB_READ( int i )
+ {
+ Assert( i >= 0 && i <= 1 );
+ m_nSHADER_SRGB_READ = i;
+#ifdef _DEBUG
+ m_bSHADER_SRGB_READ = true;
+#endif
+ }
+ void SetSHADER_SRGB_READ( bool i )
+ {
+ m_nSHADER_SRGB_READ = i ? 1 : 0;
+#ifdef _DEBUG
+ m_bSHADER_SRGB_READ = true;
+#endif
+ }
+public:
+ portal_refract_ps20b_Static_Index( )
+ {
+#ifdef _DEBUG
+ m_bCONVERT_TO_SRGB = true;
+#endif // _DEBUG
+ m_nCONVERT_TO_SRGB = g_pHardwareConfig->NeedsShaderSRGBConversion();
+#ifdef _DEBUG
+ m_bSTAGE = false;
+#endif // _DEBUG
+ m_nSTAGE = 0;
+#ifdef _DEBUG
+ m_bSHADER_SRGB_READ = false;
+#endif // _DEBUG
+ m_nSHADER_SRGB_READ = 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_bCONVERT_TO_SRGB && m_bSTAGE && m_bSHADER_SRGB_READ;
+ Assert( bAllStaticVarsDefined );
+#endif // _DEBUG
+ return ( 2 * m_nCONVERT_TO_SRGB ) + ( 4 * m_nSTAGE ) + ( 12 * m_nSHADER_SRGB_READ ) + 0;
+ }
+};
+#define shaderStaticTest_portal_refract_ps20b psh_forgot_to_set_static_STAGE + psh_forgot_to_set_static_SHADER_SRGB_READ + 0
+class portal_refract_ps20b_Dynamic_Index
+{
+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
+ }
+public:
+ portal_refract_ps20b_Dynamic_Index()
+ {
+#ifdef _DEBUG
+ m_bPIXELFOGTYPE = false;
+#endif // _DEBUG
+ m_nPIXELFOGTYPE = 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_bPIXELFOGTYPE;
+ Assert( bAllDynamicVarsDefined );
+#endif // _DEBUG
+ return ( 1 * m_nPIXELFOGTYPE ) + 0;
+ }
+};
+#define shaderDynamicTest_portal_refract_ps20b psh_forgot_to_set_dynamic_PIXELFOGTYPE + 0
diff --git a/materialsystem/stdshaders/fxctmp9/portal_refract_vs11.inc b/materialsystem/stdshaders/fxctmp9/portal_refract_vs11.inc
new file mode 100644
index 0000000..534d6c9
--- /dev/null
+++ b/materialsystem/stdshaders/fxctmp9/portal_refract_vs11.inc
@@ -0,0 +1,60 @@
+#include "shaderlib/cshader.h"
+class portal_refract_vs11_Static_Index
+{
+private:
+ int m_nSTAGE;
+#ifdef _DEBUG
+ bool m_bSTAGE;
+#endif
+public:
+ void SetSTAGE( int i )
+ {
+ Assert( i >= 0 && i <= 2 );
+ m_nSTAGE = i;
+#ifdef _DEBUG
+ m_bSTAGE = true;
+#endif
+ }
+ void SetSTAGE( bool i )
+ {
+ m_nSTAGE = i ? 1 : 0;
+#ifdef _DEBUG
+ m_bSTAGE = true;
+#endif
+ }
+public:
+ portal_refract_vs11_Static_Index( )
+ {
+#ifdef _DEBUG
+ m_bSTAGE = false;
+#endif // _DEBUG
+ m_nSTAGE = 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_bSTAGE;
+ Assert( bAllStaticVarsDefined );
+#endif // _DEBUG
+ return ( 1 * m_nSTAGE ) + 0;
+ }
+};
+#define shaderStaticTest_portal_refract_vs11 vsh_forgot_to_set_static_STAGE + 0
+class portal_refract_vs11_Dynamic_Index
+{
+public:
+ portal_refract_vs11_Dynamic_Index()
+ {
+ }
+ 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
+#endif // _DEBUG
+ return 0;
+ }
+};
+#define shaderDynamicTest_portal_refract_vs11 0
diff --git a/materialsystem/stdshaders/fxctmp9/portal_refract_vs20.inc b/materialsystem/stdshaders/fxctmp9/portal_refract_vs20.inc
new file mode 100644
index 0000000..534ca44
--- /dev/null
+++ b/materialsystem/stdshaders/fxctmp9/portal_refract_vs20.inc
@@ -0,0 +1,60 @@
+#include "shaderlib/cshader.h"
+class portal_refract_vs20_Static_Index
+{
+private:
+ int m_nSTAGE;
+#ifdef _DEBUG
+ bool m_bSTAGE;
+#endif
+public:
+ void SetSTAGE( int i )
+ {
+ Assert( i >= 0 && i <= 2 );
+ m_nSTAGE = i;
+#ifdef _DEBUG
+ m_bSTAGE = true;
+#endif
+ }
+ void SetSTAGE( bool i )
+ {
+ m_nSTAGE = i ? 1 : 0;
+#ifdef _DEBUG
+ m_bSTAGE = true;
+#endif
+ }
+public:
+ portal_refract_vs20_Static_Index( )
+ {
+#ifdef _DEBUG
+ m_bSTAGE = false;
+#endif // _DEBUG
+ m_nSTAGE = 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_bSTAGE;
+ Assert( bAllStaticVarsDefined );
+#endif // _DEBUG
+ return ( 1 * m_nSTAGE ) + 0;
+ }
+};
+#define shaderStaticTest_portal_refract_vs20 vsh_forgot_to_set_static_STAGE + 0
+class portal_refract_vs20_Dynamic_Index
+{
+public:
+ portal_refract_vs20_Dynamic_Index()
+ {
+ }
+ 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
+#endif // _DEBUG
+ return 0;
+ }
+};
+#define shaderDynamicTest_portal_refract_vs20 0
diff --git a/materialsystem/stdshaders/fxctmp9/portal_vs11.inc b/materialsystem/stdshaders/fxctmp9/portal_vs11.inc
new file mode 100644
index 0000000..4c687db
--- /dev/null
+++ b/materialsystem/stdshaders/fxctmp9/portal_vs11.inc
@@ -0,0 +1,187 @@
+#include "shaderlib/cshader.h"
+class portal_vs11_Static_Index
+{
+private:
+ int m_nMAXTEXTURESTAGES;
+#ifdef _DEBUG
+ bool m_bMAXTEXTURESTAGES;
+#endif
+public:
+ void SetMAXTEXTURESTAGES( int i )
+ {
+ Assert( i >= 0 && i <= 2 );
+ m_nMAXTEXTURESTAGES = i;
+#ifdef _DEBUG
+ m_bMAXTEXTURESTAGES = true;
+#endif
+ }
+ void SetMAXTEXTURESTAGES( bool i )
+ {
+ m_nMAXTEXTURESTAGES = i ? 1 : 0;
+#ifdef _DEBUG
+ m_bMAXTEXTURESTAGES = true;
+#endif
+ }
+private:
+ int m_nHASALPHAMASK;
+#ifdef _DEBUG
+ bool m_bHASALPHAMASK;
+#endif
+public:
+ void SetHASALPHAMASK( int i )
+ {
+ Assert( i >= 0 && i <= 1 );
+ m_nHASALPHAMASK = i;
+#ifdef _DEBUG
+ m_bHASALPHAMASK = true;
+#endif
+ }
+ void SetHASALPHAMASK( bool i )
+ {
+ m_nHASALPHAMASK = i ? 1 : 0;
+#ifdef _DEBUG
+ m_bHASALPHAMASK = true;
+#endif
+ }
+private:
+ int m_nHASSTATICTEXTURE;
+#ifdef _DEBUG
+ bool m_bHASSTATICTEXTURE;
+#endif
+public:
+ void SetHASSTATICTEXTURE( int i )
+ {
+ Assert( i >= 0 && i <= 1 );
+ m_nHASSTATICTEXTURE = i;
+#ifdef _DEBUG
+ m_bHASSTATICTEXTURE = true;
+#endif
+ }
+ void SetHASSTATICTEXTURE( bool i )
+ {
+ m_nHASSTATICTEXTURE = i ? 1 : 0;
+#ifdef _DEBUG
+ m_bHASSTATICTEXTURE = true;
+#endif
+ }
+private:
+ int m_nUSEALTERNATEVIEW;
+#ifdef _DEBUG
+ bool m_bUSEALTERNATEVIEW;
+#endif
+public:
+ void SetUSEALTERNATEVIEW( int i )
+ {
+ Assert( i >= 0 && i <= 1 );
+ m_nUSEALTERNATEVIEW = i;
+#ifdef _DEBUG
+ m_bUSEALTERNATEVIEW = true;
+#endif
+ }
+ void SetUSEALTERNATEVIEW( bool i )
+ {
+ m_nUSEALTERNATEVIEW = i ? 1 : 0;
+#ifdef _DEBUG
+ m_bUSEALTERNATEVIEW = true;
+#endif
+ }
+public:
+ portal_vs11_Static_Index( )
+ {
+#ifdef _DEBUG
+ m_bMAXTEXTURESTAGES = false;
+#endif // _DEBUG
+ m_nMAXTEXTURESTAGES = 0;
+#ifdef _DEBUG
+ m_bHASALPHAMASK = false;
+#endif // _DEBUG
+ m_nHASALPHAMASK = 0;
+#ifdef _DEBUG
+ m_bHASSTATICTEXTURE = false;
+#endif // _DEBUG
+ m_nHASSTATICTEXTURE = 0;
+#ifdef _DEBUG
+ m_bUSEALTERNATEVIEW = false;
+#endif // _DEBUG
+ m_nUSEALTERNATEVIEW = 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_bMAXTEXTURESTAGES && m_bHASALPHAMASK && m_bHASSTATICTEXTURE && m_bUSEALTERNATEVIEW;
+ Assert( bAllStaticVarsDefined );
+#endif // _DEBUG
+ return ( 4 * m_nMAXTEXTURESTAGES ) + ( 12 * m_nHASALPHAMASK ) + ( 24 * m_nHASSTATICTEXTURE ) + ( 48 * m_nUSEALTERNATEVIEW ) + 0;
+ }
+};
+#define shaderStaticTest_portal_vs11 vsh_forgot_to_set_static_MAXTEXTURESTAGES + vsh_forgot_to_set_static_HASALPHAMASK + vsh_forgot_to_set_static_HASSTATICTEXTURE + vsh_forgot_to_set_static_USEALTERNATEVIEW + 0
+class portal_vs11_Dynamic_Index
+{
+private:
+ int m_nSKINNING;
+#ifdef _DEBUG
+ bool m_bSKINNING;
+#endif
+public:
+ void SetSKINNING( int i )
+ {
+ Assert( i >= 0 && i <= 1 );
+ m_nSKINNING = i;
+#ifdef _DEBUG
+ m_bSKINNING = true;
+#endif
+ }
+ void SetSKINNING( bool i )
+ {
+ m_nSKINNING = i ? 1 : 0;
+#ifdef _DEBUG
+ m_bSKINNING = true;
+#endif
+ }
+private:
+ int m_nADDSTATIC;
+#ifdef _DEBUG
+ bool m_bADDSTATIC;
+#endif
+public:
+ void SetADDSTATIC( int i )
+ {
+ Assert( i >= 0 && i <= 1 );
+ m_nADDSTATIC = i;
+#ifdef _DEBUG
+ m_bADDSTATIC = true;
+#endif
+ }
+ void SetADDSTATIC( bool i )
+ {
+ m_nADDSTATIC = i ? 1 : 0;
+#ifdef _DEBUG
+ m_bADDSTATIC = true;
+#endif
+ }
+public:
+ portal_vs11_Dynamic_Index()
+ {
+#ifdef _DEBUG
+ m_bSKINNING = false;
+#endif // _DEBUG
+ m_nSKINNING = 0;
+#ifdef _DEBUG
+ m_bADDSTATIC = false;
+#endif // _DEBUG
+ m_nADDSTATIC = 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_bSKINNING && m_bADDSTATIC;
+ Assert( bAllDynamicVarsDefined );
+#endif // _DEBUG
+ return ( 1 * m_nSKINNING ) + ( 2 * m_nADDSTATIC ) + 0;
+ }
+};
+#define shaderDynamicTest_portal_vs11 vsh_forgot_to_set_dynamic_SKINNING + vsh_forgot_to_set_dynamic_ADDSTATIC + 0
diff --git a/materialsystem/stdshaders/fxctmp9/portal_vs20.inc b/materialsystem/stdshaders/fxctmp9/portal_vs20.inc
new file mode 100644
index 0000000..e0eb237
--- /dev/null
+++ b/materialsystem/stdshaders/fxctmp9/portal_vs20.inc
@@ -0,0 +1,162 @@
+#include "shaderlib/cshader.h"
+class portal_vs20_Static_Index
+{
+private:
+ int m_nHASALPHAMASK;
+#ifdef _DEBUG
+ bool m_bHASALPHAMASK;
+#endif
+public:
+ void SetHASALPHAMASK( int i )
+ {
+ Assert( i >= 0 && i <= 1 );
+ m_nHASALPHAMASK = i;
+#ifdef _DEBUG
+ m_bHASALPHAMASK = true;
+#endif
+ }
+ void SetHASALPHAMASK( bool i )
+ {
+ m_nHASALPHAMASK = i ? 1 : 0;
+#ifdef _DEBUG
+ m_bHASALPHAMASK = true;
+#endif
+ }
+private:
+ int m_nHASSTATICTEXTURE;
+#ifdef _DEBUG
+ bool m_bHASSTATICTEXTURE;
+#endif
+public:
+ void SetHASSTATICTEXTURE( int i )
+ {
+ Assert( i >= 0 && i <= 1 );
+ m_nHASSTATICTEXTURE = i;
+#ifdef _DEBUG
+ m_bHASSTATICTEXTURE = true;
+#endif
+ }
+ void SetHASSTATICTEXTURE( bool i )
+ {
+ m_nHASSTATICTEXTURE = i ? 1 : 0;
+#ifdef _DEBUG
+ m_bHASSTATICTEXTURE = true;
+#endif
+ }
+private:
+ int m_nUSEALTERNATEVIEW;
+#ifdef _DEBUG
+ bool m_bUSEALTERNATEVIEW;
+#endif
+public:
+ void SetUSEALTERNATEVIEW( int i )
+ {
+ Assert( i >= 0 && i <= 1 );
+ m_nUSEALTERNATEVIEW = i;
+#ifdef _DEBUG
+ m_bUSEALTERNATEVIEW = true;
+#endif
+ }
+ void SetUSEALTERNATEVIEW( bool i )
+ {
+ m_nUSEALTERNATEVIEW = i ? 1 : 0;
+#ifdef _DEBUG
+ m_bUSEALTERNATEVIEW = true;
+#endif
+ }
+public:
+ portal_vs20_Static_Index( )
+ {
+#ifdef _DEBUG
+ m_bHASALPHAMASK = false;
+#endif // _DEBUG
+ m_nHASALPHAMASK = 0;
+#ifdef _DEBUG
+ m_bHASSTATICTEXTURE = false;
+#endif // _DEBUG
+ m_nHASSTATICTEXTURE = 0;
+#ifdef _DEBUG
+ m_bUSEALTERNATEVIEW = false;
+#endif // _DEBUG
+ m_nUSEALTERNATEVIEW = 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_bHASALPHAMASK && m_bHASSTATICTEXTURE && m_bUSEALTERNATEVIEW;
+ Assert( bAllStaticVarsDefined );
+#endif // _DEBUG
+ return ( 4 * m_nHASALPHAMASK ) + ( 8 * m_nHASSTATICTEXTURE ) + ( 16 * m_nUSEALTERNATEVIEW ) + 0;
+ }
+};
+#define shaderStaticTest_portal_vs20 vsh_forgot_to_set_static_HASALPHAMASK + vsh_forgot_to_set_static_HASSTATICTEXTURE + vsh_forgot_to_set_static_USEALTERNATEVIEW + 0
+class portal_vs20_Dynamic_Index
+{
+private:
+ int m_nSKINNING;
+#ifdef _DEBUG
+ bool m_bSKINNING;
+#endif
+public:
+ void SetSKINNING( int i )
+ {
+ Assert( i >= 0 && i <= 1 );
+ m_nSKINNING = i;
+#ifdef _DEBUG
+ m_bSKINNING = true;
+#endif
+ }
+ void SetSKINNING( bool i )
+ {
+ m_nSKINNING = i ? 1 : 0;
+#ifdef _DEBUG
+ m_bSKINNING = true;
+#endif
+ }
+private:
+ int m_nADDSTATIC;
+#ifdef _DEBUG
+ bool m_bADDSTATIC;
+#endif
+public:
+ void SetADDSTATIC( int i )
+ {
+ Assert( i >= 0 && i <= 1 );
+ m_nADDSTATIC = i;
+#ifdef _DEBUG
+ m_bADDSTATIC = true;
+#endif
+ }
+ void SetADDSTATIC( bool i )
+ {
+ m_nADDSTATIC = i ? 1 : 0;
+#ifdef _DEBUG
+ m_bADDSTATIC = true;
+#endif
+ }
+public:
+ portal_vs20_Dynamic_Index()
+ {
+#ifdef _DEBUG
+ m_bSKINNING = false;
+#endif // _DEBUG
+ m_nSKINNING = 0;
+#ifdef _DEBUG
+ m_bADDSTATIC = false;
+#endif // _DEBUG
+ m_nADDSTATIC = 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_bSKINNING && m_bADDSTATIC;
+ Assert( bAllDynamicVarsDefined );
+#endif // _DEBUG
+ return ( 1 * m_nSKINNING ) + ( 2 * m_nADDSTATIC ) + 0;
+ }
+};
+#define shaderDynamicTest_portal_vs20 vsh_forgot_to_set_dynamic_SKINNING + vsh_forgot_to_set_dynamic_ADDSTATIC + 0
diff --git a/materialsystem/stdshaders/fxctmp9/portalstaticoverlay_ps11.inc b/materialsystem/stdshaders/fxctmp9/portalstaticoverlay_ps11.inc
new file mode 100644
index 0000000..7b7eb8f
--- /dev/null
+++ b/materialsystem/stdshaders/fxctmp9/portalstaticoverlay_ps11.inc
@@ -0,0 +1,137 @@
+#include "shaderlib/cshader.h"
+class portalstaticoverlay_ps11_Static_Index
+{
+private:
+ int m_nHASALPHAMASK;
+#ifdef _DEBUG
+ bool m_bHASALPHAMASK;
+#endif
+public:
+ void SetHASALPHAMASK( int i )
+ {
+ Assert( i >= 0 && i <= 1 );
+ m_nHASALPHAMASK = i;
+#ifdef _DEBUG
+ m_bHASALPHAMASK = true;
+#endif
+ }
+ void SetHASALPHAMASK( bool i )
+ {
+ m_nHASALPHAMASK = i ? 1 : 0;
+#ifdef _DEBUG
+ m_bHASALPHAMASK = true;
+#endif
+ }
+private:
+ int m_nHASSTATICTEXTURE;
+#ifdef _DEBUG
+ bool m_bHASSTATICTEXTURE;
+#endif
+public:
+ void SetHASSTATICTEXTURE( int i )
+ {
+ Assert( i >= 0 && i <= 1 );
+ m_nHASSTATICTEXTURE = i;
+#ifdef _DEBUG
+ m_bHASSTATICTEXTURE = true;
+#endif
+ }
+ void SetHASSTATICTEXTURE( bool i )
+ {
+ m_nHASSTATICTEXTURE = i ? 1 : 0;
+#ifdef _DEBUG
+ m_bHASSTATICTEXTURE = true;
+#endif
+ }
+public:
+ portalstaticoverlay_ps11_Static_Index( )
+ {
+#ifdef _DEBUG
+ m_bHASALPHAMASK = false;
+#endif // _DEBUG
+ m_nHASALPHAMASK = 0;
+#ifdef _DEBUG
+ m_bHASSTATICTEXTURE = false;
+#endif // _DEBUG
+ m_nHASSTATICTEXTURE = 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_bHASALPHAMASK && m_bHASSTATICTEXTURE;
+ Assert( bAllStaticVarsDefined );
+#endif // _DEBUG
+ return ( 4 * m_nHASALPHAMASK ) + ( 8 * m_nHASSTATICTEXTURE ) + 0;
+ }
+};
+#define shaderStaticTest_portalstaticoverlay_ps11 psh_forgot_to_set_static_HASALPHAMASK + psh_forgot_to_set_static_HASSTATICTEXTURE + 0
+class portalstaticoverlay_ps11_Dynamic_Index
+{
+private:
+ int m_nHDRENABLED;
+#ifdef _DEBUG
+ bool m_bHDRENABLED;
+#endif
+public:
+ void SetHDRENABLED( int i )
+ {
+ Assert( i >= 0 && i <= 1 );
+ m_nHDRENABLED = i;
+#ifdef _DEBUG
+ m_bHDRENABLED = true;
+#endif
+ }
+ void SetHDRENABLED( bool i )
+ {
+ m_nHDRENABLED = i ? 1 : 0;
+#ifdef _DEBUG
+ m_bHDRENABLED = 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
+ }
+public:
+ portalstaticoverlay_ps11_Dynamic_Index()
+ {
+#ifdef _DEBUG
+ m_bHDRENABLED = false;
+#endif // _DEBUG
+ m_nHDRENABLED = 0;
+#ifdef _DEBUG
+ m_bPIXELFOGTYPE = false;
+#endif // _DEBUG
+ m_nPIXELFOGTYPE = 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_bHDRENABLED && m_bPIXELFOGTYPE;
+ Assert( bAllDynamicVarsDefined );
+#endif // _DEBUG
+ return ( 1 * m_nHDRENABLED ) + ( 2 * m_nPIXELFOGTYPE ) + 0;
+ }
+};
+#define shaderDynamicTest_portalstaticoverlay_ps11 psh_forgot_to_set_dynamic_HDRENABLED + psh_forgot_to_set_dynamic_PIXELFOGTYPE + 0
diff --git a/materialsystem/stdshaders/fxctmp9/portalstaticoverlay_ps20.inc b/materialsystem/stdshaders/fxctmp9/portalstaticoverlay_ps20.inc
new file mode 100644
index 0000000..f30314e
--- /dev/null
+++ b/materialsystem/stdshaders/fxctmp9/portalstaticoverlay_ps20.inc
@@ -0,0 +1,137 @@
+#include "shaderlib/cshader.h"
+class portalstaticoverlay_ps20_Static_Index
+{
+private:
+ int m_nHASALPHAMASK;
+#ifdef _DEBUG
+ bool m_bHASALPHAMASK;
+#endif
+public:
+ void SetHASALPHAMASK( int i )
+ {
+ Assert( i >= 0 && i <= 1 );
+ m_nHASALPHAMASK = i;
+#ifdef _DEBUG
+ m_bHASALPHAMASK = true;
+#endif
+ }
+ void SetHASALPHAMASK( bool i )
+ {
+ m_nHASALPHAMASK = i ? 1 : 0;
+#ifdef _DEBUG
+ m_bHASALPHAMASK = true;
+#endif
+ }
+private:
+ int m_nHASSTATICTEXTURE;
+#ifdef _DEBUG
+ bool m_bHASSTATICTEXTURE;
+#endif
+public:
+ void SetHASSTATICTEXTURE( int i )
+ {
+ Assert( i >= 0 && i <= 1 );
+ m_nHASSTATICTEXTURE = i;
+#ifdef _DEBUG
+ m_bHASSTATICTEXTURE = true;
+#endif
+ }
+ void SetHASSTATICTEXTURE( bool i )
+ {
+ m_nHASSTATICTEXTURE = i ? 1 : 0;
+#ifdef _DEBUG
+ m_bHASSTATICTEXTURE = true;
+#endif
+ }
+public:
+ portalstaticoverlay_ps20_Static_Index( )
+ {
+#ifdef _DEBUG
+ m_bHASALPHAMASK = false;
+#endif // _DEBUG
+ m_nHASALPHAMASK = 0;
+#ifdef _DEBUG
+ m_bHASSTATICTEXTURE = false;
+#endif // _DEBUG
+ m_nHASSTATICTEXTURE = 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_bHASALPHAMASK && m_bHASSTATICTEXTURE;
+ Assert( bAllStaticVarsDefined );
+#endif // _DEBUG
+ return ( 4 * m_nHASALPHAMASK ) + ( 8 * m_nHASSTATICTEXTURE ) + 0;
+ }
+};
+#define shaderStaticTest_portalstaticoverlay_ps20 psh_forgot_to_set_static_HASALPHAMASK + psh_forgot_to_set_static_HASSTATICTEXTURE + 0
+class portalstaticoverlay_ps20_Dynamic_Index
+{
+private:
+ int m_nHDRENABLED;
+#ifdef _DEBUG
+ bool m_bHDRENABLED;
+#endif
+public:
+ void SetHDRENABLED( int i )
+ {
+ Assert( i >= 0 && i <= 1 );
+ m_nHDRENABLED = i;
+#ifdef _DEBUG
+ m_bHDRENABLED = true;
+#endif
+ }
+ void SetHDRENABLED( bool i )
+ {
+ m_nHDRENABLED = i ? 1 : 0;
+#ifdef _DEBUG
+ m_bHDRENABLED = 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
+ }
+public:
+ portalstaticoverlay_ps20_Dynamic_Index()
+ {
+#ifdef _DEBUG
+ m_bHDRENABLED = false;
+#endif // _DEBUG
+ m_nHDRENABLED = 0;
+#ifdef _DEBUG
+ m_bPIXELFOGTYPE = false;
+#endif // _DEBUG
+ m_nPIXELFOGTYPE = 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_bHDRENABLED && m_bPIXELFOGTYPE;
+ Assert( bAllDynamicVarsDefined );
+#endif // _DEBUG
+ return ( 1 * m_nHDRENABLED ) + ( 2 * m_nPIXELFOGTYPE ) + 0;
+ }
+};
+#define shaderDynamicTest_portalstaticoverlay_ps20 psh_forgot_to_set_dynamic_HDRENABLED + psh_forgot_to_set_dynamic_PIXELFOGTYPE + 0
diff --git a/materialsystem/stdshaders/fxctmp9/portalstaticoverlay_ps20b.inc b/materialsystem/stdshaders/fxctmp9/portalstaticoverlay_ps20b.inc
new file mode 100644
index 0000000..8510f3d
--- /dev/null
+++ b/materialsystem/stdshaders/fxctmp9/portalstaticoverlay_ps20b.inc
@@ -0,0 +1,162 @@
+#include "shaderlib/cshader.h"
+class portalstaticoverlay_ps20b_Static_Index
+{
+private:
+ int m_nCONVERT_TO_SRGB;
+#ifdef _DEBUG
+ bool m_bCONVERT_TO_SRGB;
+#endif
+public:
+ void SetCONVERT_TO_SRGB( int i )
+ {
+ Assert( i >= 0 && i <= 1 );
+ m_nCONVERT_TO_SRGB = i;
+#ifdef _DEBUG
+ m_bCONVERT_TO_SRGB = true;
+#endif
+ }
+ void SetCONVERT_TO_SRGB( bool i )
+ {
+ m_nCONVERT_TO_SRGB = i ? 1 : 0;
+#ifdef _DEBUG
+ m_bCONVERT_TO_SRGB = true;
+#endif
+ }
+private:
+ int m_nHASALPHAMASK;
+#ifdef _DEBUG
+ bool m_bHASALPHAMASK;
+#endif
+public:
+ void SetHASALPHAMASK( int i )
+ {
+ Assert( i >= 0 && i <= 1 );
+ m_nHASALPHAMASK = i;
+#ifdef _DEBUG
+ m_bHASALPHAMASK = true;
+#endif
+ }
+ void SetHASALPHAMASK( bool i )
+ {
+ m_nHASALPHAMASK = i ? 1 : 0;
+#ifdef _DEBUG
+ m_bHASALPHAMASK = true;
+#endif
+ }
+private:
+ int m_nHASSTATICTEXTURE;
+#ifdef _DEBUG
+ bool m_bHASSTATICTEXTURE;
+#endif
+public:
+ void SetHASSTATICTEXTURE( int i )
+ {
+ Assert( i >= 0 && i <= 1 );
+ m_nHASSTATICTEXTURE = i;
+#ifdef _DEBUG
+ m_bHASSTATICTEXTURE = true;
+#endif
+ }
+ void SetHASSTATICTEXTURE( bool i )
+ {
+ m_nHASSTATICTEXTURE = i ? 1 : 0;
+#ifdef _DEBUG
+ m_bHASSTATICTEXTURE = true;
+#endif
+ }
+public:
+ portalstaticoverlay_ps20b_Static_Index( )
+ {
+#ifdef _DEBUG
+ m_bCONVERT_TO_SRGB = true;
+#endif // _DEBUG
+ m_nCONVERT_TO_SRGB = g_pHardwareConfig->NeedsShaderSRGBConversion();
+#ifdef _DEBUG
+ m_bHASALPHAMASK = false;
+#endif // _DEBUG
+ m_nHASALPHAMASK = 0;
+#ifdef _DEBUG
+ m_bHASSTATICTEXTURE = false;
+#endif // _DEBUG
+ m_nHASSTATICTEXTURE = 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_bCONVERT_TO_SRGB && m_bHASALPHAMASK && m_bHASSTATICTEXTURE;
+ Assert( bAllStaticVarsDefined );
+#endif // _DEBUG
+ return ( 4 * m_nCONVERT_TO_SRGB ) + ( 8 * m_nHASALPHAMASK ) + ( 16 * m_nHASSTATICTEXTURE ) + 0;
+ }
+};
+#define shaderStaticTest_portalstaticoverlay_ps20b psh_forgot_to_set_static_HASALPHAMASK + psh_forgot_to_set_static_HASSTATICTEXTURE + 0
+class portalstaticoverlay_ps20b_Dynamic_Index
+{
+private:
+ int m_nHDRENABLED;
+#ifdef _DEBUG
+ bool m_bHDRENABLED;
+#endif
+public:
+ void SetHDRENABLED( int i )
+ {
+ Assert( i >= 0 && i <= 1 );
+ m_nHDRENABLED = i;
+#ifdef _DEBUG
+ m_bHDRENABLED = true;
+#endif
+ }
+ void SetHDRENABLED( bool i )
+ {
+ m_nHDRENABLED = i ? 1 : 0;
+#ifdef _DEBUG
+ m_bHDRENABLED = 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
+ }
+public:
+ portalstaticoverlay_ps20b_Dynamic_Index()
+ {
+#ifdef _DEBUG
+ m_bHDRENABLED = false;
+#endif // _DEBUG
+ m_nHDRENABLED = 0;
+#ifdef _DEBUG
+ m_bPIXELFOGTYPE = false;
+#endif // _DEBUG
+ m_nPIXELFOGTYPE = 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_bHDRENABLED && m_bPIXELFOGTYPE;
+ Assert( bAllDynamicVarsDefined );
+#endif // _DEBUG
+ return ( 1 * m_nHDRENABLED ) + ( 2 * m_nPIXELFOGTYPE ) + 0;
+ }
+};
+#define shaderDynamicTest_portalstaticoverlay_ps20b psh_forgot_to_set_dynamic_HDRENABLED + psh_forgot_to_set_dynamic_PIXELFOGTYPE + 0
diff --git a/materialsystem/stdshaders/fxctmp9/portalstaticoverlay_vs11.inc b/materialsystem/stdshaders/fxctmp9/portalstaticoverlay_vs11.inc
new file mode 100644
index 0000000..012727a
--- /dev/null
+++ b/materialsystem/stdshaders/fxctmp9/portalstaticoverlay_vs11.inc
@@ -0,0 +1,87 @@
+#include "shaderlib/cshader.h"
+class portalstaticoverlay_vs11_Static_Index
+{
+private:
+ int m_nMODEL;
+#ifdef _DEBUG
+ bool m_bMODEL;
+#endif
+public:
+ void SetMODEL( int i )
+ {
+ Assert( i >= 0 && i <= 1 );
+ m_nMODEL = i;
+#ifdef _DEBUG
+ m_bMODEL = true;
+#endif
+ }
+ void SetMODEL( bool i )
+ {
+ m_nMODEL = i ? 1 : 0;
+#ifdef _DEBUG
+ m_bMODEL = true;
+#endif
+ }
+public:
+ portalstaticoverlay_vs11_Static_Index( )
+ {
+#ifdef _DEBUG
+ m_bMODEL = false;
+#endif // _DEBUG
+ m_nMODEL = 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_bMODEL;
+ Assert( bAllStaticVarsDefined );
+#endif // _DEBUG
+ return ( 2 * m_nMODEL ) + 0;
+ }
+};
+#define shaderStaticTest_portalstaticoverlay_vs11 vsh_forgot_to_set_static_MODEL + 0
+class portalstaticoverlay_vs11_Dynamic_Index
+{
+private:
+ int m_nSKINNING;
+#ifdef _DEBUG
+ bool m_bSKINNING;
+#endif
+public:
+ void SetSKINNING( int i )
+ {
+ Assert( i >= 0 && i <= 1 );
+ m_nSKINNING = i;
+#ifdef _DEBUG
+ m_bSKINNING = true;
+#endif
+ }
+ void SetSKINNING( bool i )
+ {
+ m_nSKINNING = i ? 1 : 0;
+#ifdef _DEBUG
+ m_bSKINNING = true;
+#endif
+ }
+public:
+ portalstaticoverlay_vs11_Dynamic_Index()
+ {
+#ifdef _DEBUG
+ m_bSKINNING = false;
+#endif // _DEBUG
+ m_nSKINNING = 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_bSKINNING;
+ Assert( bAllDynamicVarsDefined );
+#endif // _DEBUG
+ return ( 1 * m_nSKINNING ) + 0;
+ }
+};
+#define shaderDynamicTest_portalstaticoverlay_vs11 vsh_forgot_to_set_dynamic_SKINNING + 0
diff --git a/materialsystem/stdshaders/fxctmp9/portalstaticoverlay_vs20.inc b/materialsystem/stdshaders/fxctmp9/portalstaticoverlay_vs20.inc
new file mode 100644
index 0000000..91beed5
--- /dev/null
+++ b/materialsystem/stdshaders/fxctmp9/portalstaticoverlay_vs20.inc
@@ -0,0 +1,87 @@
+#include "shaderlib/cshader.h"
+class portalstaticoverlay_vs20_Static_Index
+{
+private:
+ int m_nMODEL;
+#ifdef _DEBUG
+ bool m_bMODEL;
+#endif
+public:
+ void SetMODEL( int i )
+ {
+ Assert( i >= 0 && i <= 1 );
+ m_nMODEL = i;
+#ifdef _DEBUG
+ m_bMODEL = true;
+#endif
+ }
+ void SetMODEL( bool i )
+ {
+ m_nMODEL = i ? 1 : 0;
+#ifdef _DEBUG
+ m_bMODEL = true;
+#endif
+ }
+public:
+ portalstaticoverlay_vs20_Static_Index( )
+ {
+#ifdef _DEBUG
+ m_bMODEL = false;
+#endif // _DEBUG
+ m_nMODEL = 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_bMODEL;
+ Assert( bAllStaticVarsDefined );
+#endif // _DEBUG
+ return ( 2 * m_nMODEL ) + 0;
+ }
+};
+#define shaderStaticTest_portalstaticoverlay_vs20 vsh_forgot_to_set_static_MODEL + 0
+class portalstaticoverlay_vs20_Dynamic_Index
+{
+private:
+ int m_nSKINNING;
+#ifdef _DEBUG
+ bool m_bSKINNING;
+#endif
+public:
+ void SetSKINNING( int i )
+ {
+ Assert( i >= 0 && i <= 1 );
+ m_nSKINNING = i;
+#ifdef _DEBUG
+ m_bSKINNING = true;
+#endif
+ }
+ void SetSKINNING( bool i )
+ {
+ m_nSKINNING = i ? 1 : 0;
+#ifdef _DEBUG
+ m_bSKINNING = true;
+#endif
+ }
+public:
+ portalstaticoverlay_vs20_Dynamic_Index()
+ {
+#ifdef _DEBUG
+ m_bSKINNING = false;
+#endif // _DEBUG
+ m_nSKINNING = 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_bSKINNING;
+ Assert( bAllDynamicVarsDefined );
+#endif // _DEBUG
+ return ( 1 * m_nSKINNING ) + 0;
+ }
+};
+#define shaderDynamicTest_portalstaticoverlay_vs20 vsh_forgot_to_set_dynamic_SKINNING + 0
diff --git a/materialsystem/stdshaders/fxctmp9/pyro_vision_ps20.inc b/materialsystem/stdshaders/fxctmp9/pyro_vision_ps20.inc
new file mode 100644
index 0000000..155a83b
--- /dev/null
+++ b/materialsystem/stdshaders/fxctmp9/pyro_vision_ps20.inc
@@ -0,0 +1,312 @@
+#include "shaderlib/cshader.h"
+class pyro_vision_ps20_Static_Index
+{
+private:
+ int m_nEFFECT;
+#ifdef _DEBUG
+ bool m_bEFFECT;
+#endif
+public:
+ void SetEFFECT( int i )
+ {
+ Assert( i >= 0 && i <= 3 );
+ m_nEFFECT = i;
+#ifdef _DEBUG
+ m_bEFFECT = true;
+#endif
+ }
+ void SetEFFECT( bool i )
+ {
+ m_nEFFECT = i ? 1 : 0;
+#ifdef _DEBUG
+ m_bEFFECT = true;
+#endif
+ }
+private:
+ int m_nVERTEX_LIT;
+#ifdef _DEBUG
+ bool m_bVERTEX_LIT;
+#endif
+public:
+ void SetVERTEX_LIT( int i )
+ {
+ Assert( i >= 0 && i <= 1 );
+ m_nVERTEX_LIT = i;
+#ifdef _DEBUG
+ m_bVERTEX_LIT = true;
+#endif
+ }
+ void SetVERTEX_LIT( bool i )
+ {
+ m_nVERTEX_LIT = i ? 1 : 0;
+#ifdef _DEBUG
+ m_bVERTEX_LIT = 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_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_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_nCOLOR_BAR;
+#ifdef _DEBUG
+ bool m_bCOLOR_BAR;
+#endif
+public:
+ void SetCOLOR_BAR( int i )
+ {
+ Assert( i >= 0 && i <= 1 );
+ m_nCOLOR_BAR = i;
+#ifdef _DEBUG
+ m_bCOLOR_BAR = true;
+#endif
+ }
+ void SetCOLOR_BAR( bool i )
+ {
+ m_nCOLOR_BAR = i ? 1 : 0;
+#ifdef _DEBUG
+ m_bCOLOR_BAR = true;
+#endif
+ }
+private:
+ int m_nSTRIPES;
+#ifdef _DEBUG
+ bool m_bSTRIPES;
+#endif
+public:
+ void SetSTRIPES( int i )
+ {
+ Assert( i >= 0 && i <= 1 );
+ m_nSTRIPES = i;
+#ifdef _DEBUG
+ m_bSTRIPES = true;
+#endif
+ }
+ void SetSTRIPES( bool i )
+ {
+ m_nSTRIPES = i ? 1 : 0;
+#ifdef _DEBUG
+ m_bSTRIPES = true;
+#endif
+ }
+private:
+ int m_nSTRIPES_USE_NORMAL2;
+#ifdef _DEBUG
+ bool m_bSTRIPES_USE_NORMAL2;
+#endif
+public:
+ void SetSTRIPES_USE_NORMAL2( int i )
+ {
+ Assert( i >= 0 && i <= 1 );
+ m_nSTRIPES_USE_NORMAL2 = i;
+#ifdef _DEBUG
+ m_bSTRIPES_USE_NORMAL2 = true;
+#endif
+ }
+ void SetSTRIPES_USE_NORMAL2( bool i )
+ {
+ m_nSTRIPES_USE_NORMAL2 = i ? 1 : 0;
+#ifdef _DEBUG
+ m_bSTRIPES_USE_NORMAL2 = true;
+#endif
+ }
+public:
+ pyro_vision_ps20_Static_Index( )
+ {
+#ifdef _DEBUG
+ m_bEFFECT = false;
+#endif // _DEBUG
+ m_nEFFECT = 0;
+#ifdef _DEBUG
+ m_bVERTEX_LIT = false;
+#endif // _DEBUG
+ m_nVERTEX_LIT = 0;
+#ifdef _DEBUG
+ m_bBASETEXTURE2 = false;
+#endif // _DEBUG
+ m_nBASETEXTURE2 = 0;
+#ifdef _DEBUG
+ m_bFANCY_BLENDING = false;
+#endif // _DEBUG
+ m_nFANCY_BLENDING = 0;
+#ifdef _DEBUG
+ m_bSELFILLUM = false;
+#endif // _DEBUG
+ m_nSELFILLUM = 0;
+#ifdef _DEBUG
+ m_bCOLOR_BAR = false;
+#endif // _DEBUG
+ m_nCOLOR_BAR = 0;
+#ifdef _DEBUG
+ m_bSTRIPES = false;
+#endif // _DEBUG
+ m_nSTRIPES = 0;
+#ifdef _DEBUG
+ m_bSTRIPES_USE_NORMAL2 = false;
+#endif // _DEBUG
+ m_nSTRIPES_USE_NORMAL2 = 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_bEFFECT && m_bVERTEX_LIT && m_bBASETEXTURE2 && m_bFANCY_BLENDING && m_bSELFILLUM && m_bCOLOR_BAR && m_bSTRIPES && m_bSTRIPES_USE_NORMAL2;
+ Assert( bAllStaticVarsDefined );
+#endif // _DEBUG
+ return ( 8 * m_nEFFECT ) + ( 32 * m_nVERTEX_LIT ) + ( 64 * m_nBASETEXTURE2 ) + ( 128 * m_nFANCY_BLENDING ) + ( 256 * m_nSELFILLUM ) + ( 512 * m_nCOLOR_BAR ) + ( 1024 * m_nSTRIPES ) + ( 2048 * m_nSTRIPES_USE_NORMAL2 ) + 0;
+ }
+};
+#define shaderStaticTest_pyro_vision_ps20 psh_forgot_to_set_static_EFFECT + psh_forgot_to_set_static_VERTEX_LIT + psh_forgot_to_set_static_BASETEXTURE2 + psh_forgot_to_set_static_FANCY_BLENDING + psh_forgot_to_set_static_SELFILLUM + psh_forgot_to_set_static_COLOR_BAR + psh_forgot_to_set_static_STRIPES + psh_forgot_to_set_static_STRIPES_USE_NORMAL2 + 0
+class pyro_vision_ps20_Dynamic_Index
+{
+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_nVISUALIZE_DOF;
+#ifdef _DEBUG
+ bool m_bVISUALIZE_DOF;
+#endif
+public:
+ void SetVISUALIZE_DOF( int i )
+ {
+ Assert( i >= 0 && i <= 1 );
+ m_nVISUALIZE_DOF = i;
+#ifdef _DEBUG
+ m_bVISUALIZE_DOF = true;
+#endif
+ }
+ void SetVISUALIZE_DOF( bool i )
+ {
+ m_nVISUALIZE_DOF = i ? 1 : 0;
+#ifdef _DEBUG
+ m_bVISUALIZE_DOF = true;
+#endif
+ }
+private:
+ int m_nHEATHAZE;
+#ifdef _DEBUG
+ bool m_bHEATHAZE;
+#endif
+public:
+ void SetHEATHAZE( int i )
+ {
+ Assert( i >= 0 && i <= 1 );
+ m_nHEATHAZE = i;
+#ifdef _DEBUG
+ m_bHEATHAZE = true;
+#endif
+ }
+ void SetHEATHAZE( bool i )
+ {
+ m_nHEATHAZE = i ? 1 : 0;
+#ifdef _DEBUG
+ m_bHEATHAZE = true;
+#endif
+ }
+public:
+ pyro_vision_ps20_Dynamic_Index()
+ {
+#ifdef _DEBUG
+ m_bPIXELFOGTYPE = false;
+#endif // _DEBUG
+ m_nPIXELFOGTYPE = 0;
+#ifdef _DEBUG
+ m_bVISUALIZE_DOF = false;
+#endif // _DEBUG
+ m_nVISUALIZE_DOF = 0;
+#ifdef _DEBUG
+ m_bHEATHAZE = false;
+#endif // _DEBUG
+ m_nHEATHAZE = 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_bPIXELFOGTYPE && m_bVISUALIZE_DOF && m_bHEATHAZE;
+ Assert( bAllDynamicVarsDefined );
+#endif // _DEBUG
+ return ( 1 * m_nPIXELFOGTYPE ) + ( 2 * m_nVISUALIZE_DOF ) + ( 4 * m_nHEATHAZE ) + 0;
+ }
+};
+#define shaderDynamicTest_pyro_vision_ps20 psh_forgot_to_set_dynamic_PIXELFOGTYPE + psh_forgot_to_set_dynamic_VISUALIZE_DOF + psh_forgot_to_set_dynamic_HEATHAZE + 0
diff --git a/materialsystem/stdshaders/fxctmp9/pyro_vision_ps20b.inc b/materialsystem/stdshaders/fxctmp9/pyro_vision_ps20b.inc
new file mode 100644
index 0000000..8a6a5d4
--- /dev/null
+++ b/materialsystem/stdshaders/fxctmp9/pyro_vision_ps20b.inc
@@ -0,0 +1,312 @@
+#include "shaderlib/cshader.h"
+class pyro_vision_ps20b_Static_Index
+{
+private:
+ int m_nEFFECT;
+#ifdef _DEBUG
+ bool m_bEFFECT;
+#endif
+public:
+ void SetEFFECT( int i )
+ {
+ Assert( i >= 0 && i <= 3 );
+ m_nEFFECT = i;
+#ifdef _DEBUG
+ m_bEFFECT = true;
+#endif
+ }
+ void SetEFFECT( bool i )
+ {
+ m_nEFFECT = i ? 1 : 0;
+#ifdef _DEBUG
+ m_bEFFECT = true;
+#endif
+ }
+private:
+ int m_nVERTEX_LIT;
+#ifdef _DEBUG
+ bool m_bVERTEX_LIT;
+#endif
+public:
+ void SetVERTEX_LIT( int i )
+ {
+ Assert( i >= 0 && i <= 1 );
+ m_nVERTEX_LIT = i;
+#ifdef _DEBUG
+ m_bVERTEX_LIT = true;
+#endif
+ }
+ void SetVERTEX_LIT( bool i )
+ {
+ m_nVERTEX_LIT = i ? 1 : 0;
+#ifdef _DEBUG
+ m_bVERTEX_LIT = 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_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_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_nCOLOR_BAR;
+#ifdef _DEBUG
+ bool m_bCOLOR_BAR;
+#endif
+public:
+ void SetCOLOR_BAR( int i )
+ {
+ Assert( i >= 0 && i <= 1 );
+ m_nCOLOR_BAR = i;
+#ifdef _DEBUG
+ m_bCOLOR_BAR = true;
+#endif
+ }
+ void SetCOLOR_BAR( bool i )
+ {
+ m_nCOLOR_BAR = i ? 1 : 0;
+#ifdef _DEBUG
+ m_bCOLOR_BAR = true;
+#endif
+ }
+private:
+ int m_nSTRIPES;
+#ifdef _DEBUG
+ bool m_bSTRIPES;
+#endif
+public:
+ void SetSTRIPES( int i )
+ {
+ Assert( i >= 0 && i <= 1 );
+ m_nSTRIPES = i;
+#ifdef _DEBUG
+ m_bSTRIPES = true;
+#endif
+ }
+ void SetSTRIPES( bool i )
+ {
+ m_nSTRIPES = i ? 1 : 0;
+#ifdef _DEBUG
+ m_bSTRIPES = true;
+#endif
+ }
+private:
+ int m_nSTRIPES_USE_NORMAL2;
+#ifdef _DEBUG
+ bool m_bSTRIPES_USE_NORMAL2;
+#endif
+public:
+ void SetSTRIPES_USE_NORMAL2( int i )
+ {
+ Assert( i >= 0 && i <= 1 );
+ m_nSTRIPES_USE_NORMAL2 = i;
+#ifdef _DEBUG
+ m_bSTRIPES_USE_NORMAL2 = true;
+#endif
+ }
+ void SetSTRIPES_USE_NORMAL2( bool i )
+ {
+ m_nSTRIPES_USE_NORMAL2 = i ? 1 : 0;
+#ifdef _DEBUG
+ m_bSTRIPES_USE_NORMAL2 = true;
+#endif
+ }
+public:
+ pyro_vision_ps20b_Static_Index( )
+ {
+#ifdef _DEBUG
+ m_bEFFECT = false;
+#endif // _DEBUG
+ m_nEFFECT = 0;
+#ifdef _DEBUG
+ m_bVERTEX_LIT = false;
+#endif // _DEBUG
+ m_nVERTEX_LIT = 0;
+#ifdef _DEBUG
+ m_bBASETEXTURE2 = false;
+#endif // _DEBUG
+ m_nBASETEXTURE2 = 0;
+#ifdef _DEBUG
+ m_bFANCY_BLENDING = false;
+#endif // _DEBUG
+ m_nFANCY_BLENDING = 0;
+#ifdef _DEBUG
+ m_bSELFILLUM = false;
+#endif // _DEBUG
+ m_nSELFILLUM = 0;
+#ifdef _DEBUG
+ m_bCOLOR_BAR = false;
+#endif // _DEBUG
+ m_nCOLOR_BAR = 0;
+#ifdef _DEBUG
+ m_bSTRIPES = false;
+#endif // _DEBUG
+ m_nSTRIPES = 0;
+#ifdef _DEBUG
+ m_bSTRIPES_USE_NORMAL2 = false;
+#endif // _DEBUG
+ m_nSTRIPES_USE_NORMAL2 = 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_bEFFECT && m_bVERTEX_LIT && m_bBASETEXTURE2 && m_bFANCY_BLENDING && m_bSELFILLUM && m_bCOLOR_BAR && m_bSTRIPES && m_bSTRIPES_USE_NORMAL2;
+ Assert( bAllStaticVarsDefined );
+#endif // _DEBUG
+ return ( 8 * m_nEFFECT ) + ( 32 * m_nVERTEX_LIT ) + ( 64 * m_nBASETEXTURE2 ) + ( 128 * m_nFANCY_BLENDING ) + ( 256 * m_nSELFILLUM ) + ( 512 * m_nCOLOR_BAR ) + ( 1024 * m_nSTRIPES ) + ( 2048 * m_nSTRIPES_USE_NORMAL2 ) + 0;
+ }
+};
+#define shaderStaticTest_pyro_vision_ps20b psh_forgot_to_set_static_EFFECT + psh_forgot_to_set_static_VERTEX_LIT + psh_forgot_to_set_static_BASETEXTURE2 + psh_forgot_to_set_static_FANCY_BLENDING + psh_forgot_to_set_static_SELFILLUM + psh_forgot_to_set_static_COLOR_BAR + psh_forgot_to_set_static_STRIPES + psh_forgot_to_set_static_STRIPES_USE_NORMAL2 + 0
+class pyro_vision_ps20b_Dynamic_Index
+{
+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_nVISUALIZE_DOF;
+#ifdef _DEBUG
+ bool m_bVISUALIZE_DOF;
+#endif
+public:
+ void SetVISUALIZE_DOF( int i )
+ {
+ Assert( i >= 0 && i <= 1 );
+ m_nVISUALIZE_DOF = i;
+#ifdef _DEBUG
+ m_bVISUALIZE_DOF = true;
+#endif
+ }
+ void SetVISUALIZE_DOF( bool i )
+ {
+ m_nVISUALIZE_DOF = i ? 1 : 0;
+#ifdef _DEBUG
+ m_bVISUALIZE_DOF = true;
+#endif
+ }
+private:
+ int m_nHEATHAZE;
+#ifdef _DEBUG
+ bool m_bHEATHAZE;
+#endif
+public:
+ void SetHEATHAZE( int i )
+ {
+ Assert( i >= 0 && i <= 1 );
+ m_nHEATHAZE = i;
+#ifdef _DEBUG
+ m_bHEATHAZE = true;
+#endif
+ }
+ void SetHEATHAZE( bool i )
+ {
+ m_nHEATHAZE = i ? 1 : 0;
+#ifdef _DEBUG
+ m_bHEATHAZE = true;
+#endif
+ }
+public:
+ pyro_vision_ps20b_Dynamic_Index()
+ {
+#ifdef _DEBUG
+ m_bPIXELFOGTYPE = false;
+#endif // _DEBUG
+ m_nPIXELFOGTYPE = 0;
+#ifdef _DEBUG
+ m_bVISUALIZE_DOF = false;
+#endif // _DEBUG
+ m_nVISUALIZE_DOF = 0;
+#ifdef _DEBUG
+ m_bHEATHAZE = false;
+#endif // _DEBUG
+ m_nHEATHAZE = 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_bPIXELFOGTYPE && m_bVISUALIZE_DOF && m_bHEATHAZE;
+ Assert( bAllDynamicVarsDefined );
+#endif // _DEBUG
+ return ( 1 * m_nPIXELFOGTYPE ) + ( 2 * m_nVISUALIZE_DOF ) + ( 4 * m_nHEATHAZE ) + 0;
+ }
+};
+#define shaderDynamicTest_pyro_vision_ps20b psh_forgot_to_set_dynamic_PIXELFOGTYPE + psh_forgot_to_set_dynamic_VISUALIZE_DOF + psh_forgot_to_set_dynamic_HEATHAZE + 0
diff --git a/materialsystem/stdshaders/fxctmp9/pyro_vision_ps30.inc b/materialsystem/stdshaders/fxctmp9/pyro_vision_ps30.inc
new file mode 100644
index 0000000..842fa31
--- /dev/null
+++ b/materialsystem/stdshaders/fxctmp9/pyro_vision_ps30.inc
@@ -0,0 +1,312 @@
+#include "shaderlib/cshader.h"
+class pyro_vision_ps30_Static_Index
+{
+private:
+ int m_nEFFECT;
+#ifdef _DEBUG
+ bool m_bEFFECT;
+#endif
+public:
+ void SetEFFECT( int i )
+ {
+ Assert( i >= 0 && i <= 3 );
+ m_nEFFECT = i;
+#ifdef _DEBUG
+ m_bEFFECT = true;
+#endif
+ }
+ void SetEFFECT( bool i )
+ {
+ m_nEFFECT = i ? 1 : 0;
+#ifdef _DEBUG
+ m_bEFFECT = true;
+#endif
+ }
+private:
+ int m_nVERTEX_LIT;
+#ifdef _DEBUG
+ bool m_bVERTEX_LIT;
+#endif
+public:
+ void SetVERTEX_LIT( int i )
+ {
+ Assert( i >= 0 && i <= 1 );
+ m_nVERTEX_LIT = i;
+#ifdef _DEBUG
+ m_bVERTEX_LIT = true;
+#endif
+ }
+ void SetVERTEX_LIT( bool i )
+ {
+ m_nVERTEX_LIT = i ? 1 : 0;
+#ifdef _DEBUG
+ m_bVERTEX_LIT = 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_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_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_nCOLOR_BAR;
+#ifdef _DEBUG
+ bool m_bCOLOR_BAR;
+#endif
+public:
+ void SetCOLOR_BAR( int i )
+ {
+ Assert( i >= 0 && i <= 1 );
+ m_nCOLOR_BAR = i;
+#ifdef _DEBUG
+ m_bCOLOR_BAR = true;
+#endif
+ }
+ void SetCOLOR_BAR( bool i )
+ {
+ m_nCOLOR_BAR = i ? 1 : 0;
+#ifdef _DEBUG
+ m_bCOLOR_BAR = true;
+#endif
+ }
+private:
+ int m_nSTRIPES;
+#ifdef _DEBUG
+ bool m_bSTRIPES;
+#endif
+public:
+ void SetSTRIPES( int i )
+ {
+ Assert( i >= 0 && i <= 1 );
+ m_nSTRIPES = i;
+#ifdef _DEBUG
+ m_bSTRIPES = true;
+#endif
+ }
+ void SetSTRIPES( bool i )
+ {
+ m_nSTRIPES = i ? 1 : 0;
+#ifdef _DEBUG
+ m_bSTRIPES = true;
+#endif
+ }
+private:
+ int m_nSTRIPES_USE_NORMAL2;
+#ifdef _DEBUG
+ bool m_bSTRIPES_USE_NORMAL2;
+#endif
+public:
+ void SetSTRIPES_USE_NORMAL2( int i )
+ {
+ Assert( i >= 0 && i <= 1 );
+ m_nSTRIPES_USE_NORMAL2 = i;
+#ifdef _DEBUG
+ m_bSTRIPES_USE_NORMAL2 = true;
+#endif
+ }
+ void SetSTRIPES_USE_NORMAL2( bool i )
+ {
+ m_nSTRIPES_USE_NORMAL2 = i ? 1 : 0;
+#ifdef _DEBUG
+ m_bSTRIPES_USE_NORMAL2 = true;
+#endif
+ }
+public:
+ pyro_vision_ps30_Static_Index( )
+ {
+#ifdef _DEBUG
+ m_bEFFECT = false;
+#endif // _DEBUG
+ m_nEFFECT = 0;
+#ifdef _DEBUG
+ m_bVERTEX_LIT = false;
+#endif // _DEBUG
+ m_nVERTEX_LIT = 0;
+#ifdef _DEBUG
+ m_bBASETEXTURE2 = false;
+#endif // _DEBUG
+ m_nBASETEXTURE2 = 0;
+#ifdef _DEBUG
+ m_bFANCY_BLENDING = false;
+#endif // _DEBUG
+ m_nFANCY_BLENDING = 0;
+#ifdef _DEBUG
+ m_bSELFILLUM = false;
+#endif // _DEBUG
+ m_nSELFILLUM = 0;
+#ifdef _DEBUG
+ m_bCOLOR_BAR = false;
+#endif // _DEBUG
+ m_nCOLOR_BAR = 0;
+#ifdef _DEBUG
+ m_bSTRIPES = false;
+#endif // _DEBUG
+ m_nSTRIPES = 0;
+#ifdef _DEBUG
+ m_bSTRIPES_USE_NORMAL2 = false;
+#endif // _DEBUG
+ m_nSTRIPES_USE_NORMAL2 = 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_bEFFECT && m_bVERTEX_LIT && m_bBASETEXTURE2 && m_bFANCY_BLENDING && m_bSELFILLUM && m_bCOLOR_BAR && m_bSTRIPES && m_bSTRIPES_USE_NORMAL2;
+ Assert( bAllStaticVarsDefined );
+#endif // _DEBUG
+ return ( 8 * m_nEFFECT ) + ( 32 * m_nVERTEX_LIT ) + ( 64 * m_nBASETEXTURE2 ) + ( 128 * m_nFANCY_BLENDING ) + ( 256 * m_nSELFILLUM ) + ( 512 * m_nCOLOR_BAR ) + ( 1024 * m_nSTRIPES ) + ( 2048 * m_nSTRIPES_USE_NORMAL2 ) + 0;
+ }
+};
+#define shaderStaticTest_pyro_vision_ps30 psh_forgot_to_set_static_EFFECT + psh_forgot_to_set_static_VERTEX_LIT + psh_forgot_to_set_static_BASETEXTURE2 + psh_forgot_to_set_static_FANCY_BLENDING + psh_forgot_to_set_static_SELFILLUM + psh_forgot_to_set_static_COLOR_BAR + psh_forgot_to_set_static_STRIPES + psh_forgot_to_set_static_STRIPES_USE_NORMAL2 + 0
+class pyro_vision_ps30_Dynamic_Index
+{
+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_nVISUALIZE_DOF;
+#ifdef _DEBUG
+ bool m_bVISUALIZE_DOF;
+#endif
+public:
+ void SetVISUALIZE_DOF( int i )
+ {
+ Assert( i >= 0 && i <= 1 );
+ m_nVISUALIZE_DOF = i;
+#ifdef _DEBUG
+ m_bVISUALIZE_DOF = true;
+#endif
+ }
+ void SetVISUALIZE_DOF( bool i )
+ {
+ m_nVISUALIZE_DOF = i ? 1 : 0;
+#ifdef _DEBUG
+ m_bVISUALIZE_DOF = true;
+#endif
+ }
+private:
+ int m_nHEATHAZE;
+#ifdef _DEBUG
+ bool m_bHEATHAZE;
+#endif
+public:
+ void SetHEATHAZE( int i )
+ {
+ Assert( i >= 0 && i <= 1 );
+ m_nHEATHAZE = i;
+#ifdef _DEBUG
+ m_bHEATHAZE = true;
+#endif
+ }
+ void SetHEATHAZE( bool i )
+ {
+ m_nHEATHAZE = i ? 1 : 0;
+#ifdef _DEBUG
+ m_bHEATHAZE = true;
+#endif
+ }
+public:
+ pyro_vision_ps30_Dynamic_Index()
+ {
+#ifdef _DEBUG
+ m_bPIXELFOGTYPE = false;
+#endif // _DEBUG
+ m_nPIXELFOGTYPE = 0;
+#ifdef _DEBUG
+ m_bVISUALIZE_DOF = false;
+#endif // _DEBUG
+ m_nVISUALIZE_DOF = 0;
+#ifdef _DEBUG
+ m_bHEATHAZE = false;
+#endif // _DEBUG
+ m_nHEATHAZE = 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_bPIXELFOGTYPE && m_bVISUALIZE_DOF && m_bHEATHAZE;
+ Assert( bAllDynamicVarsDefined );
+#endif // _DEBUG
+ return ( 1 * m_nPIXELFOGTYPE ) + ( 2 * m_nVISUALIZE_DOF ) + ( 4 * m_nHEATHAZE ) + 0;
+ }
+};
+#define shaderDynamicTest_pyro_vision_ps30 psh_forgot_to_set_dynamic_PIXELFOGTYPE + psh_forgot_to_set_dynamic_VISUALIZE_DOF + psh_forgot_to_set_dynamic_HEATHAZE + 0
diff --git a/materialsystem/stdshaders/fxctmp9/pyro_vision_vs20.inc b/materialsystem/stdshaders/fxctmp9/pyro_vision_vs20.inc
new file mode 100644
index 0000000..7be1c20
--- /dev/null
+++ b/materialsystem/stdshaders/fxctmp9/pyro_vision_vs20.inc
@@ -0,0 +1,387 @@
+#include "shaderlib/cshader.h"
+class pyro_vision_vs20_Static_Index
+{
+private:
+ int m_nEFFECT;
+#ifdef _DEBUG
+ bool m_bEFFECT;
+#endif
+public:
+ void SetEFFECT( int i )
+ {
+ Assert( i >= 0 && i <= 3 );
+ m_nEFFECT = i;
+#ifdef _DEBUG
+ m_bEFFECT = true;
+#endif
+ }
+ void SetEFFECT( bool i )
+ {
+ m_nEFFECT = i ? 1 : 0;
+#ifdef _DEBUG
+ m_bEFFECT = true;
+#endif
+ }
+private:
+ int m_nVERTEXCOLOR;
+#ifdef _DEBUG
+ bool m_bVERTEXCOLOR;
+#endif
+public:
+ void SetVERTEXCOLOR( int i )
+ {
+ Assert( i >= 0 && i <= 1 );
+ m_nVERTEXCOLOR = i;
+#ifdef _DEBUG
+ m_bVERTEXCOLOR = true;
+#endif
+ }
+ void SetVERTEXCOLOR( bool i )
+ {
+ m_nVERTEXCOLOR = i ? 1 : 0;
+#ifdef _DEBUG
+ m_bVERTEXCOLOR = true;
+#endif
+ }
+private:
+ int m_nHALFLAMBERT;
+#ifdef _DEBUG
+ bool m_bHALFLAMBERT;
+#endif
+public:
+ void SetHALFLAMBERT( int i )
+ {
+ Assert( i >= 0 && i <= 1 );
+ m_nHALFLAMBERT = i;
+#ifdef _DEBUG
+ m_bHALFLAMBERT = true;
+#endif
+ }
+ void SetHALFLAMBERT( bool i )
+ {
+ m_nHALFLAMBERT = i ? 1 : 0;
+#ifdef _DEBUG
+ m_bHALFLAMBERT = true;
+#endif
+ }
+private:
+ int m_nVERTEX_LIT;
+#ifdef _DEBUG
+ bool m_bVERTEX_LIT;
+#endif
+public:
+ void SetVERTEX_LIT( int i )
+ {
+ Assert( i >= 0 && i <= 1 );
+ m_nVERTEX_LIT = i;
+#ifdef _DEBUG
+ m_bVERTEX_LIT = true;
+#endif
+ }
+ void SetVERTEX_LIT( bool i )
+ {
+ m_nVERTEX_LIT = i ? 1 : 0;
+#ifdef _DEBUG
+ m_bVERTEX_LIT = true;
+#endif
+ }
+private:
+ int m_nFULLBRIGHT;
+#ifdef _DEBUG
+ bool m_bFULLBRIGHT;
+#endif
+public:
+ void SetFULLBRIGHT( int i )
+ {
+ Assert( i >= 0 && i <= 1 );
+ m_nFULLBRIGHT = i;
+#ifdef _DEBUG
+ m_bFULLBRIGHT = true;
+#endif
+ }
+ void SetFULLBRIGHT( bool i )
+ {
+ m_nFULLBRIGHT = i ? 1 : 0;
+#ifdef _DEBUG
+ m_bFULLBRIGHT = true;
+#endif
+ }
+private:
+ int m_nUSE_STATIC_CONTROL_FLOW;
+#ifdef _DEBUG
+ bool m_bUSE_STATIC_CONTROL_FLOW;
+#endif
+public:
+ void SetUSE_STATIC_CONTROL_FLOW( int i )
+ {
+ Assert( i >= 0 && i <= 1 );
+ m_nUSE_STATIC_CONTROL_FLOW = i;
+#ifdef _DEBUG
+ m_bUSE_STATIC_CONTROL_FLOW = true;
+#endif
+ }
+ void SetUSE_STATIC_CONTROL_FLOW( bool i )
+ {
+ m_nUSE_STATIC_CONTROL_FLOW = i ? 1 : 0;
+#ifdef _DEBUG
+ m_bUSE_STATIC_CONTROL_FLOW = 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_nSTRIPES;
+#ifdef _DEBUG
+ bool m_bSTRIPES;
+#endif
+public:
+ void SetSTRIPES( int i )
+ {
+ Assert( i >= 0 && i <= 1 );
+ m_nSTRIPES = i;
+#ifdef _DEBUG
+ m_bSTRIPES = true;
+#endif
+ }
+ void SetSTRIPES( bool i )
+ {
+ m_nSTRIPES = i ? 1 : 0;
+#ifdef _DEBUG
+ m_bSTRIPES = true;
+#endif
+ }
+private:
+ int m_nSTRIPES_USE_NORMAL2;
+#ifdef _DEBUG
+ bool m_bSTRIPES_USE_NORMAL2;
+#endif
+public:
+ void SetSTRIPES_USE_NORMAL2( int i )
+ {
+ Assert( i >= 0 && i <= 1 );
+ m_nSTRIPES_USE_NORMAL2 = i;
+#ifdef _DEBUG
+ m_bSTRIPES_USE_NORMAL2 = true;
+#endif
+ }
+ void SetSTRIPES_USE_NORMAL2( bool i )
+ {
+ m_nSTRIPES_USE_NORMAL2 = i ? 1 : 0;
+#ifdef _DEBUG
+ m_bSTRIPES_USE_NORMAL2 = true;
+#endif
+ }
+public:
+ pyro_vision_vs20_Static_Index( )
+ {
+#ifdef _DEBUG
+ m_bEFFECT = false;
+#endif // _DEBUG
+ m_nEFFECT = 0;
+#ifdef _DEBUG
+ m_bVERTEXCOLOR = false;
+#endif // _DEBUG
+ m_nVERTEXCOLOR = 0;
+#ifdef _DEBUG
+ m_bHALFLAMBERT = false;
+#endif // _DEBUG
+ m_nHALFLAMBERT = 0;
+#ifdef _DEBUG
+ m_bVERTEX_LIT = false;
+#endif // _DEBUG
+ m_nVERTEX_LIT = 0;
+#ifdef _DEBUG
+ m_bFULLBRIGHT = false;
+#endif // _DEBUG
+ m_nFULLBRIGHT = 0;
+#ifdef _DEBUG
+ m_bUSE_STATIC_CONTROL_FLOW = false;
+#endif // _DEBUG
+ m_nUSE_STATIC_CONTROL_FLOW = 0;
+#ifdef _DEBUG
+ m_bBASETEXTURE2 = false;
+#endif // _DEBUG
+ m_nBASETEXTURE2 = 0;
+#ifdef _DEBUG
+ m_bSTRIPES = false;
+#endif // _DEBUG
+ m_nSTRIPES = 0;
+#ifdef _DEBUG
+ m_bSTRIPES_USE_NORMAL2 = false;
+#endif // _DEBUG
+ m_nSTRIPES_USE_NORMAL2 = 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_bEFFECT && m_bVERTEXCOLOR && m_bHALFLAMBERT && m_bVERTEX_LIT && m_bFULLBRIGHT && m_bUSE_STATIC_CONTROL_FLOW && m_bBASETEXTURE2 && m_bSTRIPES && m_bSTRIPES_USE_NORMAL2;
+ Assert( bAllStaticVarsDefined );
+#endif // _DEBUG
+ return ( 48 * m_nEFFECT ) + ( 192 * m_nVERTEXCOLOR ) + ( 384 * m_nHALFLAMBERT ) + ( 768 * m_nVERTEX_LIT ) + ( 1536 * m_nFULLBRIGHT ) + ( 3072 * m_nUSE_STATIC_CONTROL_FLOW ) + ( 6144 * m_nBASETEXTURE2 ) + ( 12288 * m_nSTRIPES ) + ( 24576 * m_nSTRIPES_USE_NORMAL2 ) + 0;
+ }
+};
+#define shaderStaticTest_pyro_vision_vs20 vsh_forgot_to_set_static_EFFECT + vsh_forgot_to_set_static_VERTEXCOLOR + vsh_forgot_to_set_static_HALFLAMBERT + vsh_forgot_to_set_static_VERTEX_LIT + vsh_forgot_to_set_static_FULLBRIGHT + vsh_forgot_to_set_static_USE_STATIC_CONTROL_FLOW + vsh_forgot_to_set_static_BASETEXTURE2 + vsh_forgot_to_set_static_STRIPES + vsh_forgot_to_set_static_STRIPES_USE_NORMAL2 + 0
+class pyro_vision_vs20_Dynamic_Index
+{
+private:
+ int m_nCOMPRESSED_VERTS;
+#ifdef _DEBUG
+ bool m_bCOMPRESSED_VERTS;
+#endif
+public:
+ void SetCOMPRESSED_VERTS( int i )
+ {
+ Assert( i >= 0 && i <= 1 );
+ m_nCOMPRESSED_VERTS = i;
+#ifdef _DEBUG
+ m_bCOMPRESSED_VERTS = true;
+#endif
+ }
+ void SetCOMPRESSED_VERTS( bool i )
+ {
+ m_nCOMPRESSED_VERTS = i ? 1 : 0;
+#ifdef _DEBUG
+ m_bCOMPRESSED_VERTS = true;
+#endif
+ }
+private:
+ int m_nSKINNING;
+#ifdef _DEBUG
+ bool m_bSKINNING;
+#endif
+public:
+ void SetSKINNING( int i )
+ {
+ Assert( i >= 0 && i <= 1 );
+ m_nSKINNING = i;
+#ifdef _DEBUG
+ m_bSKINNING = true;
+#endif
+ }
+ void SetSKINNING( bool i )
+ {
+ m_nSKINNING = i ? 1 : 0;
+#ifdef _DEBUG
+ m_bSKINNING = true;
+#endif
+ }
+private:
+ int m_nDYNAMIC_LIGHT;
+#ifdef _DEBUG
+ bool m_bDYNAMIC_LIGHT;
+#endif
+public:
+ void SetDYNAMIC_LIGHT( int i )
+ {
+ Assert( i >= 0 && i <= 1 );
+ m_nDYNAMIC_LIGHT = i;
+#ifdef _DEBUG
+ m_bDYNAMIC_LIGHT = true;
+#endif
+ }
+ void SetDYNAMIC_LIGHT( bool i )
+ {
+ m_nDYNAMIC_LIGHT = i ? 1 : 0;
+#ifdef _DEBUG
+ m_bDYNAMIC_LIGHT = true;
+#endif
+ }
+private:
+ int m_nSTATIC_LIGHT;
+#ifdef _DEBUG
+ bool m_bSTATIC_LIGHT;
+#endif
+public:
+ void SetSTATIC_LIGHT( int i )
+ {
+ Assert( i >= 0 && i <= 1 );
+ m_nSTATIC_LIGHT = i;
+#ifdef _DEBUG
+ m_bSTATIC_LIGHT = true;
+#endif
+ }
+ void SetSTATIC_LIGHT( bool i )
+ {
+ m_nSTATIC_LIGHT = i ? 1 : 0;
+#ifdef _DEBUG
+ m_bSTATIC_LIGHT = true;
+#endif
+ }
+private:
+ int m_nNUM_LIGHTS;
+#ifdef _DEBUG
+ bool m_bNUM_LIGHTS;
+#endif
+public:
+ void SetNUM_LIGHTS( int i )
+ {
+ Assert( i >= 0 && i <= 2 );
+ m_nNUM_LIGHTS = i;
+#ifdef _DEBUG
+ m_bNUM_LIGHTS = true;
+#endif
+ }
+ void SetNUM_LIGHTS( bool i )
+ {
+ m_nNUM_LIGHTS = i ? 1 : 0;
+#ifdef _DEBUG
+ m_bNUM_LIGHTS = true;
+#endif
+ }
+public:
+ pyro_vision_vs20_Dynamic_Index()
+ {
+#ifdef _DEBUG
+ m_bCOMPRESSED_VERTS = false;
+#endif // _DEBUG
+ m_nCOMPRESSED_VERTS = 0;
+#ifdef _DEBUG
+ m_bSKINNING = false;
+#endif // _DEBUG
+ m_nSKINNING = 0;
+#ifdef _DEBUG
+ m_bDYNAMIC_LIGHT = false;
+#endif // _DEBUG
+ m_nDYNAMIC_LIGHT = 0;
+#ifdef _DEBUG
+ m_bSTATIC_LIGHT = false;
+#endif // _DEBUG
+ m_nSTATIC_LIGHT = 0;
+#ifdef _DEBUG
+ m_bNUM_LIGHTS = false;
+#endif // _DEBUG
+ m_nNUM_LIGHTS = 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_bCOMPRESSED_VERTS && m_bSKINNING && m_bDYNAMIC_LIGHT && m_bSTATIC_LIGHT && m_bNUM_LIGHTS;
+ Assert( bAllDynamicVarsDefined );
+#endif // _DEBUG
+ return ( 1 * m_nCOMPRESSED_VERTS ) + ( 2 * m_nSKINNING ) + ( 4 * m_nDYNAMIC_LIGHT ) + ( 8 * m_nSTATIC_LIGHT ) + ( 16 * m_nNUM_LIGHTS ) + 0;
+ }
+};
+#define shaderDynamicTest_pyro_vision_vs20 vsh_forgot_to_set_dynamic_COMPRESSED_VERTS + vsh_forgot_to_set_dynamic_SKINNING + vsh_forgot_to_set_dynamic_DYNAMIC_LIGHT + vsh_forgot_to_set_dynamic_STATIC_LIGHT + vsh_forgot_to_set_dynamic_NUM_LIGHTS + 0
diff --git a/materialsystem/stdshaders/fxctmp9/pyro_vision_vs30.inc b/materialsystem/stdshaders/fxctmp9/pyro_vision_vs30.inc
new file mode 100644
index 0000000..f398ae2
--- /dev/null
+++ b/materialsystem/stdshaders/fxctmp9/pyro_vision_vs30.inc
@@ -0,0 +1,337 @@
+#include "shaderlib/cshader.h"
+class pyro_vision_vs30_Static_Index
+{
+private:
+ int m_nEFFECT;
+#ifdef _DEBUG
+ bool m_bEFFECT;
+#endif
+public:
+ void SetEFFECT( int i )
+ {
+ Assert( i >= 0 && i <= 3 );
+ m_nEFFECT = i;
+#ifdef _DEBUG
+ m_bEFFECT = true;
+#endif
+ }
+ void SetEFFECT( bool i )
+ {
+ m_nEFFECT = i ? 1 : 0;
+#ifdef _DEBUG
+ m_bEFFECT = true;
+#endif
+ }
+private:
+ int m_nVERTEXCOLOR;
+#ifdef _DEBUG
+ bool m_bVERTEXCOLOR;
+#endif
+public:
+ void SetVERTEXCOLOR( int i )
+ {
+ Assert( i >= 0 && i <= 1 );
+ m_nVERTEXCOLOR = i;
+#ifdef _DEBUG
+ m_bVERTEXCOLOR = true;
+#endif
+ }
+ void SetVERTEXCOLOR( bool i )
+ {
+ m_nVERTEXCOLOR = i ? 1 : 0;
+#ifdef _DEBUG
+ m_bVERTEXCOLOR = true;
+#endif
+ }
+private:
+ int m_nHALFLAMBERT;
+#ifdef _DEBUG
+ bool m_bHALFLAMBERT;
+#endif
+public:
+ void SetHALFLAMBERT( int i )
+ {
+ Assert( i >= 0 && i <= 1 );
+ m_nHALFLAMBERT = i;
+#ifdef _DEBUG
+ m_bHALFLAMBERT = true;
+#endif
+ }
+ void SetHALFLAMBERT( bool i )
+ {
+ m_nHALFLAMBERT = i ? 1 : 0;
+#ifdef _DEBUG
+ m_bHALFLAMBERT = true;
+#endif
+ }
+private:
+ int m_nVERTEX_LIT;
+#ifdef _DEBUG
+ bool m_bVERTEX_LIT;
+#endif
+public:
+ void SetVERTEX_LIT( int i )
+ {
+ Assert( i >= 0 && i <= 1 );
+ m_nVERTEX_LIT = i;
+#ifdef _DEBUG
+ m_bVERTEX_LIT = true;
+#endif
+ }
+ void SetVERTEX_LIT( bool i )
+ {
+ m_nVERTEX_LIT = i ? 1 : 0;
+#ifdef _DEBUG
+ m_bVERTEX_LIT = true;
+#endif
+ }
+private:
+ int m_nFULLBRIGHT;
+#ifdef _DEBUG
+ bool m_bFULLBRIGHT;
+#endif
+public:
+ void SetFULLBRIGHT( int i )
+ {
+ Assert( i >= 0 && i <= 1 );
+ m_nFULLBRIGHT = i;
+#ifdef _DEBUG
+ m_bFULLBRIGHT = true;
+#endif
+ }
+ void SetFULLBRIGHT( bool i )
+ {
+ m_nFULLBRIGHT = i ? 1 : 0;
+#ifdef _DEBUG
+ m_bFULLBRIGHT = 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_nSTRIPES;
+#ifdef _DEBUG
+ bool m_bSTRIPES;
+#endif
+public:
+ void SetSTRIPES( int i )
+ {
+ Assert( i >= 0 && i <= 1 );
+ m_nSTRIPES = i;
+#ifdef _DEBUG
+ m_bSTRIPES = true;
+#endif
+ }
+ void SetSTRIPES( bool i )
+ {
+ m_nSTRIPES = i ? 1 : 0;
+#ifdef _DEBUG
+ m_bSTRIPES = true;
+#endif
+ }
+private:
+ int m_nSTRIPES_USE_NORMAL2;
+#ifdef _DEBUG
+ bool m_bSTRIPES_USE_NORMAL2;
+#endif
+public:
+ void SetSTRIPES_USE_NORMAL2( int i )
+ {
+ Assert( i >= 0 && i <= 1 );
+ m_nSTRIPES_USE_NORMAL2 = i;
+#ifdef _DEBUG
+ m_bSTRIPES_USE_NORMAL2 = true;
+#endif
+ }
+ void SetSTRIPES_USE_NORMAL2( bool i )
+ {
+ m_nSTRIPES_USE_NORMAL2 = i ? 1 : 0;
+#ifdef _DEBUG
+ m_bSTRIPES_USE_NORMAL2 = true;
+#endif
+ }
+public:
+ pyro_vision_vs30_Static_Index( )
+ {
+#ifdef _DEBUG
+ m_bEFFECT = false;
+#endif // _DEBUG
+ m_nEFFECT = 0;
+#ifdef _DEBUG
+ m_bVERTEXCOLOR = false;
+#endif // _DEBUG
+ m_nVERTEXCOLOR = 0;
+#ifdef _DEBUG
+ m_bHALFLAMBERT = false;
+#endif // _DEBUG
+ m_nHALFLAMBERT = 0;
+#ifdef _DEBUG
+ m_bVERTEX_LIT = false;
+#endif // _DEBUG
+ m_nVERTEX_LIT = 0;
+#ifdef _DEBUG
+ m_bFULLBRIGHT = false;
+#endif // _DEBUG
+ m_nFULLBRIGHT = 0;
+#ifdef _DEBUG
+ m_bBASETEXTURE2 = false;
+#endif // _DEBUG
+ m_nBASETEXTURE2 = 0;
+#ifdef _DEBUG
+ m_bSTRIPES = false;
+#endif // _DEBUG
+ m_nSTRIPES = 0;
+#ifdef _DEBUG
+ m_bSTRIPES_USE_NORMAL2 = false;
+#endif // _DEBUG
+ m_nSTRIPES_USE_NORMAL2 = 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_bEFFECT && m_bVERTEXCOLOR && m_bHALFLAMBERT && m_bVERTEX_LIT && m_bFULLBRIGHT && m_bBASETEXTURE2 && m_bSTRIPES && m_bSTRIPES_USE_NORMAL2;
+ Assert( bAllStaticVarsDefined );
+#endif // _DEBUG
+ return ( 16 * m_nEFFECT ) + ( 64 * m_nVERTEXCOLOR ) + ( 128 * m_nHALFLAMBERT ) + ( 256 * m_nVERTEX_LIT ) + ( 512 * m_nFULLBRIGHT ) + ( 1024 * m_nBASETEXTURE2 ) + ( 2048 * m_nSTRIPES ) + ( 4096 * m_nSTRIPES_USE_NORMAL2 ) + 0;
+ }
+};
+#define shaderStaticTest_pyro_vision_vs30 vsh_forgot_to_set_static_EFFECT + vsh_forgot_to_set_static_VERTEXCOLOR + vsh_forgot_to_set_static_HALFLAMBERT + vsh_forgot_to_set_static_VERTEX_LIT + vsh_forgot_to_set_static_FULLBRIGHT + vsh_forgot_to_set_static_BASETEXTURE2 + vsh_forgot_to_set_static_STRIPES + vsh_forgot_to_set_static_STRIPES_USE_NORMAL2 + 0
+class pyro_vision_vs30_Dynamic_Index
+{
+private:
+ int m_nCOMPRESSED_VERTS;
+#ifdef _DEBUG
+ bool m_bCOMPRESSED_VERTS;
+#endif
+public:
+ void SetCOMPRESSED_VERTS( int i )
+ {
+ Assert( i >= 0 && i <= 1 );
+ m_nCOMPRESSED_VERTS = i;
+#ifdef _DEBUG
+ m_bCOMPRESSED_VERTS = true;
+#endif
+ }
+ void SetCOMPRESSED_VERTS( bool i )
+ {
+ m_nCOMPRESSED_VERTS = i ? 1 : 0;
+#ifdef _DEBUG
+ m_bCOMPRESSED_VERTS = true;
+#endif
+ }
+private:
+ int m_nSKINNING;
+#ifdef _DEBUG
+ bool m_bSKINNING;
+#endif
+public:
+ void SetSKINNING( int i )
+ {
+ Assert( i >= 0 && i <= 1 );
+ m_nSKINNING = i;
+#ifdef _DEBUG
+ m_bSKINNING = true;
+#endif
+ }
+ void SetSKINNING( bool i )
+ {
+ m_nSKINNING = i ? 1 : 0;
+#ifdef _DEBUG
+ m_bSKINNING = true;
+#endif
+ }
+private:
+ int m_nDYNAMIC_LIGHT;
+#ifdef _DEBUG
+ bool m_bDYNAMIC_LIGHT;
+#endif
+public:
+ void SetDYNAMIC_LIGHT( int i )
+ {
+ Assert( i >= 0 && i <= 1 );
+ m_nDYNAMIC_LIGHT = i;
+#ifdef _DEBUG
+ m_bDYNAMIC_LIGHT = true;
+#endif
+ }
+ void SetDYNAMIC_LIGHT( bool i )
+ {
+ m_nDYNAMIC_LIGHT = i ? 1 : 0;
+#ifdef _DEBUG
+ m_bDYNAMIC_LIGHT = true;
+#endif
+ }
+private:
+ int m_nSTATIC_LIGHT;
+#ifdef _DEBUG
+ bool m_bSTATIC_LIGHT;
+#endif
+public:
+ void SetSTATIC_LIGHT( int i )
+ {
+ Assert( i >= 0 && i <= 1 );
+ m_nSTATIC_LIGHT = i;
+#ifdef _DEBUG
+ m_bSTATIC_LIGHT = true;
+#endif
+ }
+ void SetSTATIC_LIGHT( bool i )
+ {
+ m_nSTATIC_LIGHT = i ? 1 : 0;
+#ifdef _DEBUG
+ m_bSTATIC_LIGHT = true;
+#endif
+ }
+public:
+ pyro_vision_vs30_Dynamic_Index()
+ {
+#ifdef _DEBUG
+ m_bCOMPRESSED_VERTS = false;
+#endif // _DEBUG
+ m_nCOMPRESSED_VERTS = 0;
+#ifdef _DEBUG
+ m_bSKINNING = false;
+#endif // _DEBUG
+ m_nSKINNING = 0;
+#ifdef _DEBUG
+ m_bDYNAMIC_LIGHT = false;
+#endif // _DEBUG
+ m_nDYNAMIC_LIGHT = 0;
+#ifdef _DEBUG
+ m_bSTATIC_LIGHT = false;
+#endif // _DEBUG
+ m_nSTATIC_LIGHT = 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_bCOMPRESSED_VERTS && m_bSKINNING && m_bDYNAMIC_LIGHT && m_bSTATIC_LIGHT;
+ Assert( bAllDynamicVarsDefined );
+#endif // _DEBUG
+ return ( 1 * m_nCOMPRESSED_VERTS ) + ( 2 * m_nSKINNING ) + ( 4 * m_nDYNAMIC_LIGHT ) + ( 8 * m_nSTATIC_LIGHT ) + 0;
+ }
+};
+#define shaderDynamicTest_pyro_vision_vs30 vsh_forgot_to_set_dynamic_COMPRESSED_VERTS + vsh_forgot_to_set_dynamic_SKINNING + vsh_forgot_to_set_dynamic_DYNAMIC_LIGHT + vsh_forgot_to_set_dynamic_STATIC_LIGHT + 0
diff --git a/materialsystem/stdshaders/fxctmp9/rendertargetblit_ps20.inc b/materialsystem/stdshaders/fxctmp9/rendertargetblit_ps20.inc
new file mode 100644
index 0000000..e2577eb
--- /dev/null
+++ b/materialsystem/stdshaders/fxctmp9/rendertargetblit_ps20.inc
@@ -0,0 +1,33 @@
+#include "shaderlib/cshader.h"
+class rendertargetblit_ps20_Static_Index
+{
+public:
+ rendertargetblit_ps20_Static_Index( )
+ {
+ }
+ 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
+#endif // _DEBUG
+ return 0;
+ }
+};
+#define shaderStaticTest_rendertargetblit_ps20 0
+class rendertargetblit_ps20_Dynamic_Index
+{
+public:
+ rendertargetblit_ps20_Dynamic_Index()
+ {
+ }
+ 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
+#endif // _DEBUG
+ return 0;
+ }
+};
+#define shaderDynamicTest_rendertargetblit_ps20 0
diff --git a/materialsystem/stdshaders/fxctmp9/rendertargetblit_ps20b.inc b/materialsystem/stdshaders/fxctmp9/rendertargetblit_ps20b.inc
new file mode 100644
index 0000000..698b94f
--- /dev/null
+++ b/materialsystem/stdshaders/fxctmp9/rendertargetblit_ps20b.inc
@@ -0,0 +1,33 @@
+#include "shaderlib/cshader.h"
+class rendertargetblit_ps20b_Static_Index
+{
+public:
+ rendertargetblit_ps20b_Static_Index( )
+ {
+ }
+ 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
+#endif // _DEBUG
+ return 0;
+ }
+};
+#define shaderStaticTest_rendertargetblit_ps20b 0
+class rendertargetblit_ps20b_Dynamic_Index
+{
+public:
+ rendertargetblit_ps20b_Dynamic_Index()
+ {
+ }
+ 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
+#endif // _DEBUG
+ return 0;
+ }
+};
+#define shaderDynamicTest_rendertargetblit_ps20b 0
diff --git a/materialsystem/stdshaders/fxctmp9/rendertargetblit_vs20.inc b/materialsystem/stdshaders/fxctmp9/rendertargetblit_vs20.inc
new file mode 100644
index 0000000..7b69014
--- /dev/null
+++ b/materialsystem/stdshaders/fxctmp9/rendertargetblit_vs20.inc
@@ -0,0 +1,33 @@
+#include "shaderlib/cshader.h"
+class rendertargetblit_vs20_Static_Index
+{
+public:
+ rendertargetblit_vs20_Static_Index( )
+ {
+ }
+ 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
+#endif // _DEBUG
+ return 0;
+ }
+};
+#define shaderStaticTest_rendertargetblit_vs20 0
+class rendertargetblit_vs20_Dynamic_Index
+{
+public:
+ rendertargetblit_vs20_Dynamic_Index()
+ {
+ }
+ 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
+#endif // _DEBUG
+ return 0;
+ }
+};
+#define shaderDynamicTest_rendertargetblit_vs20 0
diff --git a/materialsystem/stdshaders/fxctmp9/sample4x4_blend_ps20.inc b/materialsystem/stdshaders/fxctmp9/sample4x4_blend_ps20.inc
new file mode 100644
index 0000000..792c725
--- /dev/null
+++ b/materialsystem/stdshaders/fxctmp9/sample4x4_blend_ps20.inc
@@ -0,0 +1,33 @@
+#include "shaderlib/cshader.h"
+class sample4x4_blend_ps20_Static_Index
+{
+public:
+ sample4x4_blend_ps20_Static_Index( )
+ {
+ }
+ 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
+#endif // _DEBUG
+ return 0;
+ }
+};
+#define shaderStaticTest_sample4x4_blend_ps20 0
+class sample4x4_blend_ps20_Dynamic_Index
+{
+public:
+ sample4x4_blend_ps20_Dynamic_Index()
+ {
+ }
+ 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
+#endif // _DEBUG
+ return 0;
+ }
+};
+#define shaderDynamicTest_sample4x4_blend_ps20 0
diff --git a/materialsystem/stdshaders/fxctmp9/sample4x4_blend_ps20b.inc b/materialsystem/stdshaders/fxctmp9/sample4x4_blend_ps20b.inc
new file mode 100644
index 0000000..fe94b5d
--- /dev/null
+++ b/materialsystem/stdshaders/fxctmp9/sample4x4_blend_ps20b.inc
@@ -0,0 +1,60 @@
+#include "shaderlib/cshader.h"
+class sample4x4_blend_ps20b_Static_Index
+{
+private:
+ int m_nCONVERT_TO_SRGB;
+#ifdef _DEBUG
+ bool m_bCONVERT_TO_SRGB;
+#endif
+public:
+ void SetCONVERT_TO_SRGB( int i )
+ {
+ Assert( i >= 0 && i <= 1 );
+ m_nCONVERT_TO_SRGB = i;
+#ifdef _DEBUG
+ m_bCONVERT_TO_SRGB = true;
+#endif
+ }
+ void SetCONVERT_TO_SRGB( bool i )
+ {
+ m_nCONVERT_TO_SRGB = i ? 1 : 0;
+#ifdef _DEBUG
+ m_bCONVERT_TO_SRGB = true;
+#endif
+ }
+public:
+ sample4x4_blend_ps20b_Static_Index( )
+ {
+#ifdef _DEBUG
+ m_bCONVERT_TO_SRGB = true;
+#endif // _DEBUG
+ m_nCONVERT_TO_SRGB = g_pHardwareConfig->NeedsShaderSRGBConversion();
+ }
+ 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_bCONVERT_TO_SRGB;
+ Assert( bAllStaticVarsDefined );
+#endif // _DEBUG
+ return ( 1 * m_nCONVERT_TO_SRGB ) + 0;
+ }
+};
+#define shaderStaticTest_sample4x4_blend_ps20b 0
+class sample4x4_blend_ps20b_Dynamic_Index
+{
+public:
+ sample4x4_blend_ps20b_Dynamic_Index()
+ {
+ }
+ 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
+#endif // _DEBUG
+ return 0;
+ }
+};
+#define shaderDynamicTest_sample4x4_blend_ps20b 0
diff --git a/materialsystem/stdshaders/fxctmp9/sample4x4_ps20.inc b/materialsystem/stdshaders/fxctmp9/sample4x4_ps20.inc
new file mode 100644
index 0000000..4b44d7c
--- /dev/null
+++ b/materialsystem/stdshaders/fxctmp9/sample4x4_ps20.inc
@@ -0,0 +1,33 @@
+#include "shaderlib/cshader.h"
+class sample4x4_ps20_Static_Index
+{
+public:
+ sample4x4_ps20_Static_Index( )
+ {
+ }
+ 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
+#endif // _DEBUG
+ return 0;
+ }
+};
+#define shaderStaticTest_sample4x4_ps20 0
+class sample4x4_ps20_Dynamic_Index
+{
+public:
+ sample4x4_ps20_Dynamic_Index()
+ {
+ }
+ 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
+#endif // _DEBUG
+ return 0;
+ }
+};
+#define shaderDynamicTest_sample4x4_ps20 0
diff --git a/materialsystem/stdshaders/fxctmp9/sample4x4_ps20b.inc b/materialsystem/stdshaders/fxctmp9/sample4x4_ps20b.inc
new file mode 100644
index 0000000..834101a
--- /dev/null
+++ b/materialsystem/stdshaders/fxctmp9/sample4x4_ps20b.inc
@@ -0,0 +1,60 @@
+#include "shaderlib/cshader.h"
+class sample4x4_ps20b_Static_Index
+{
+private:
+ int m_nCONVERT_TO_SRGB;
+#ifdef _DEBUG
+ bool m_bCONVERT_TO_SRGB;
+#endif
+public:
+ void SetCONVERT_TO_SRGB( int i )
+ {
+ Assert( i >= 0 && i <= 1 );
+ m_nCONVERT_TO_SRGB = i;
+#ifdef _DEBUG
+ m_bCONVERT_TO_SRGB = true;
+#endif
+ }
+ void SetCONVERT_TO_SRGB( bool i )
+ {
+ m_nCONVERT_TO_SRGB = i ? 1 : 0;
+#ifdef _DEBUG
+ m_bCONVERT_TO_SRGB = true;
+#endif
+ }
+public:
+ sample4x4_ps20b_Static_Index( )
+ {
+#ifdef _DEBUG
+ m_bCONVERT_TO_SRGB = true;
+#endif // _DEBUG
+ m_nCONVERT_TO_SRGB = g_pHardwareConfig->NeedsShaderSRGBConversion();
+ }
+ 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_bCONVERT_TO_SRGB;
+ Assert( bAllStaticVarsDefined );
+#endif // _DEBUG
+ return ( 1 * m_nCONVERT_TO_SRGB ) + 0;
+ }
+};
+#define shaderStaticTest_sample4x4_ps20b 0
+class sample4x4_ps20b_Dynamic_Index
+{
+public:
+ sample4x4_ps20b_Dynamic_Index()
+ {
+ }
+ 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
+#endif // _DEBUG
+ return 0;
+ }
+};
+#define shaderDynamicTest_sample4x4_ps20b 0
diff --git a/materialsystem/stdshaders/fxctmp9/sample4x4delog_ps20.inc b/materialsystem/stdshaders/fxctmp9/sample4x4delog_ps20.inc
new file mode 100644
index 0000000..182dc96
--- /dev/null
+++ b/materialsystem/stdshaders/fxctmp9/sample4x4delog_ps20.inc
@@ -0,0 +1,33 @@
+#include "shaderlib/cshader.h"
+class sample4x4delog_ps20_Static_Index
+{
+public:
+ sample4x4delog_ps20_Static_Index( )
+ {
+ }
+ 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
+#endif // _DEBUG
+ return 0;
+ }
+};
+#define shaderStaticTest_sample4x4delog_ps20 0
+class sample4x4delog_ps20_Dynamic_Index
+{
+public:
+ sample4x4delog_ps20_Dynamic_Index()
+ {
+ }
+ 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
+#endif // _DEBUG
+ return 0;
+ }
+};
+#define shaderDynamicTest_sample4x4delog_ps20 0
diff --git a/materialsystem/stdshaders/fxctmp9/sample4x4delog_ps20b.inc b/materialsystem/stdshaders/fxctmp9/sample4x4delog_ps20b.inc
new file mode 100644
index 0000000..c9c5cb7
--- /dev/null
+++ b/materialsystem/stdshaders/fxctmp9/sample4x4delog_ps20b.inc
@@ -0,0 +1,60 @@
+#include "shaderlib/cshader.h"
+class sample4x4delog_ps20b_Static_Index
+{
+private:
+ int m_nCONVERT_TO_SRGB;
+#ifdef _DEBUG
+ bool m_bCONVERT_TO_SRGB;
+#endif
+public:
+ void SetCONVERT_TO_SRGB( int i )
+ {
+ Assert( i >= 0 && i <= 1 );
+ m_nCONVERT_TO_SRGB = i;
+#ifdef _DEBUG
+ m_bCONVERT_TO_SRGB = true;
+#endif
+ }
+ void SetCONVERT_TO_SRGB( bool i )
+ {
+ m_nCONVERT_TO_SRGB = i ? 1 : 0;
+#ifdef _DEBUG
+ m_bCONVERT_TO_SRGB = true;
+#endif
+ }
+public:
+ sample4x4delog_ps20b_Static_Index( )
+ {
+#ifdef _DEBUG
+ m_bCONVERT_TO_SRGB = true;
+#endif // _DEBUG
+ m_nCONVERT_TO_SRGB = g_pHardwareConfig->NeedsShaderSRGBConversion();
+ }
+ 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_bCONVERT_TO_SRGB;
+ Assert( bAllStaticVarsDefined );
+#endif // _DEBUG
+ return ( 1 * m_nCONVERT_TO_SRGB ) + 0;
+ }
+};
+#define shaderStaticTest_sample4x4delog_ps20b 0
+class sample4x4delog_ps20b_Dynamic_Index
+{
+public:
+ sample4x4delog_ps20b_Dynamic_Index()
+ {
+ }
+ 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
+#endif // _DEBUG
+ return 0;
+ }
+};
+#define shaderDynamicTest_sample4x4delog_ps20b 0
diff --git a/materialsystem/stdshaders/fxctmp9/sample4x4log_ps20.inc b/materialsystem/stdshaders/fxctmp9/sample4x4log_ps20.inc
new file mode 100644
index 0000000..31bfcca
--- /dev/null
+++ b/materialsystem/stdshaders/fxctmp9/sample4x4log_ps20.inc
@@ -0,0 +1,33 @@
+#include "shaderlib/cshader.h"
+class sample4x4log_ps20_Static_Index
+{
+public:
+ sample4x4log_ps20_Static_Index( )
+ {
+ }
+ 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
+#endif // _DEBUG
+ return 0;
+ }
+};
+#define shaderStaticTest_sample4x4log_ps20 0
+class sample4x4log_ps20_Dynamic_Index
+{
+public:
+ sample4x4log_ps20_Dynamic_Index()
+ {
+ }
+ 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
+#endif // _DEBUG
+ return 0;
+ }
+};
+#define shaderDynamicTest_sample4x4log_ps20 0
diff --git a/materialsystem/stdshaders/fxctmp9/sample4x4log_ps20b.inc b/materialsystem/stdshaders/fxctmp9/sample4x4log_ps20b.inc
new file mode 100644
index 0000000..d2b173f
--- /dev/null
+++ b/materialsystem/stdshaders/fxctmp9/sample4x4log_ps20b.inc
@@ -0,0 +1,60 @@
+#include "shaderlib/cshader.h"
+class sample4x4log_ps20b_Static_Index
+{
+private:
+ int m_nCONVERT_TO_SRGB;
+#ifdef _DEBUG
+ bool m_bCONVERT_TO_SRGB;
+#endif
+public:
+ void SetCONVERT_TO_SRGB( int i )
+ {
+ Assert( i >= 0 && i <= 1 );
+ m_nCONVERT_TO_SRGB = i;
+#ifdef _DEBUG
+ m_bCONVERT_TO_SRGB = true;
+#endif
+ }
+ void SetCONVERT_TO_SRGB( bool i )
+ {
+ m_nCONVERT_TO_SRGB = i ? 1 : 0;
+#ifdef _DEBUG
+ m_bCONVERT_TO_SRGB = true;
+#endif
+ }
+public:
+ sample4x4log_ps20b_Static_Index( )
+ {
+#ifdef _DEBUG
+ m_bCONVERT_TO_SRGB = true;
+#endif // _DEBUG
+ m_nCONVERT_TO_SRGB = g_pHardwareConfig->NeedsShaderSRGBConversion();
+ }
+ 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_bCONVERT_TO_SRGB;
+ Assert( bAllStaticVarsDefined );
+#endif // _DEBUG
+ return ( 1 * m_nCONVERT_TO_SRGB ) + 0;
+ }
+};
+#define shaderStaticTest_sample4x4log_ps20b 0
+class sample4x4log_ps20b_Dynamic_Index
+{
+public:
+ sample4x4log_ps20b_Dynamic_Index()
+ {
+ }
+ 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
+#endif // _DEBUG
+ return 0;
+ }
+};
+#define shaderDynamicTest_sample4x4log_ps20b 0
diff --git a/materialsystem/stdshaders/fxctmp9/sample4x4maxmin_ps20.inc b/materialsystem/stdshaders/fxctmp9/sample4x4maxmin_ps20.inc
new file mode 100644
index 0000000..d9e853d
--- /dev/null
+++ b/materialsystem/stdshaders/fxctmp9/sample4x4maxmin_ps20.inc
@@ -0,0 +1,33 @@
+#include "shaderlib/cshader.h"
+class sample4x4maxmin_ps20_Static_Index
+{
+public:
+ sample4x4maxmin_ps20_Static_Index( )
+ {
+ }
+ 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
+#endif // _DEBUG
+ return 0;
+ }
+};
+#define shaderStaticTest_sample4x4maxmin_ps20 0
+class sample4x4maxmin_ps20_Dynamic_Index
+{
+public:
+ sample4x4maxmin_ps20_Dynamic_Index()
+ {
+ }
+ 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
+#endif // _DEBUG
+ return 0;
+ }
+};
+#define shaderDynamicTest_sample4x4maxmin_ps20 0
diff --git a/materialsystem/stdshaders/fxctmp9/sample4x4maxmin_ps20b.inc b/materialsystem/stdshaders/fxctmp9/sample4x4maxmin_ps20b.inc
new file mode 100644
index 0000000..65932fc
--- /dev/null
+++ b/materialsystem/stdshaders/fxctmp9/sample4x4maxmin_ps20b.inc
@@ -0,0 +1,60 @@
+#include "shaderlib/cshader.h"
+class sample4x4maxmin_ps20b_Static_Index
+{
+private:
+ int m_nCONVERT_TO_SRGB;
+#ifdef _DEBUG
+ bool m_bCONVERT_TO_SRGB;
+#endif
+public:
+ void SetCONVERT_TO_SRGB( int i )
+ {
+ Assert( i >= 0 && i <= 1 );
+ m_nCONVERT_TO_SRGB = i;
+#ifdef _DEBUG
+ m_bCONVERT_TO_SRGB = true;
+#endif
+ }
+ void SetCONVERT_TO_SRGB( bool i )
+ {
+ m_nCONVERT_TO_SRGB = i ? 1 : 0;
+#ifdef _DEBUG
+ m_bCONVERT_TO_SRGB = true;
+#endif
+ }
+public:
+ sample4x4maxmin_ps20b_Static_Index( )
+ {
+#ifdef _DEBUG
+ m_bCONVERT_TO_SRGB = true;
+#endif // _DEBUG
+ m_nCONVERT_TO_SRGB = g_pHardwareConfig->NeedsShaderSRGBConversion();
+ }
+ 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_bCONVERT_TO_SRGB;
+ Assert( bAllStaticVarsDefined );
+#endif // _DEBUG
+ return ( 1 * m_nCONVERT_TO_SRGB ) + 0;
+ }
+};
+#define shaderStaticTest_sample4x4maxmin_ps20b 0
+class sample4x4maxmin_ps20b_Dynamic_Index
+{
+public:
+ sample4x4maxmin_ps20b_Dynamic_Index()
+ {
+ }
+ 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
+#endif // _DEBUG
+ return 0;
+ }
+};
+#define shaderDynamicTest_sample4x4maxmin_ps20b 0
diff --git a/materialsystem/stdshaders/fxctmp9/screenspaceeffect_vs11.inc b/materialsystem/stdshaders/fxctmp9/screenspaceeffect_vs11.inc
new file mode 100644
index 0000000..38093cc
--- /dev/null
+++ b/materialsystem/stdshaders/fxctmp9/screenspaceeffect_vs11.inc
@@ -0,0 +1,33 @@
+#include "shaderlib/cshader.h"
+class screenspaceeffect_vs11_Static_Index
+{
+public:
+ screenspaceeffect_vs11_Static_Index( )
+ {
+ }
+ 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
+#endif // _DEBUG
+ return 0;
+ }
+};
+#define shaderStaticTest_screenspaceeffect_vs11 0
+class screenspaceeffect_vs11_Dynamic_Index
+{
+public:
+ screenspaceeffect_vs11_Dynamic_Index()
+ {
+ }
+ 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
+#endif // _DEBUG
+ return 0;
+ }
+};
+#define shaderDynamicTest_screenspaceeffect_vs11 0
diff --git a/materialsystem/stdshaders/fxctmp9/screenspaceeffect_vs20.inc b/materialsystem/stdshaders/fxctmp9/screenspaceeffect_vs20.inc
new file mode 100644
index 0000000..3ed87f4
--- /dev/null
+++ b/materialsystem/stdshaders/fxctmp9/screenspaceeffect_vs20.inc
@@ -0,0 +1,60 @@
+#include "shaderlib/cshader.h"
+class screenspaceeffect_vs20_Static_Index
+{
+private:
+ int m_nX360APPCHOOSER;
+#ifdef _DEBUG
+ bool m_bX360APPCHOOSER;
+#endif
+public:
+ void SetX360APPCHOOSER( int i )
+ {
+ Assert( i >= 0 && i <= 1 );
+ m_nX360APPCHOOSER = i;
+#ifdef _DEBUG
+ m_bX360APPCHOOSER = true;
+#endif
+ }
+ void SetX360APPCHOOSER( bool i )
+ {
+ m_nX360APPCHOOSER = i ? 1 : 0;
+#ifdef _DEBUG
+ m_bX360APPCHOOSER = true;
+#endif
+ }
+public:
+ screenspaceeffect_vs20_Static_Index( )
+ {
+#ifdef _DEBUG
+ m_bX360APPCHOOSER = true;
+#endif // _DEBUG
+ m_nX360APPCHOOSER = 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_bX360APPCHOOSER;
+ Assert( bAllStaticVarsDefined );
+#endif // _DEBUG
+ return ( 1 * m_nX360APPCHOOSER ) + 0;
+ }
+};
+#define shaderStaticTest_screenspaceeffect_vs20 0
+class screenspaceeffect_vs20_Dynamic_Index
+{
+public:
+ screenspaceeffect_vs20_Dynamic_Index()
+ {
+ }
+ 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
+#endif // _DEBUG
+ return 0;
+ }
+};
+#define shaderDynamicTest_screenspaceeffect_vs20 0
diff --git a/materialsystem/stdshaders/fxctmp9/sfm_combine_vs20.inc b/materialsystem/stdshaders/fxctmp9/sfm_combine_vs20.inc
new file mode 100644
index 0000000..f8d5f29
--- /dev/null
+++ b/materialsystem/stdshaders/fxctmp9/sfm_combine_vs20.inc
@@ -0,0 +1,33 @@
+#include "shaderlib/cshader.h"
+class sfm_combine_vs20_Static_Index
+{
+public:
+ sfm_combine_vs20_Static_Index( )
+ {
+ }
+ 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
+#endif // _DEBUG
+ return 0;
+ }
+};
+#define shaderStaticTest_sfm_combine_vs20 0
+class sfm_combine_vs20_Dynamic_Index
+{
+public:
+ sfm_combine_vs20_Dynamic_Index()
+ {
+ }
+ 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
+#endif // _DEBUG
+ return 0;
+ }
+};
+#define shaderDynamicTest_sfm_combine_vs20 0
diff --git a/materialsystem/stdshaders/fxctmp9/sfm_integercombine_ps20.inc b/materialsystem/stdshaders/fxctmp9/sfm_integercombine_ps20.inc
new file mode 100644
index 0000000..3bccf86
--- /dev/null
+++ b/materialsystem/stdshaders/fxctmp9/sfm_integercombine_ps20.inc
@@ -0,0 +1,33 @@
+#include "shaderlib/cshader.h"
+class sfm_integercombine_ps20_Static_Index
+{
+public:
+ sfm_integercombine_ps20_Static_Index( )
+ {
+ }
+ 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
+#endif // _DEBUG
+ return 0;
+ }
+};
+#define shaderStaticTest_sfm_integercombine_ps20 0
+class sfm_integercombine_ps20_Dynamic_Index
+{
+public:
+ sfm_integercombine_ps20_Dynamic_Index()
+ {
+ }
+ 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
+#endif // _DEBUG
+ return 0;
+ }
+};
+#define shaderDynamicTest_sfm_integercombine_ps20 0
diff --git a/materialsystem/stdshaders/fxctmp9/sfm_integercombine_ps20b.inc b/materialsystem/stdshaders/fxctmp9/sfm_integercombine_ps20b.inc
new file mode 100644
index 0000000..60f4c6b
--- /dev/null
+++ b/materialsystem/stdshaders/fxctmp9/sfm_integercombine_ps20b.inc
@@ -0,0 +1,60 @@
+#include "shaderlib/cshader.h"
+class sfm_integercombine_ps20b_Static_Index
+{
+private:
+ int m_nCONVERT_TO_SRGB;
+#ifdef _DEBUG
+ bool m_bCONVERT_TO_SRGB;
+#endif
+public:
+ void SetCONVERT_TO_SRGB( int i )
+ {
+ Assert( i >= 0 && i <= 1 );
+ m_nCONVERT_TO_SRGB = i;
+#ifdef _DEBUG
+ m_bCONVERT_TO_SRGB = true;
+#endif
+ }
+ void SetCONVERT_TO_SRGB( bool i )
+ {
+ m_nCONVERT_TO_SRGB = i ? 1 : 0;
+#ifdef _DEBUG
+ m_bCONVERT_TO_SRGB = true;
+#endif
+ }
+public:
+ sfm_integercombine_ps20b_Static_Index( )
+ {
+#ifdef _DEBUG
+ m_bCONVERT_TO_SRGB = true;
+#endif // _DEBUG
+ m_nCONVERT_TO_SRGB = g_pHardwareConfig->NeedsShaderSRGBConversion();
+ }
+ 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_bCONVERT_TO_SRGB;
+ Assert( bAllStaticVarsDefined );
+#endif // _DEBUG
+ return ( 1 * m_nCONVERT_TO_SRGB ) + 0;
+ }
+};
+#define shaderStaticTest_sfm_integercombine_ps20b 0
+class sfm_integercombine_ps20b_Dynamic_Index
+{
+public:
+ sfm_integercombine_ps20b_Dynamic_Index()
+ {
+ }
+ 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
+#endif // _DEBUG
+ return 0;
+ }
+};
+#define shaderDynamicTest_sfm_integercombine_ps20b 0
diff --git a/materialsystem/stdshaders/fxctmp9/shadow_ps20.inc b/materialsystem/stdshaders/fxctmp9/shadow_ps20.inc
new file mode 100644
index 0000000..0f56f12
--- /dev/null
+++ b/materialsystem/stdshaders/fxctmp9/shadow_ps20.inc
@@ -0,0 +1,60 @@
+#include "shaderlib/cshader.h"
+class shadow_ps20_Static_Index
+{
+public:
+ shadow_ps20_Static_Index( )
+ {
+ }
+ 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
+#endif // _DEBUG
+ return 0;
+ }
+};
+#define shaderStaticTest_shadow_ps20 0
+class shadow_ps20_Dynamic_Index
+{
+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
+ }
+public:
+ shadow_ps20_Dynamic_Index()
+ {
+#ifdef _DEBUG
+ m_bPIXELFOGTYPE = false;
+#endif // _DEBUG
+ m_nPIXELFOGTYPE = 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_bPIXELFOGTYPE;
+ Assert( bAllDynamicVarsDefined );
+#endif // _DEBUG
+ return ( 1 * m_nPIXELFOGTYPE ) + 0;
+ }
+};
+#define shaderDynamicTest_shadow_ps20 psh_forgot_to_set_dynamic_PIXELFOGTYPE + 0
diff --git a/materialsystem/stdshaders/fxctmp9/shadow_ps20b.inc b/materialsystem/stdshaders/fxctmp9/shadow_ps20b.inc
new file mode 100644
index 0000000..8948de6
--- /dev/null
+++ b/materialsystem/stdshaders/fxctmp9/shadow_ps20b.inc
@@ -0,0 +1,87 @@
+#include "shaderlib/cshader.h"
+class shadow_ps20b_Static_Index
+{
+private:
+ int m_nCONVERT_TO_SRGB;
+#ifdef _DEBUG
+ bool m_bCONVERT_TO_SRGB;
+#endif
+public:
+ void SetCONVERT_TO_SRGB( int i )
+ {
+ Assert( i >= 0 && i <= 1 );
+ m_nCONVERT_TO_SRGB = i;
+#ifdef _DEBUG
+ m_bCONVERT_TO_SRGB = true;
+#endif
+ }
+ void SetCONVERT_TO_SRGB( bool i )
+ {
+ m_nCONVERT_TO_SRGB = i ? 1 : 0;
+#ifdef _DEBUG
+ m_bCONVERT_TO_SRGB = true;
+#endif
+ }
+public:
+ shadow_ps20b_Static_Index( )
+ {
+#ifdef _DEBUG
+ m_bCONVERT_TO_SRGB = true;
+#endif // _DEBUG
+ m_nCONVERT_TO_SRGB = g_pHardwareConfig->NeedsShaderSRGBConversion();
+ }
+ 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_bCONVERT_TO_SRGB;
+ Assert( bAllStaticVarsDefined );
+#endif // _DEBUG
+ return ( 2 * m_nCONVERT_TO_SRGB ) + 0;
+ }
+};
+#define shaderStaticTest_shadow_ps20b 0
+class shadow_ps20b_Dynamic_Index
+{
+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
+ }
+public:
+ shadow_ps20b_Dynamic_Index()
+ {
+#ifdef _DEBUG
+ m_bPIXELFOGTYPE = false;
+#endif // _DEBUG
+ m_nPIXELFOGTYPE = 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_bPIXELFOGTYPE;
+ Assert( bAllDynamicVarsDefined );
+#endif // _DEBUG
+ return ( 1 * m_nPIXELFOGTYPE ) + 0;
+ }
+};
+#define shaderDynamicTest_shadow_ps20b psh_forgot_to_set_dynamic_PIXELFOGTYPE + 0
diff --git a/materialsystem/stdshaders/fxctmp9/shadow_vs20.inc b/materialsystem/stdshaders/fxctmp9/shadow_vs20.inc
new file mode 100644
index 0000000..4a96e17
--- /dev/null
+++ b/materialsystem/stdshaders/fxctmp9/shadow_vs20.inc
@@ -0,0 +1,60 @@
+#include "shaderlib/cshader.h"
+class shadow_vs20_Static_Index
+{
+public:
+ shadow_vs20_Static_Index( )
+ {
+ }
+ 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
+#endif // _DEBUG
+ return 0;
+ }
+};
+#define shaderStaticTest_shadow_vs20 0
+class shadow_vs20_Dynamic_Index
+{
+private:
+ int m_nDOWATERFOG;
+#ifdef _DEBUG
+ bool m_bDOWATERFOG;
+#endif
+public:
+ void SetDOWATERFOG( int i )
+ {
+ Assert( i >= 0 && i <= 1 );
+ m_nDOWATERFOG = i;
+#ifdef _DEBUG
+ m_bDOWATERFOG = true;
+#endif
+ }
+ void SetDOWATERFOG( bool i )
+ {
+ m_nDOWATERFOG = i ? 1 : 0;
+#ifdef _DEBUG
+ m_bDOWATERFOG = true;
+#endif
+ }
+public:
+ shadow_vs20_Dynamic_Index()
+ {
+#ifdef _DEBUG
+ m_bDOWATERFOG = false;
+#endif // _DEBUG
+ m_nDOWATERFOG = 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_bDOWATERFOG;
+ Assert( bAllDynamicVarsDefined );
+#endif // _DEBUG
+ return ( 1 * m_nDOWATERFOG ) + 0;
+ }
+};
+#define shaderDynamicTest_shadow_vs20 vsh_forgot_to_set_dynamic_DOWATERFOG + 0
diff --git a/materialsystem/stdshaders/fxctmp9/shadowbuildtexture_ps20.inc b/materialsystem/stdshaders/fxctmp9/shadowbuildtexture_ps20.inc
new file mode 100644
index 0000000..9b63d4d
--- /dev/null
+++ b/materialsystem/stdshaders/fxctmp9/shadowbuildtexture_ps20.inc
@@ -0,0 +1,33 @@
+#include "shaderlib/cshader.h"
+class shadowbuildtexture_ps20_Static_Index
+{
+public:
+ shadowbuildtexture_ps20_Static_Index( )
+ {
+ }
+ 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
+#endif // _DEBUG
+ return 0;
+ }
+};
+#define shaderStaticTest_shadowbuildtexture_ps20 0
+class shadowbuildtexture_ps20_Dynamic_Index
+{
+public:
+ shadowbuildtexture_ps20_Dynamic_Index()
+ {
+ }
+ 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
+#endif // _DEBUG
+ return 0;
+ }
+};
+#define shaderDynamicTest_shadowbuildtexture_ps20 0
diff --git a/materialsystem/stdshaders/fxctmp9/shadowbuildtexture_ps20b.inc b/materialsystem/stdshaders/fxctmp9/shadowbuildtexture_ps20b.inc
new file mode 100644
index 0000000..11a8608
--- /dev/null
+++ b/materialsystem/stdshaders/fxctmp9/shadowbuildtexture_ps20b.inc
@@ -0,0 +1,60 @@
+#include "shaderlib/cshader.h"
+class shadowbuildtexture_ps20b_Static_Index
+{
+private:
+ int m_nCONVERT_TO_SRGB;
+#ifdef _DEBUG
+ bool m_bCONVERT_TO_SRGB;
+#endif
+public:
+ void SetCONVERT_TO_SRGB( int i )
+ {
+ Assert( i >= 0 && i <= 1 );
+ m_nCONVERT_TO_SRGB = i;
+#ifdef _DEBUG
+ m_bCONVERT_TO_SRGB = true;
+#endif
+ }
+ void SetCONVERT_TO_SRGB( bool i )
+ {
+ m_nCONVERT_TO_SRGB = i ? 1 : 0;
+#ifdef _DEBUG
+ m_bCONVERT_TO_SRGB = true;
+#endif
+ }
+public:
+ shadowbuildtexture_ps20b_Static_Index( )
+ {
+#ifdef _DEBUG
+ m_bCONVERT_TO_SRGB = true;
+#endif // _DEBUG
+ m_nCONVERT_TO_SRGB = g_pHardwareConfig->NeedsShaderSRGBConversion();
+ }
+ 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_bCONVERT_TO_SRGB;
+ Assert( bAllStaticVarsDefined );
+#endif // _DEBUG
+ return ( 1 * m_nCONVERT_TO_SRGB ) + 0;
+ }
+};
+#define shaderStaticTest_shadowbuildtexture_ps20b 0
+class shadowbuildtexture_ps20b_Dynamic_Index
+{
+public:
+ shadowbuildtexture_ps20b_Dynamic_Index()
+ {
+ }
+ 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
+#endif // _DEBUG
+ return 0;
+ }
+};
+#define shaderDynamicTest_shadowbuildtexture_ps20b 0
diff --git a/materialsystem/stdshaders/fxctmp9/shadowmodel_ps20.inc b/materialsystem/stdshaders/fxctmp9/shadowmodel_ps20.inc
new file mode 100644
index 0000000..6d4f8c8
--- /dev/null
+++ b/materialsystem/stdshaders/fxctmp9/shadowmodel_ps20.inc
@@ -0,0 +1,33 @@
+#include "shaderlib/cshader.h"
+class shadowmodel_ps20_Static_Index
+{
+public:
+ shadowmodel_ps20_Static_Index( )
+ {
+ }
+ 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
+#endif // _DEBUG
+ return 0;
+ }
+};
+#define shaderStaticTest_shadowmodel_ps20 0
+class shadowmodel_ps20_Dynamic_Index
+{
+public:
+ shadowmodel_ps20_Dynamic_Index()
+ {
+ }
+ 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
+#endif // _DEBUG
+ return 0;
+ }
+};
+#define shaderDynamicTest_shadowmodel_ps20 0
diff --git a/materialsystem/stdshaders/fxctmp9/shadowmodel_vs20.inc b/materialsystem/stdshaders/fxctmp9/shadowmodel_vs20.inc
new file mode 100644
index 0000000..f5ec141
--- /dev/null
+++ b/materialsystem/stdshaders/fxctmp9/shadowmodel_vs20.inc
@@ -0,0 +1,85 @@
+#include "shaderlib/cshader.h"
+class shadowmodel_vs20_Static_Index
+{
+public:
+ shadowmodel_vs20_Static_Index( )
+ {
+ }
+ 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
+#endif // _DEBUG
+ return 0;
+ }
+};
+#define shaderStaticTest_shadowmodel_vs20 0
+class shadowmodel_vs20_Dynamic_Index
+{
+private:
+ int m_nDOWATERFOG;
+#ifdef _DEBUG
+ bool m_bDOWATERFOG;
+#endif
+public:
+ void SetDOWATERFOG( int i )
+ {
+ Assert( i >= 0 && i <= 1 );
+ m_nDOWATERFOG = i;
+#ifdef _DEBUG
+ m_bDOWATERFOG = true;
+#endif
+ }
+ void SetDOWATERFOG( bool i )
+ {
+ m_nDOWATERFOG = i ? 1 : 0;
+#ifdef _DEBUG
+ m_bDOWATERFOG = true;
+#endif
+ }
+private:
+ int m_nSKINNING;
+#ifdef _DEBUG
+ bool m_bSKINNING;
+#endif
+public:
+ void SetSKINNING( int i )
+ {
+ Assert( i >= 0 && i <= 1 );
+ m_nSKINNING = i;
+#ifdef _DEBUG
+ m_bSKINNING = true;
+#endif
+ }
+ void SetSKINNING( bool i )
+ {
+ m_nSKINNING = i ? 1 : 0;
+#ifdef _DEBUG
+ m_bSKINNING = true;
+#endif
+ }
+public:
+ shadowmodel_vs20_Dynamic_Index()
+ {
+#ifdef _DEBUG
+ m_bDOWATERFOG = false;
+#endif // _DEBUG
+ m_nDOWATERFOG = 0;
+#ifdef _DEBUG
+ m_bSKINNING = false;
+#endif // _DEBUG
+ m_nSKINNING = 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_bDOWATERFOG && m_bSKINNING;
+ Assert( bAllDynamicVarsDefined );
+#endif // _DEBUG
+ return ( 1 * m_nDOWATERFOG ) + ( 2 * m_nSKINNING ) + 0;
+ }
+};
+#define shaderDynamicTest_shadowmodel_vs20 vsh_forgot_to_set_dynamic_DOWATERFOG + vsh_forgot_to_set_dynamic_SKINNING + 0
diff --git a/materialsystem/stdshaders/fxctmp9/showz_ps20.inc b/materialsystem/stdshaders/fxctmp9/showz_ps20.inc
new file mode 100644
index 0000000..af02368
--- /dev/null
+++ b/materialsystem/stdshaders/fxctmp9/showz_ps20.inc
@@ -0,0 +1,60 @@
+#include "shaderlib/cshader.h"
+class showz_ps20_Static_Index
+{
+private:
+ int m_nDEPTH_IN_ALPHA;
+#ifdef _DEBUG
+ bool m_bDEPTH_IN_ALPHA;
+#endif
+public:
+ void SetDEPTH_IN_ALPHA( int i )
+ {
+ Assert( i >= 0 && i <= 1 );
+ m_nDEPTH_IN_ALPHA = i;
+#ifdef _DEBUG
+ m_bDEPTH_IN_ALPHA = true;
+#endif
+ }
+ void SetDEPTH_IN_ALPHA( bool i )
+ {
+ m_nDEPTH_IN_ALPHA = i ? 1 : 0;
+#ifdef _DEBUG
+ m_bDEPTH_IN_ALPHA = true;
+#endif
+ }
+public:
+ showz_ps20_Static_Index( )
+ {
+#ifdef _DEBUG
+ m_bDEPTH_IN_ALPHA = false;
+#endif // _DEBUG
+ m_nDEPTH_IN_ALPHA = 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_bDEPTH_IN_ALPHA;
+ Assert( bAllStaticVarsDefined );
+#endif // _DEBUG
+ return ( 1 * m_nDEPTH_IN_ALPHA ) + 0;
+ }
+};
+#define shaderStaticTest_showz_ps20 psh_forgot_to_set_static_DEPTH_IN_ALPHA + 0
+class showz_ps20_Dynamic_Index
+{
+public:
+ showz_ps20_Dynamic_Index()
+ {
+ }
+ 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
+#endif // _DEBUG
+ return 0;
+ }
+};
+#define shaderDynamicTest_showz_ps20 0
diff --git a/materialsystem/stdshaders/fxctmp9/showz_ps20b.inc b/materialsystem/stdshaders/fxctmp9/showz_ps20b.inc
new file mode 100644
index 0000000..0de3ce1
--- /dev/null
+++ b/materialsystem/stdshaders/fxctmp9/showz_ps20b.inc
@@ -0,0 +1,85 @@
+#include "shaderlib/cshader.h"
+class showz_ps20b_Static_Index
+{
+private:
+ int m_nDEPTH_IN_ALPHA;
+#ifdef _DEBUG
+ bool m_bDEPTH_IN_ALPHA;
+#endif
+public:
+ void SetDEPTH_IN_ALPHA( int i )
+ {
+ Assert( i >= 0 && i <= 1 );
+ m_nDEPTH_IN_ALPHA = i;
+#ifdef _DEBUG
+ m_bDEPTH_IN_ALPHA = true;
+#endif
+ }
+ void SetDEPTH_IN_ALPHA( bool i )
+ {
+ m_nDEPTH_IN_ALPHA = i ? 1 : 0;
+#ifdef _DEBUG
+ m_bDEPTH_IN_ALPHA = true;
+#endif
+ }
+private:
+ int m_nCONVERT_TO_SRGB;
+#ifdef _DEBUG
+ bool m_bCONVERT_TO_SRGB;
+#endif
+public:
+ void SetCONVERT_TO_SRGB( int i )
+ {
+ Assert( i >= 0 && i <= 1 );
+ m_nCONVERT_TO_SRGB = i;
+#ifdef _DEBUG
+ m_bCONVERT_TO_SRGB = true;
+#endif
+ }
+ void SetCONVERT_TO_SRGB( bool i )
+ {
+ m_nCONVERT_TO_SRGB = i ? 1 : 0;
+#ifdef _DEBUG
+ m_bCONVERT_TO_SRGB = true;
+#endif
+ }
+public:
+ showz_ps20b_Static_Index( )
+ {
+#ifdef _DEBUG
+ m_bDEPTH_IN_ALPHA = false;
+#endif // _DEBUG
+ m_nDEPTH_IN_ALPHA = 0;
+#ifdef _DEBUG
+ m_bCONVERT_TO_SRGB = true;
+#endif // _DEBUG
+ m_nCONVERT_TO_SRGB = g_pHardwareConfig->NeedsShaderSRGBConversion();
+ }
+ 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_bDEPTH_IN_ALPHA && m_bCONVERT_TO_SRGB;
+ Assert( bAllStaticVarsDefined );
+#endif // _DEBUG
+ return ( 1 * m_nDEPTH_IN_ALPHA ) + ( 2 * m_nCONVERT_TO_SRGB ) + 0;
+ }
+};
+#define shaderStaticTest_showz_ps20b psh_forgot_to_set_static_DEPTH_IN_ALPHA + 0
+class showz_ps20b_Dynamic_Index
+{
+public:
+ showz_ps20b_Dynamic_Index()
+ {
+ }
+ 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
+#endif // _DEBUG
+ return 0;
+ }
+};
+#define shaderDynamicTest_showz_ps20b 0
diff --git a/materialsystem/stdshaders/fxctmp9/showz_vs20.inc b/materialsystem/stdshaders/fxctmp9/showz_vs20.inc
new file mode 100644
index 0000000..344b432
--- /dev/null
+++ b/materialsystem/stdshaders/fxctmp9/showz_vs20.inc
@@ -0,0 +1,33 @@
+#include "shaderlib/cshader.h"
+class showz_vs20_Static_Index
+{
+public:
+ showz_vs20_Static_Index( )
+ {
+ }
+ 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
+#endif // _DEBUG
+ return 0;
+ }
+};
+#define shaderStaticTest_showz_vs20 0
+class showz_vs20_Dynamic_Index
+{
+public:
+ showz_vs20_Dynamic_Index()
+ {
+ }
+ 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
+#endif // _DEBUG
+ return 0;
+ }
+};
+#define shaderDynamicTest_showz_vs20 0
diff --git a/materialsystem/stdshaders/fxctmp9/skin_ps20.inc b/materialsystem/stdshaders/fxctmp9/skin_ps20.inc
new file mode 100644
index 0000000..a43983d
--- /dev/null
+++ b/materialsystem/stdshaders/fxctmp9/skin_ps20.inc
@@ -0,0 +1,261 @@
+class skin_ps20_Static_Index
+{
+private:
+ int m_nBASETEXTURE;
+#ifdef _DEBUG
+ bool m_bBASETEXTURE;
+#endif
+public:
+ void SetBASETEXTURE( int i )
+ {
+ Assert( i >= 0 && i <= 1 );
+ m_nBASETEXTURE = i;
+#ifdef _DEBUG
+ m_bBASETEXTURE = true;
+#endif
+ }
+ void SetBASETEXTURE( bool i )
+ {
+ m_nBASETEXTURE = i ? 1 : 0;
+#ifdef _DEBUG
+ m_bBASETEXTURE = true;
+#endif
+ }
+private:
+ int m_nBUMPTEXTURE;
+#ifdef _DEBUG
+ bool m_bBUMPTEXTURE;
+#endif
+public:
+ void SetBUMPTEXTURE( int i )
+ {
+ Assert( i >= 0 && i <= 1 );
+ m_nBUMPTEXTURE = i;
+#ifdef _DEBUG
+ m_bBUMPTEXTURE = true;
+#endif
+ }
+ void SetBUMPTEXTURE( bool i )
+ {
+ m_nBUMPTEXTURE = i ? 1 : 0;
+#ifdef _DEBUG
+ m_bBUMPTEXTURE = true;
+#endif
+ }
+private:
+ int m_nDIFFUSELIGHTING;
+#ifdef _DEBUG
+ bool m_bDIFFUSELIGHTING;
+#endif
+public:
+ void SetDIFFUSELIGHTING( int i )
+ {
+ Assert( i >= 0 && i <= 1 );
+ m_nDIFFUSELIGHTING = i;
+#ifdef _DEBUG
+ m_bDIFFUSELIGHTING = true;
+#endif
+ }
+ void SetDIFFUSELIGHTING( bool i )
+ {
+ m_nDIFFUSELIGHTING = i ? 1 : 0;
+#ifdef _DEBUG
+ m_bDIFFUSELIGHTING = 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_nHALFLAMBERT;
+#ifdef _DEBUG
+ bool m_bHALFLAMBERT;
+#endif
+public:
+ void SetHALFLAMBERT( int i )
+ {
+ Assert( i >= 0 && i <= 1 );
+ m_nHALFLAMBERT = i;
+#ifdef _DEBUG
+ m_bHALFLAMBERT = true;
+#endif
+ }
+ void SetHALFLAMBERT( bool i )
+ {
+ m_nHALFLAMBERT = i ? 1 : 0;
+#ifdef _DEBUG
+ m_bHALFLAMBERT = 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:
+ skin_ps20_Static_Index()
+ {
+#ifdef _DEBUG
+ m_bBASETEXTURE = false;
+#endif // _DEBUG
+ m_nBASETEXTURE = 0;
+#ifdef _DEBUG
+ m_bBUMPTEXTURE = false;
+#endif // _DEBUG
+ m_nBUMPTEXTURE = 0;
+#ifdef _DEBUG
+ m_bDIFFUSELIGHTING = false;
+#endif // _DEBUG
+ m_nDIFFUSELIGHTING = 0;
+#ifdef _DEBUG
+ m_bSELFILLUM = false;
+#endif // _DEBUG
+ m_nSELFILLUM = 0;
+#ifdef _DEBUG
+ m_bHALFLAMBERT = false;
+#endif // _DEBUG
+ m_nHALFLAMBERT = 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_bBASETEXTURE && m_bBUMPTEXTURE && m_bDIFFUSELIGHTING && m_bSELFILLUM && m_bHALFLAMBERT && m_bFLASHLIGHT;
+ Assert( bAllStaticVarsDefined );
+#endif // _DEBUG
+ return ( 132 * m_nBASETEXTURE ) + ( 264 * m_nBUMPTEXTURE ) + ( 528 * m_nDIFFUSELIGHTING ) + ( 1056 * m_nSELFILLUM ) + ( 2112 * m_nHALFLAMBERT ) + ( 4224 * m_nFLASHLIGHT ) + 0;
+ }
+};
+#define shaderStaticTest_skin_ps20 psh_forgot_to_set_static_BASETEXTURE + psh_forgot_to_set_static_BUMPTEXTURE + psh_forgot_to_set_static_DIFFUSELIGHTING + psh_forgot_to_set_static_SELFILLUM + psh_forgot_to_set_static_HALFLAMBERT + psh_forgot_to_set_static_FLASHLIGHT + 0
+class skin_ps20_Dynamic_Index
+{
+private:
+ int m_nLIGHT_COMBO;
+#ifdef _DEBUG
+ bool m_bLIGHT_COMBO;
+#endif
+public:
+ void SetLIGHT_COMBO( int i )
+ {
+ Assert( i >= 0 && i <= 21 );
+ m_nLIGHT_COMBO = i;
+#ifdef _DEBUG
+ m_bLIGHT_COMBO = true;
+#endif
+ }
+ void SetLIGHT_COMBO( bool i )
+ {
+ m_nLIGHT_COMBO = i ? 1 : 0;
+#ifdef _DEBUG
+ m_bLIGHT_COMBO = 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_nFOGTYPE;
+#ifdef _DEBUG
+ bool m_bFOGTYPE;
+#endif
+public:
+ void SetFOGTYPE( int i )
+ {
+ Assert( i >= 0 && i <= 2 );
+ m_nFOGTYPE = i;
+#ifdef _DEBUG
+ m_bFOGTYPE = true;
+#endif
+ }
+ void SetFOGTYPE( bool i )
+ {
+ m_nFOGTYPE = i ? 1 : 0;
+#ifdef _DEBUG
+ m_bFOGTYPE = true;
+#endif
+ }
+public:
+ skin_ps20_Dynamic_Index()
+ {
+#ifdef _DEBUG
+ m_bLIGHT_COMBO = false;
+#endif // _DEBUG
+ m_nLIGHT_COMBO = 0;
+#ifdef _DEBUG
+ m_bWRITEWATERFOGTODESTALPHA = false;
+#endif // _DEBUG
+ m_nWRITEWATERFOGTODESTALPHA = 0;
+#ifdef _DEBUG
+ m_bFOGTYPE = false;
+#endif // _DEBUG
+ m_nFOGTYPE = 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_bLIGHT_COMBO && m_bWRITEWATERFOGTODESTALPHA && m_bFOGTYPE;
+ Assert( bAllDynamicVarsDefined );
+#endif // _DEBUG
+ return ( 1 * m_nLIGHT_COMBO ) + ( 22 * m_nWRITEWATERFOGTODESTALPHA ) + ( 44 * m_nFOGTYPE ) + 0;
+ }
+};
+#define shaderDynamicTest_skin_ps20 psh_forgot_to_set_dynamic_LIGHT_COMBO + psh_forgot_to_set_dynamic_WRITEWATERFOGTODESTALPHA + psh_forgot_to_set_dynamic_FOGTYPE + 0
diff --git a/materialsystem/stdshaders/fxctmp9/skin_ps20b.inc b/materialsystem/stdshaders/fxctmp9/skin_ps20b.inc
new file mode 100644
index 0000000..6bd3c16
--- /dev/null
+++ b/materialsystem/stdshaders/fxctmp9/skin_ps20b.inc
@@ -0,0 +1,537 @@
+#include "shaderlib/cshader.h"
+class skin_ps20b_Static_Index
+{
+private:
+ int m_nCONVERT_TO_SRGB;
+#ifdef _DEBUG
+ bool m_bCONVERT_TO_SRGB;
+#endif
+public:
+ void SetCONVERT_TO_SRGB( int i )
+ {
+ Assert( i >= 0 && i <= 0 );
+ m_nCONVERT_TO_SRGB = i;
+#ifdef _DEBUG
+ m_bCONVERT_TO_SRGB = true;
+#endif
+ }
+ void SetCONVERT_TO_SRGB( bool i )
+ {
+ m_nCONVERT_TO_SRGB = i ? 1 : 0;
+#ifdef _DEBUG
+ m_bCONVERT_TO_SRGB = 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_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_nSELFILLUMFRESNEL;
+#ifdef _DEBUG
+ bool m_bSELFILLUMFRESNEL;
+#endif
+public:
+ void SetSELFILLUMFRESNEL( int i )
+ {
+ Assert( i >= 0 && i <= 1 );
+ m_nSELFILLUMFRESNEL = i;
+#ifdef _DEBUG
+ m_bSELFILLUMFRESNEL = true;
+#endif
+ }
+ void SetSELFILLUMFRESNEL( bool i )
+ {
+ m_nSELFILLUMFRESNEL = i ? 1 : 0;
+#ifdef _DEBUG
+ m_bSELFILLUMFRESNEL = 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
+ }
+private:
+ int m_nLIGHTWARPTEXTURE;
+#ifdef _DEBUG
+ bool m_bLIGHTWARPTEXTURE;
+#endif
+public:
+ void SetLIGHTWARPTEXTURE( int i )
+ {
+ Assert( i >= 0 && i <= 1 );
+ m_nLIGHTWARPTEXTURE = i;
+#ifdef _DEBUG
+ m_bLIGHTWARPTEXTURE = true;
+#endif
+ }
+ void SetLIGHTWARPTEXTURE( bool i )
+ {
+ m_nLIGHTWARPTEXTURE = i ? 1 : 0;
+#ifdef _DEBUG
+ m_bLIGHTWARPTEXTURE = true;
+#endif
+ }
+private:
+ int m_nPHONGWARPTEXTURE;
+#ifdef _DEBUG
+ bool m_bPHONGWARPTEXTURE;
+#endif
+public:
+ void SetPHONGWARPTEXTURE( int i )
+ {
+ Assert( i >= 0 && i <= 1 );
+ m_nPHONGWARPTEXTURE = i;
+#ifdef _DEBUG
+ m_bPHONGWARPTEXTURE = true;
+#endif
+ }
+ void SetPHONGWARPTEXTURE( bool i )
+ {
+ m_nPHONGWARPTEXTURE = i ? 1 : 0;
+#ifdef _DEBUG
+ m_bPHONGWARPTEXTURE = true;
+#endif
+ }
+private:
+ int m_nWRINKLEMAP;
+#ifdef _DEBUG
+ bool m_bWRINKLEMAP;
+#endif
+public:
+ void SetWRINKLEMAP( int i )
+ {
+ Assert( i >= 0 && i <= 1 );
+ m_nWRINKLEMAP = i;
+#ifdef _DEBUG
+ m_bWRINKLEMAP = true;
+#endif
+ }
+ void SetWRINKLEMAP( bool i )
+ {
+ m_nWRINKLEMAP = i ? 1 : 0;
+#ifdef _DEBUG
+ m_bWRINKLEMAP = 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 <= 6 );
+ 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_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_nRIMLIGHT;
+#ifdef _DEBUG
+ bool m_bRIMLIGHT;
+#endif
+public:
+ void SetRIMLIGHT( int i )
+ {
+ Assert( i >= 0 && i <= 1 );
+ m_nRIMLIGHT = i;
+#ifdef _DEBUG
+ m_bRIMLIGHT = true;
+#endif
+ }
+ void SetRIMLIGHT( bool i )
+ {
+ m_nRIMLIGHT = i ? 1 : 0;
+#ifdef _DEBUG
+ m_bRIMLIGHT = true;
+#endif
+ }
+private:
+ int m_nFLASHLIGHTDEPTHFILTERMODE;
+#ifdef _DEBUG
+ bool m_bFLASHLIGHTDEPTHFILTERMODE;
+#endif
+public:
+ void SetFLASHLIGHTDEPTHFILTERMODE( int i )
+ {
+ Assert( i >= 0 && i <= 2 );
+ m_nFLASHLIGHTDEPTHFILTERMODE = i;
+#ifdef _DEBUG
+ m_bFLASHLIGHTDEPTHFILTERMODE = true;
+#endif
+ }
+ void SetFLASHLIGHTDEPTHFILTERMODE( bool i )
+ {
+ m_nFLASHLIGHTDEPTHFILTERMODE = i ? 1 : 0;
+#ifdef _DEBUG
+ m_bFLASHLIGHTDEPTHFILTERMODE = true;
+#endif
+ }
+private:
+ int m_nFASTPATH_NOBUMP;
+#ifdef _DEBUG
+ bool m_bFASTPATH_NOBUMP;
+#endif
+public:
+ void SetFASTPATH_NOBUMP( int i )
+ {
+ Assert( i >= 0 && i <= 1 );
+ m_nFASTPATH_NOBUMP = i;
+#ifdef _DEBUG
+ m_bFASTPATH_NOBUMP = true;
+#endif
+ }
+ void SetFASTPATH_NOBUMP( bool i )
+ {
+ m_nFASTPATH_NOBUMP = i ? 1 : 0;
+#ifdef _DEBUG
+ m_bFASTPATH_NOBUMP = true;
+#endif
+ }
+private:
+ int m_nBLENDTINTBYBASEALPHA;
+#ifdef _DEBUG
+ bool m_bBLENDTINTBYBASEALPHA;
+#endif
+public:
+ void SetBLENDTINTBYBASEALPHA( int i )
+ {
+ Assert( i >= 0 && i <= 1 );
+ m_nBLENDTINTBYBASEALPHA = i;
+#ifdef _DEBUG
+ m_bBLENDTINTBYBASEALPHA = true;
+#endif
+ }
+ void SetBLENDTINTBYBASEALPHA( bool i )
+ {
+ m_nBLENDTINTBYBASEALPHA = i ? 1 : 0;
+#ifdef _DEBUG
+ m_bBLENDTINTBYBASEALPHA = true;
+#endif
+ }
+public:
+ skin_ps20b_Static_Index( )
+ {
+#ifdef _DEBUG
+ m_bCONVERT_TO_SRGB = false;
+#endif // _DEBUG
+ m_nCONVERT_TO_SRGB = 0;
+#ifdef _DEBUG
+ m_bCUBEMAP = false;
+#endif // _DEBUG
+ m_nCUBEMAP = 0;
+#ifdef _DEBUG
+ m_bSELFILLUM = false;
+#endif // _DEBUG
+ m_nSELFILLUM = 0;
+#ifdef _DEBUG
+ m_bSELFILLUMFRESNEL = false;
+#endif // _DEBUG
+ m_nSELFILLUMFRESNEL = 0;
+#ifdef _DEBUG
+ m_bFLASHLIGHT = false;
+#endif // _DEBUG
+ m_nFLASHLIGHT = 0;
+#ifdef _DEBUG
+ m_bLIGHTWARPTEXTURE = false;
+#endif // _DEBUG
+ m_nLIGHTWARPTEXTURE = 0;
+#ifdef _DEBUG
+ m_bPHONGWARPTEXTURE = false;
+#endif // _DEBUG
+ m_nPHONGWARPTEXTURE = 0;
+#ifdef _DEBUG
+ m_bWRINKLEMAP = false;
+#endif // _DEBUG
+ m_nWRINKLEMAP = 0;
+#ifdef _DEBUG
+ m_bDETAIL_BLEND_MODE = false;
+#endif // _DEBUG
+ m_nDETAIL_BLEND_MODE = 0;
+#ifdef _DEBUG
+ m_bDETAILTEXTURE = false;
+#endif // _DEBUG
+ m_nDETAILTEXTURE = 0;
+#ifdef _DEBUG
+ m_bRIMLIGHT = false;
+#endif // _DEBUG
+ m_nRIMLIGHT = 0;
+#ifdef _DEBUG
+ m_bFLASHLIGHTDEPTHFILTERMODE = false;
+#endif // _DEBUG
+ m_nFLASHLIGHTDEPTHFILTERMODE = 0;
+#ifdef _DEBUG
+ m_bFASTPATH_NOBUMP = false;
+#endif // _DEBUG
+ m_nFASTPATH_NOBUMP = 0;
+#ifdef _DEBUG
+ m_bBLENDTINTBYBASEALPHA = false;
+#endif // _DEBUG
+ m_nBLENDTINTBYBASEALPHA = 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_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;
+ Assert( bAllStaticVarsDefined );
+#endif // _DEBUG
+ return ( 160 * m_nCONVERT_TO_SRGB ) + ( 160 * m_nCUBEMAP ) + ( 320 * m_nSELFILLUM ) + ( 640 * m_nSELFILLUMFRESNEL ) + ( 1280 * m_nFLASHLIGHT ) + ( 2560 * m_nLIGHTWARPTEXTURE ) + ( 5120 * m_nPHONGWARPTEXTURE ) + ( 10240 * m_nWRINKLEMAP ) + ( 20480 * m_nDETAIL_BLEND_MODE ) + ( 143360 * m_nDETAILTEXTURE ) + ( 286720 * m_nRIMLIGHT ) + ( 573440 * m_nFLASHLIGHTDEPTHFILTERMODE ) + ( 1720320 * m_nFASTPATH_NOBUMP ) + ( 3440640 * m_nBLENDTINTBYBASEALPHA ) + 0;
+ }
+};
+#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
+class skin_ps20b_Dynamic_Index
+{
+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_nNUM_LIGHTS;
+#ifdef _DEBUG
+ bool m_bNUM_LIGHTS;
+#endif
+public:
+ void SetNUM_LIGHTS( int i )
+ {
+ Assert( i >= 0 && i <= 4 );
+ m_nNUM_LIGHTS = i;
+#ifdef _DEBUG
+ m_bNUM_LIGHTS = true;
+#endif
+ }
+ void SetNUM_LIGHTS( bool i )
+ {
+ m_nNUM_LIGHTS = i ? 1 : 0;
+#ifdef _DEBUG
+ m_bNUM_LIGHTS = 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 <= 1 );
+ 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
+ }
+private:
+ int m_nFLASHLIGHTSHADOWS;
+#ifdef _DEBUG
+ bool m_bFLASHLIGHTSHADOWS;
+#endif
+public:
+ void SetFLASHLIGHTSHADOWS( int i )
+ {
+ Assert( i >= 0 && i <= 1 );
+ m_nFLASHLIGHTSHADOWS = i;
+#ifdef _DEBUG
+ m_bFLASHLIGHTSHADOWS = true;
+#endif
+ }
+ void SetFLASHLIGHTSHADOWS( bool i )
+ {
+ m_nFLASHLIGHTSHADOWS = i ? 1 : 0;
+#ifdef _DEBUG
+ m_bFLASHLIGHTSHADOWS = true;
+#endif
+ }
+private:
+ int m_nPHONG_USE_EXPONENT_FACTOR;
+#ifdef _DEBUG
+ bool m_bPHONG_USE_EXPONENT_FACTOR;
+#endif
+public:
+ void SetPHONG_USE_EXPONENT_FACTOR( int i )
+ {
+ Assert( i >= 0 && i <= 1 );
+ m_nPHONG_USE_EXPONENT_FACTOR = i;
+#ifdef _DEBUG
+ m_bPHONG_USE_EXPONENT_FACTOR = true;
+#endif
+ }
+ void SetPHONG_USE_EXPONENT_FACTOR( bool i )
+ {
+ m_nPHONG_USE_EXPONENT_FACTOR = i ? 1 : 0;
+#ifdef _DEBUG
+ m_bPHONG_USE_EXPONENT_FACTOR = true;
+#endif
+ }
+public:
+ skin_ps20b_Dynamic_Index()
+ {
+#ifdef _DEBUG
+ m_bWRITEWATERFOGTODESTALPHA = false;
+#endif // _DEBUG
+ m_nWRITEWATERFOGTODESTALPHA = 0;
+#ifdef _DEBUG
+ m_bPIXELFOGTYPE = false;
+#endif // _DEBUG
+ m_nPIXELFOGTYPE = 0;
+#ifdef _DEBUG
+ m_bNUM_LIGHTS = false;
+#endif // _DEBUG
+ m_nNUM_LIGHTS = 0;
+#ifdef _DEBUG
+ m_bWRITE_DEPTH_TO_DESTALPHA = false;
+#endif // _DEBUG
+ m_nWRITE_DEPTH_TO_DESTALPHA = 0;
+#ifdef _DEBUG
+ m_bFLASHLIGHTSHADOWS = false;
+#endif // _DEBUG
+ m_nFLASHLIGHTSHADOWS = 0;
+#ifdef _DEBUG
+ m_bPHONG_USE_EXPONENT_FACTOR = false;
+#endif // _DEBUG
+ m_nPHONG_USE_EXPONENT_FACTOR = 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_bWRITEWATERFOGTODESTALPHA && m_bPIXELFOGTYPE && m_bNUM_LIGHTS && m_bWRITE_DEPTH_TO_DESTALPHA && m_bFLASHLIGHTSHADOWS && m_bPHONG_USE_EXPONENT_FACTOR;
+ Assert( bAllDynamicVarsDefined );
+#endif // _DEBUG
+ return ( 1 * m_nWRITEWATERFOGTODESTALPHA ) + ( 2 * m_nPIXELFOGTYPE ) + ( 4 * m_nNUM_LIGHTS ) + ( 20 * m_nWRITE_DEPTH_TO_DESTALPHA ) + ( 40 * m_nFLASHLIGHTSHADOWS ) + ( 80 * m_nPHONG_USE_EXPONENT_FACTOR ) + 0;
+ }
+};
+#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 + psh_forgot_to_set_dynamic_PHONG_USE_EXPONENT_FACTOR + 0
diff --git a/materialsystem/stdshaders/fxctmp9/skin_ps30.inc b/materialsystem/stdshaders/fxctmp9/skin_ps30.inc
new file mode 100644
index 0000000..fc77ac6
--- /dev/null
+++ b/materialsystem/stdshaders/fxctmp9/skin_ps30.inc
@@ -0,0 +1,537 @@
+#include "shaderlib/cshader.h"
+class skin_ps30_Static_Index
+{
+private:
+ int m_nCONVERT_TO_SRGB;
+#ifdef _DEBUG
+ bool m_bCONVERT_TO_SRGB;
+#endif
+public:
+ void SetCONVERT_TO_SRGB( int i )
+ {
+ Assert( i >= 0 && i <= 0 );
+ m_nCONVERT_TO_SRGB = i;
+#ifdef _DEBUG
+ m_bCONVERT_TO_SRGB = true;
+#endif
+ }
+ void SetCONVERT_TO_SRGB( bool i )
+ {
+ m_nCONVERT_TO_SRGB = i ? 1 : 0;
+#ifdef _DEBUG
+ m_bCONVERT_TO_SRGB = 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_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_nSELFILLUMFRESNEL;
+#ifdef _DEBUG
+ bool m_bSELFILLUMFRESNEL;
+#endif
+public:
+ void SetSELFILLUMFRESNEL( int i )
+ {
+ Assert( i >= 0 && i <= 1 );
+ m_nSELFILLUMFRESNEL = i;
+#ifdef _DEBUG
+ m_bSELFILLUMFRESNEL = true;
+#endif
+ }
+ void SetSELFILLUMFRESNEL( bool i )
+ {
+ m_nSELFILLUMFRESNEL = i ? 1 : 0;
+#ifdef _DEBUG
+ m_bSELFILLUMFRESNEL = 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
+ }
+private:
+ int m_nLIGHTWARPTEXTURE;
+#ifdef _DEBUG
+ bool m_bLIGHTWARPTEXTURE;
+#endif
+public:
+ void SetLIGHTWARPTEXTURE( int i )
+ {
+ Assert( i >= 0 && i <= 1 );
+ m_nLIGHTWARPTEXTURE = i;
+#ifdef _DEBUG
+ m_bLIGHTWARPTEXTURE = true;
+#endif
+ }
+ void SetLIGHTWARPTEXTURE( bool i )
+ {
+ m_nLIGHTWARPTEXTURE = i ? 1 : 0;
+#ifdef _DEBUG
+ m_bLIGHTWARPTEXTURE = true;
+#endif
+ }
+private:
+ int m_nPHONGWARPTEXTURE;
+#ifdef _DEBUG
+ bool m_bPHONGWARPTEXTURE;
+#endif
+public:
+ void SetPHONGWARPTEXTURE( int i )
+ {
+ Assert( i >= 0 && i <= 1 );
+ m_nPHONGWARPTEXTURE = i;
+#ifdef _DEBUG
+ m_bPHONGWARPTEXTURE = true;
+#endif
+ }
+ void SetPHONGWARPTEXTURE( bool i )
+ {
+ m_nPHONGWARPTEXTURE = i ? 1 : 0;
+#ifdef _DEBUG
+ m_bPHONGWARPTEXTURE = true;
+#endif
+ }
+private:
+ int m_nWRINKLEMAP;
+#ifdef _DEBUG
+ bool m_bWRINKLEMAP;
+#endif
+public:
+ void SetWRINKLEMAP( int i )
+ {
+ Assert( i >= 0 && i <= 1 );
+ m_nWRINKLEMAP = i;
+#ifdef _DEBUG
+ m_bWRINKLEMAP = true;
+#endif
+ }
+ void SetWRINKLEMAP( bool i )
+ {
+ m_nWRINKLEMAP = i ? 1 : 0;
+#ifdef _DEBUG
+ m_bWRINKLEMAP = 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 <= 6 );
+ 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_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_nRIMLIGHT;
+#ifdef _DEBUG
+ bool m_bRIMLIGHT;
+#endif
+public:
+ void SetRIMLIGHT( int i )
+ {
+ Assert( i >= 0 && i <= 1 );
+ m_nRIMLIGHT = i;
+#ifdef _DEBUG
+ m_bRIMLIGHT = true;
+#endif
+ }
+ void SetRIMLIGHT( bool i )
+ {
+ m_nRIMLIGHT = i ? 1 : 0;
+#ifdef _DEBUG
+ m_bRIMLIGHT = true;
+#endif
+ }
+private:
+ int m_nFLASHLIGHTDEPTHFILTERMODE;
+#ifdef _DEBUG
+ bool m_bFLASHLIGHTDEPTHFILTERMODE;
+#endif
+public:
+ void SetFLASHLIGHTDEPTHFILTERMODE( int i )
+ {
+ Assert( i >= 0 && i <= 2 );
+ m_nFLASHLIGHTDEPTHFILTERMODE = i;
+#ifdef _DEBUG
+ m_bFLASHLIGHTDEPTHFILTERMODE = true;
+#endif
+ }
+ void SetFLASHLIGHTDEPTHFILTERMODE( bool i )
+ {
+ m_nFLASHLIGHTDEPTHFILTERMODE = i ? 1 : 0;
+#ifdef _DEBUG
+ m_bFLASHLIGHTDEPTHFILTERMODE = true;
+#endif
+ }
+private:
+ int m_nFASTPATH_NOBUMP;
+#ifdef _DEBUG
+ bool m_bFASTPATH_NOBUMP;
+#endif
+public:
+ void SetFASTPATH_NOBUMP( int i )
+ {
+ Assert( i >= 0 && i <= 1 );
+ m_nFASTPATH_NOBUMP = i;
+#ifdef _DEBUG
+ m_bFASTPATH_NOBUMP = true;
+#endif
+ }
+ void SetFASTPATH_NOBUMP( bool i )
+ {
+ m_nFASTPATH_NOBUMP = i ? 1 : 0;
+#ifdef _DEBUG
+ m_bFASTPATH_NOBUMP = true;
+#endif
+ }
+private:
+ int m_nBLENDTINTBYBASEALPHA;
+#ifdef _DEBUG
+ bool m_bBLENDTINTBYBASEALPHA;
+#endif
+public:
+ void SetBLENDTINTBYBASEALPHA( int i )
+ {
+ Assert( i >= 0 && i <= 1 );
+ m_nBLENDTINTBYBASEALPHA = i;
+#ifdef _DEBUG
+ m_bBLENDTINTBYBASEALPHA = true;
+#endif
+ }
+ void SetBLENDTINTBYBASEALPHA( bool i )
+ {
+ m_nBLENDTINTBYBASEALPHA = i ? 1 : 0;
+#ifdef _DEBUG
+ m_bBLENDTINTBYBASEALPHA = true;
+#endif
+ }
+public:
+ skin_ps30_Static_Index( )
+ {
+#ifdef _DEBUG
+ m_bCONVERT_TO_SRGB = false;
+#endif // _DEBUG
+ m_nCONVERT_TO_SRGB = 0;
+#ifdef _DEBUG
+ m_bCUBEMAP = false;
+#endif // _DEBUG
+ m_nCUBEMAP = 0;
+#ifdef _DEBUG
+ m_bSELFILLUM = false;
+#endif // _DEBUG
+ m_nSELFILLUM = 0;
+#ifdef _DEBUG
+ m_bSELFILLUMFRESNEL = false;
+#endif // _DEBUG
+ m_nSELFILLUMFRESNEL = 0;
+#ifdef _DEBUG
+ m_bFLASHLIGHT = false;
+#endif // _DEBUG
+ m_nFLASHLIGHT = 0;
+#ifdef _DEBUG
+ m_bLIGHTWARPTEXTURE = false;
+#endif // _DEBUG
+ m_nLIGHTWARPTEXTURE = 0;
+#ifdef _DEBUG
+ m_bPHONGWARPTEXTURE = false;
+#endif // _DEBUG
+ m_nPHONGWARPTEXTURE = 0;
+#ifdef _DEBUG
+ m_bWRINKLEMAP = false;
+#endif // _DEBUG
+ m_nWRINKLEMAP = 0;
+#ifdef _DEBUG
+ m_bDETAIL_BLEND_MODE = false;
+#endif // _DEBUG
+ m_nDETAIL_BLEND_MODE = 0;
+#ifdef _DEBUG
+ m_bDETAILTEXTURE = false;
+#endif // _DEBUG
+ m_nDETAILTEXTURE = 0;
+#ifdef _DEBUG
+ m_bRIMLIGHT = false;
+#endif // _DEBUG
+ m_nRIMLIGHT = 0;
+#ifdef _DEBUG
+ m_bFLASHLIGHTDEPTHFILTERMODE = false;
+#endif // _DEBUG
+ m_nFLASHLIGHTDEPTHFILTERMODE = 0;
+#ifdef _DEBUG
+ m_bFASTPATH_NOBUMP = false;
+#endif // _DEBUG
+ m_nFASTPATH_NOBUMP = 0;
+#ifdef _DEBUG
+ m_bBLENDTINTBYBASEALPHA = false;
+#endif // _DEBUG
+ m_nBLENDTINTBYBASEALPHA = 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_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;
+ Assert( bAllStaticVarsDefined );
+#endif // _DEBUG
+ return ( 160 * m_nCONVERT_TO_SRGB ) + ( 160 * m_nCUBEMAP ) + ( 320 * m_nSELFILLUM ) + ( 640 * m_nSELFILLUMFRESNEL ) + ( 1280 * m_nFLASHLIGHT ) + ( 2560 * m_nLIGHTWARPTEXTURE ) + ( 5120 * m_nPHONGWARPTEXTURE ) + ( 10240 * m_nWRINKLEMAP ) + ( 20480 * m_nDETAIL_BLEND_MODE ) + ( 143360 * m_nDETAILTEXTURE ) + ( 286720 * m_nRIMLIGHT ) + ( 573440 * m_nFLASHLIGHTDEPTHFILTERMODE ) + ( 1720320 * m_nFASTPATH_NOBUMP ) + ( 3440640 * m_nBLENDTINTBYBASEALPHA ) + 0;
+ }
+};
+#define shaderStaticTest_skin_ps30 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
+class skin_ps30_Dynamic_Index
+{
+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_nNUM_LIGHTS;
+#ifdef _DEBUG
+ bool m_bNUM_LIGHTS;
+#endif
+public:
+ void SetNUM_LIGHTS( int i )
+ {
+ Assert( i >= 0 && i <= 4 );
+ m_nNUM_LIGHTS = i;
+#ifdef _DEBUG
+ m_bNUM_LIGHTS = true;
+#endif
+ }
+ void SetNUM_LIGHTS( bool i )
+ {
+ m_nNUM_LIGHTS = i ? 1 : 0;
+#ifdef _DEBUG
+ m_bNUM_LIGHTS = 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 <= 1 );
+ 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
+ }
+private:
+ int m_nFLASHLIGHTSHADOWS;
+#ifdef _DEBUG
+ bool m_bFLASHLIGHTSHADOWS;
+#endif
+public:
+ void SetFLASHLIGHTSHADOWS( int i )
+ {
+ Assert( i >= 0 && i <= 1 );
+ m_nFLASHLIGHTSHADOWS = i;
+#ifdef _DEBUG
+ m_bFLASHLIGHTSHADOWS = true;
+#endif
+ }
+ void SetFLASHLIGHTSHADOWS( bool i )
+ {
+ m_nFLASHLIGHTSHADOWS = i ? 1 : 0;
+#ifdef _DEBUG
+ m_bFLASHLIGHTSHADOWS = true;
+#endif
+ }
+private:
+ int m_nPHONG_USE_EXPONENT_FACTOR;
+#ifdef _DEBUG
+ bool m_bPHONG_USE_EXPONENT_FACTOR;
+#endif
+public:
+ void SetPHONG_USE_EXPONENT_FACTOR( int i )
+ {
+ Assert( i >= 0 && i <= 1 );
+ m_nPHONG_USE_EXPONENT_FACTOR = i;
+#ifdef _DEBUG
+ m_bPHONG_USE_EXPONENT_FACTOR = true;
+#endif
+ }
+ void SetPHONG_USE_EXPONENT_FACTOR( bool i )
+ {
+ m_nPHONG_USE_EXPONENT_FACTOR = i ? 1 : 0;
+#ifdef _DEBUG
+ m_bPHONG_USE_EXPONENT_FACTOR = true;
+#endif
+ }
+public:
+ skin_ps30_Dynamic_Index()
+ {
+#ifdef _DEBUG
+ m_bWRITEWATERFOGTODESTALPHA = false;
+#endif // _DEBUG
+ m_nWRITEWATERFOGTODESTALPHA = 0;
+#ifdef _DEBUG
+ m_bPIXELFOGTYPE = false;
+#endif // _DEBUG
+ m_nPIXELFOGTYPE = 0;
+#ifdef _DEBUG
+ m_bNUM_LIGHTS = false;
+#endif // _DEBUG
+ m_nNUM_LIGHTS = 0;
+#ifdef _DEBUG
+ m_bWRITE_DEPTH_TO_DESTALPHA = false;
+#endif // _DEBUG
+ m_nWRITE_DEPTH_TO_DESTALPHA = 0;
+#ifdef _DEBUG
+ m_bFLASHLIGHTSHADOWS = false;
+#endif // _DEBUG
+ m_nFLASHLIGHTSHADOWS = 0;
+#ifdef _DEBUG
+ m_bPHONG_USE_EXPONENT_FACTOR = false;
+#endif // _DEBUG
+ m_nPHONG_USE_EXPONENT_FACTOR = 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_bWRITEWATERFOGTODESTALPHA && m_bPIXELFOGTYPE && m_bNUM_LIGHTS && m_bWRITE_DEPTH_TO_DESTALPHA && m_bFLASHLIGHTSHADOWS && m_bPHONG_USE_EXPONENT_FACTOR;
+ Assert( bAllDynamicVarsDefined );
+#endif // _DEBUG
+ return ( 1 * m_nWRITEWATERFOGTODESTALPHA ) + ( 2 * m_nPIXELFOGTYPE ) + ( 4 * m_nNUM_LIGHTS ) + ( 20 * m_nWRITE_DEPTH_TO_DESTALPHA ) + ( 40 * m_nFLASHLIGHTSHADOWS ) + ( 80 * m_nPHONG_USE_EXPONENT_FACTOR ) + 0;
+ }
+};
+#define shaderDynamicTest_skin_ps30 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 + psh_forgot_to_set_dynamic_PHONG_USE_EXPONENT_FACTOR + 0
diff --git a/materialsystem/stdshaders/fxctmp9/skin_ps30b.inc b/materialsystem/stdshaders/fxctmp9/skin_ps30b.inc
new file mode 100644
index 0000000..d94bb09
--- /dev/null
+++ b/materialsystem/stdshaders/fxctmp9/skin_ps30b.inc
@@ -0,0 +1,387 @@
+#include "shaderlib/cshader.h"
+class skin_ps30b_Static_Index
+{
+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_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_nSELFILLUMFRESNEL;
+#ifdef _DEBUG
+ bool m_bSELFILLUMFRESNEL;
+#endif
+public:
+ void SetSELFILLUMFRESNEL( int i )
+ {
+ Assert( i >= 0 && i <= 1 );
+ m_nSELFILLUMFRESNEL = i;
+#ifdef _DEBUG
+ m_bSELFILLUMFRESNEL = true;
+#endif
+ }
+ void SetSELFILLUMFRESNEL( bool i )
+ {
+ m_nSELFILLUMFRESNEL = i ? 1 : 0;
+#ifdef _DEBUG
+ m_bSELFILLUMFRESNEL = 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
+ }
+private:
+ int m_nLIGHTWARPTEXTURE;
+#ifdef _DEBUG
+ bool m_bLIGHTWARPTEXTURE;
+#endif
+public:
+ void SetLIGHTWARPTEXTURE( int i )
+ {
+ Assert( i >= 0 && i <= 1 );
+ m_nLIGHTWARPTEXTURE = i;
+#ifdef _DEBUG
+ m_bLIGHTWARPTEXTURE = true;
+#endif
+ }
+ void SetLIGHTWARPTEXTURE( bool i )
+ {
+ m_nLIGHTWARPTEXTURE = i ? 1 : 0;
+#ifdef _DEBUG
+ m_bLIGHTWARPTEXTURE = true;
+#endif
+ }
+private:
+ int m_nPHONGEXPONENTTEXTURE;
+#ifdef _DEBUG
+ bool m_bPHONGEXPONENTTEXTURE;
+#endif
+public:
+ void SetPHONGEXPONENTTEXTURE( int i )
+ {
+ Assert( i >= 0 && i <= 1 );
+ m_nPHONGEXPONENTTEXTURE = i;
+#ifdef _DEBUG
+ m_bPHONGEXPONENTTEXTURE = true;
+#endif
+ }
+ void SetPHONGEXPONENTTEXTURE( bool i )
+ {
+ m_nPHONGEXPONENTTEXTURE = i ? 1 : 0;
+#ifdef _DEBUG
+ m_bPHONGEXPONENTTEXTURE = true;
+#endif
+ }
+private:
+ int m_nPHONGWARPTEXTURE;
+#ifdef _DEBUG
+ bool m_bPHONGWARPTEXTURE;
+#endif
+public:
+ void SetPHONGWARPTEXTURE( int i )
+ {
+ Assert( i >= 0 && i <= 1 );
+ m_nPHONGWARPTEXTURE = i;
+#ifdef _DEBUG
+ m_bPHONGWARPTEXTURE = true;
+#endif
+ }
+ void SetPHONGWARPTEXTURE( bool i )
+ {
+ m_nPHONGWARPTEXTURE = i ? 1 : 0;
+#ifdef _DEBUG
+ m_bPHONGWARPTEXTURE = true;
+#endif
+ }
+private:
+ int m_nWRINKLEMAP;
+#ifdef _DEBUG
+ bool m_bWRINKLEMAP;
+#endif
+public:
+ void SetWRINKLEMAP( int i )
+ {
+ Assert( i >= 0 && i <= 1 );
+ m_nWRINKLEMAP = i;
+#ifdef _DEBUG
+ m_bWRINKLEMAP = true;
+#endif
+ }
+ void SetWRINKLEMAP( bool i )
+ {
+ m_nWRINKLEMAP = i ? 1 : 0;
+#ifdef _DEBUG
+ m_bWRINKLEMAP = 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 <= 6 );
+ 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_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_nRIMLIGHT;
+#ifdef _DEBUG
+ bool m_bRIMLIGHT;
+#endif
+public:
+ void SetRIMLIGHT( int i )
+ {
+ Assert( i >= 0 && i <= 1 );
+ m_nRIMLIGHT = i;
+#ifdef _DEBUG
+ m_bRIMLIGHT = true;
+#endif
+ }
+ void SetRIMLIGHT( bool i )
+ {
+ m_nRIMLIGHT = i ? 1 : 0;
+#ifdef _DEBUG
+ m_bRIMLIGHT = true;
+#endif
+ }
+public:
+ skin_ps30b_Static_Index( )
+ {
+#ifdef _DEBUG
+ m_bCUBEMAP = false;
+#endif // _DEBUG
+ m_nCUBEMAP = 0;
+#ifdef _DEBUG
+ m_bSELFILLUM = false;
+#endif // _DEBUG
+ m_nSELFILLUM = 0;
+#ifdef _DEBUG
+ m_bSELFILLUMFRESNEL = false;
+#endif // _DEBUG
+ m_nSELFILLUMFRESNEL = 0;
+#ifdef _DEBUG
+ m_bFLASHLIGHT = false;
+#endif // _DEBUG
+ m_nFLASHLIGHT = 0;
+#ifdef _DEBUG
+ m_bLIGHTWARPTEXTURE = false;
+#endif // _DEBUG
+ m_nLIGHTWARPTEXTURE = 0;
+#ifdef _DEBUG
+ m_bPHONGEXPONENTTEXTURE = false;
+#endif // _DEBUG
+ m_nPHONGEXPONENTTEXTURE = 0;
+#ifdef _DEBUG
+ m_bPHONGWARPTEXTURE = false;
+#endif // _DEBUG
+ m_nPHONGWARPTEXTURE = 0;
+#ifdef _DEBUG
+ m_bWRINKLEMAP = false;
+#endif // _DEBUG
+ m_nWRINKLEMAP = 0;
+#ifdef _DEBUG
+ m_bDETAIL_BLEND_MODE = false;
+#endif // _DEBUG
+ m_nDETAIL_BLEND_MODE = 0;
+#ifdef _DEBUG
+ m_bDETAILTEXTURE = false;
+#endif // _DEBUG
+ m_nDETAILTEXTURE = 0;
+#ifdef _DEBUG
+ m_bRIMLIGHT = false;
+#endif // _DEBUG
+ m_nRIMLIGHT = 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_bCUBEMAP && m_bSELFILLUM && m_bSELFILLUMFRESNEL && m_bFLASHLIGHT && m_bLIGHTWARPTEXTURE && m_bPHONGEXPONENTTEXTURE && m_bPHONGWARPTEXTURE && m_bWRINKLEMAP && m_bDETAIL_BLEND_MODE && m_bDETAILTEXTURE && m_bRIMLIGHT;
+ Assert( bAllStaticVarsDefined );
+#endif // _DEBUG
+ return ( 20 * m_nCUBEMAP ) + ( 40 * m_nSELFILLUM ) + ( 80 * m_nSELFILLUMFRESNEL ) + ( 160 * m_nFLASHLIGHT ) + ( 320 * m_nLIGHTWARPTEXTURE ) + ( 640 * m_nPHONGEXPONENTTEXTURE ) + ( 1280 * m_nPHONGWARPTEXTURE ) + ( 2560 * m_nWRINKLEMAP ) + ( 5120 * m_nDETAIL_BLEND_MODE ) + ( 35840 * m_nDETAILTEXTURE ) + ( 71680 * m_nRIMLIGHT ) + 0;
+ }
+};
+#define shaderStaticTest_skin_ps30b 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_PHONGEXPONENTTEXTURE + 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 + 0
+class skin_ps30b_Dynamic_Index
+{
+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_nNUM_LIGHTS;
+#ifdef _DEBUG
+ bool m_bNUM_LIGHTS;
+#endif
+public:
+ void SetNUM_LIGHTS( int i )
+ {
+ Assert( i >= 0 && i <= 4 );
+ m_nNUM_LIGHTS = i;
+#ifdef _DEBUG
+ m_bNUM_LIGHTS = true;
+#endif
+ }
+ void SetNUM_LIGHTS( bool i )
+ {
+ m_nNUM_LIGHTS = i ? 1 : 0;
+#ifdef _DEBUG
+ m_bNUM_LIGHTS = true;
+#endif
+ }
+public:
+ skin_ps30b_Dynamic_Index()
+ {
+#ifdef _DEBUG
+ m_bWRITEWATERFOGTODESTALPHA = false;
+#endif // _DEBUG
+ m_nWRITEWATERFOGTODESTALPHA = 0;
+#ifdef _DEBUG
+ m_bPIXELFOGTYPE = false;
+#endif // _DEBUG
+ m_nPIXELFOGTYPE = 0;
+#ifdef _DEBUG
+ m_bNUM_LIGHTS = false;
+#endif // _DEBUG
+ m_nNUM_LIGHTS = 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_bWRITEWATERFOGTODESTALPHA && m_bPIXELFOGTYPE && m_bNUM_LIGHTS;
+ Assert( bAllDynamicVarsDefined );
+#endif // _DEBUG
+ return ( 1 * m_nWRITEWATERFOGTODESTALPHA ) + ( 2 * m_nPIXELFOGTYPE ) + ( 4 * m_nNUM_LIGHTS ) + 0;
+ }
+};
+#define shaderDynamicTest_skin_ps30b psh_forgot_to_set_dynamic_WRITEWATERFOGTODESTALPHA + psh_forgot_to_set_dynamic_PIXELFOGTYPE + psh_forgot_to_set_dynamic_NUM_LIGHTS + 0
diff --git a/materialsystem/stdshaders/fxctmp9/skin_vs20.inc b/materialsystem/stdshaders/fxctmp9/skin_vs20.inc
new file mode 100644
index 0000000..5c8ee4d
--- /dev/null
+++ b/materialsystem/stdshaders/fxctmp9/skin_vs20.inc
@@ -0,0 +1,187 @@
+#include "shaderlib/cshader.h"
+class skin_vs20_Static_Index
+{
+private:
+ int m_nUSE_STATIC_CONTROL_FLOW;
+#ifdef _DEBUG
+ bool m_bUSE_STATIC_CONTROL_FLOW;
+#endif
+public:
+ void SetUSE_STATIC_CONTROL_FLOW( int i )
+ {
+ Assert( i >= 0 && i <= 1 );
+ m_nUSE_STATIC_CONTROL_FLOW = i;
+#ifdef _DEBUG
+ m_bUSE_STATIC_CONTROL_FLOW = true;
+#endif
+ }
+ void SetUSE_STATIC_CONTROL_FLOW( bool i )
+ {
+ m_nUSE_STATIC_CONTROL_FLOW = i ? 1 : 0;
+#ifdef _DEBUG
+ m_bUSE_STATIC_CONTROL_FLOW = true;
+#endif
+ }
+public:
+ skin_vs20_Static_Index( )
+ {
+#ifdef _DEBUG
+ m_bUSE_STATIC_CONTROL_FLOW = false;
+#endif // _DEBUG
+ m_nUSE_STATIC_CONTROL_FLOW = 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_bUSE_STATIC_CONTROL_FLOW;
+ Assert( bAllStaticVarsDefined );
+#endif // _DEBUG
+ return ( 48 * m_nUSE_STATIC_CONTROL_FLOW ) + 0;
+ }
+};
+#define shaderStaticTest_skin_vs20 vsh_forgot_to_set_static_USE_STATIC_CONTROL_FLOW + 0
+class skin_vs20_Dynamic_Index
+{
+private:
+ int m_nCOMPRESSED_VERTS;
+#ifdef _DEBUG
+ bool m_bCOMPRESSED_VERTS;
+#endif
+public:
+ void SetCOMPRESSED_VERTS( int i )
+ {
+ Assert( i >= 0 && i <= 1 );
+ m_nCOMPRESSED_VERTS = i;
+#ifdef _DEBUG
+ m_bCOMPRESSED_VERTS = true;
+#endif
+ }
+ void SetCOMPRESSED_VERTS( bool i )
+ {
+ m_nCOMPRESSED_VERTS = i ? 1 : 0;
+#ifdef _DEBUG
+ m_bCOMPRESSED_VERTS = true;
+#endif
+ }
+private:
+ int m_nDOWATERFOG;
+#ifdef _DEBUG
+ bool m_bDOWATERFOG;
+#endif
+public:
+ void SetDOWATERFOG( int i )
+ {
+ Assert( i >= 0 && i <= 1 );
+ m_nDOWATERFOG = i;
+#ifdef _DEBUG
+ m_bDOWATERFOG = true;
+#endif
+ }
+ void SetDOWATERFOG( bool i )
+ {
+ m_nDOWATERFOG = i ? 1 : 0;
+#ifdef _DEBUG
+ m_bDOWATERFOG = true;
+#endif
+ }
+private:
+ int m_nSKINNING;
+#ifdef _DEBUG
+ bool m_bSKINNING;
+#endif
+public:
+ void SetSKINNING( int i )
+ {
+ Assert( i >= 0 && i <= 1 );
+ m_nSKINNING = i;
+#ifdef _DEBUG
+ m_bSKINNING = true;
+#endif
+ }
+ void SetSKINNING( bool i )
+ {
+ m_nSKINNING = i ? 1 : 0;
+#ifdef _DEBUG
+ m_bSKINNING = true;
+#endif
+ }
+private:
+ int m_nLIGHTING_PREVIEW;
+#ifdef _DEBUG
+ bool m_bLIGHTING_PREVIEW;
+#endif
+public:
+ void SetLIGHTING_PREVIEW( int i )
+ {
+ Assert( i >= 0 && i <= 1 );
+ 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_nNUM_LIGHTS;
+#ifdef _DEBUG
+ bool m_bNUM_LIGHTS;
+#endif
+public:
+ void SetNUM_LIGHTS( int i )
+ {
+ Assert( i >= 0 && i <= 2 );
+ m_nNUM_LIGHTS = i;
+#ifdef _DEBUG
+ m_bNUM_LIGHTS = true;
+#endif
+ }
+ void SetNUM_LIGHTS( bool i )
+ {
+ m_nNUM_LIGHTS = i ? 1 : 0;
+#ifdef _DEBUG
+ m_bNUM_LIGHTS = true;
+#endif
+ }
+public:
+ skin_vs20_Dynamic_Index()
+ {
+#ifdef _DEBUG
+ m_bCOMPRESSED_VERTS = false;
+#endif // _DEBUG
+ m_nCOMPRESSED_VERTS = 0;
+#ifdef _DEBUG
+ m_bDOWATERFOG = false;
+#endif // _DEBUG
+ m_nDOWATERFOG = 0;
+#ifdef _DEBUG
+ m_bSKINNING = false;
+#endif // _DEBUG
+ m_nSKINNING = 0;
+#ifdef _DEBUG
+ m_bLIGHTING_PREVIEW = false;
+#endif // _DEBUG
+ m_nLIGHTING_PREVIEW = 0;
+#ifdef _DEBUG
+ m_bNUM_LIGHTS = false;
+#endif // _DEBUG
+ m_nNUM_LIGHTS = 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_bCOMPRESSED_VERTS && m_bDOWATERFOG && m_bSKINNING && m_bLIGHTING_PREVIEW && m_bNUM_LIGHTS;
+ Assert( bAllDynamicVarsDefined );
+#endif // _DEBUG
+ return ( 1 * m_nCOMPRESSED_VERTS ) + ( 2 * m_nDOWATERFOG ) + ( 4 * m_nSKINNING ) + ( 8 * m_nLIGHTING_PREVIEW ) + ( 16 * m_nNUM_LIGHTS ) + 0;
+ }
+};
+#define shaderDynamicTest_skin_vs20 vsh_forgot_to_set_dynamic_COMPRESSED_VERTS + vsh_forgot_to_set_dynamic_DOWATERFOG + vsh_forgot_to_set_dynamic_SKINNING + vsh_forgot_to_set_dynamic_LIGHTING_PREVIEW + vsh_forgot_to_set_dynamic_NUM_LIGHTS + 0
diff --git a/materialsystem/stdshaders/fxctmp9/skin_vs30.inc b/materialsystem/stdshaders/fxctmp9/skin_vs30.inc
new file mode 100644
index 0000000..78ccdea
--- /dev/null
+++ b/materialsystem/stdshaders/fxctmp9/skin_vs30.inc
@@ -0,0 +1,187 @@
+#include "shaderlib/cshader.h"
+class skin_vs30_Static_Index
+{
+private:
+ int m_nDECAL;
+#ifdef _DEBUG
+ bool m_bDECAL;
+#endif
+public:
+ void SetDECAL( int i )
+ {
+ Assert( i >= 0 && i <= 1 );
+ m_nDECAL = i;
+#ifdef _DEBUG
+ m_bDECAL = true;
+#endif
+ }
+ void SetDECAL( bool i )
+ {
+ m_nDECAL = i ? 1 : 0;
+#ifdef _DEBUG
+ m_bDECAL = true;
+#endif
+ }
+public:
+ skin_vs30_Static_Index( )
+ {
+#ifdef _DEBUG
+ m_bDECAL = false;
+#endif // _DEBUG
+ m_nDECAL = 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_bDECAL;
+ Assert( bAllStaticVarsDefined );
+#endif // _DEBUG
+ return ( 32 * m_nDECAL ) + 0;
+ }
+};
+#define shaderStaticTest_skin_vs30 vsh_forgot_to_set_static_DECAL + 0
+class skin_vs30_Dynamic_Index
+{
+private:
+ int m_nCOMPRESSED_VERTS;
+#ifdef _DEBUG
+ bool m_bCOMPRESSED_VERTS;
+#endif
+public:
+ void SetCOMPRESSED_VERTS( int i )
+ {
+ Assert( i >= 0 && i <= 1 );
+ m_nCOMPRESSED_VERTS = i;
+#ifdef _DEBUG
+ m_bCOMPRESSED_VERTS = true;
+#endif
+ }
+ void SetCOMPRESSED_VERTS( bool i )
+ {
+ m_nCOMPRESSED_VERTS = i ? 1 : 0;
+#ifdef _DEBUG
+ m_bCOMPRESSED_VERTS = true;
+#endif
+ }
+private:
+ int m_nDOWATERFOG;
+#ifdef _DEBUG
+ bool m_bDOWATERFOG;
+#endif
+public:
+ void SetDOWATERFOG( int i )
+ {
+ Assert( i >= 0 && i <= 1 );
+ m_nDOWATERFOG = i;
+#ifdef _DEBUG
+ m_bDOWATERFOG = true;
+#endif
+ }
+ void SetDOWATERFOG( bool i )
+ {
+ m_nDOWATERFOG = i ? 1 : 0;
+#ifdef _DEBUG
+ m_bDOWATERFOG = true;
+#endif
+ }
+private:
+ int m_nSKINNING;
+#ifdef _DEBUG
+ bool m_bSKINNING;
+#endif
+public:
+ void SetSKINNING( int i )
+ {
+ Assert( i >= 0 && i <= 1 );
+ m_nSKINNING = i;
+#ifdef _DEBUG
+ m_bSKINNING = true;
+#endif
+ }
+ void SetSKINNING( bool i )
+ {
+ m_nSKINNING = i ? 1 : 0;
+#ifdef _DEBUG
+ m_bSKINNING = true;
+#endif
+ }
+private:
+ int m_nLIGHTING_PREVIEW;
+#ifdef _DEBUG
+ bool m_bLIGHTING_PREVIEW;
+#endif
+public:
+ void SetLIGHTING_PREVIEW( int i )
+ {
+ Assert( i >= 0 && i <= 1 );
+ 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_nMORPHING;
+#ifdef _DEBUG
+ bool m_bMORPHING;
+#endif
+public:
+ void SetMORPHING( int i )
+ {
+ Assert( i >= 0 && i <= 1 );
+ m_nMORPHING = i;
+#ifdef _DEBUG
+ m_bMORPHING = true;
+#endif
+ }
+ void SetMORPHING( bool i )
+ {
+ m_nMORPHING = i ? 1 : 0;
+#ifdef _DEBUG
+ m_bMORPHING = true;
+#endif
+ }
+public:
+ skin_vs30_Dynamic_Index()
+ {
+#ifdef _DEBUG
+ m_bCOMPRESSED_VERTS = false;
+#endif // _DEBUG
+ m_nCOMPRESSED_VERTS = 0;
+#ifdef _DEBUG
+ m_bDOWATERFOG = false;
+#endif // _DEBUG
+ m_nDOWATERFOG = 0;
+#ifdef _DEBUG
+ m_bSKINNING = false;
+#endif // _DEBUG
+ m_nSKINNING = 0;
+#ifdef _DEBUG
+ m_bLIGHTING_PREVIEW = false;
+#endif // _DEBUG
+ m_nLIGHTING_PREVIEW = 0;
+#ifdef _DEBUG
+ m_bMORPHING = false;
+#endif // _DEBUG
+ m_nMORPHING = 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_bCOMPRESSED_VERTS && m_bDOWATERFOG && m_bSKINNING && m_bLIGHTING_PREVIEW && m_bMORPHING;
+ Assert( bAllDynamicVarsDefined );
+#endif // _DEBUG
+ return ( 1 * m_nCOMPRESSED_VERTS ) + ( 2 * m_nDOWATERFOG ) + ( 4 * m_nSKINNING ) + ( 8 * m_nLIGHTING_PREVIEW ) + ( 16 * m_nMORPHING ) + 0;
+ }
+};
+#define shaderDynamicTest_skin_vs30 vsh_forgot_to_set_dynamic_COMPRESSED_VERTS + vsh_forgot_to_set_dynamic_DOWATERFOG + vsh_forgot_to_set_dynamic_SKINNING + vsh_forgot_to_set_dynamic_LIGHTING_PREVIEW + vsh_forgot_to_set_dynamic_MORPHING + 0
diff --git a/materialsystem/stdshaders/fxctmp9/sky_hdr_compressed_ps20.inc b/materialsystem/stdshaders/fxctmp9/sky_hdr_compressed_ps20.inc
new file mode 100644
index 0000000..d968c6c
--- /dev/null
+++ b/materialsystem/stdshaders/fxctmp9/sky_hdr_compressed_ps20.inc
@@ -0,0 +1,33 @@
+#include "shaderlib/cshader.h"
+class sky_hdr_compressed_ps20_Static_Index
+{
+public:
+ sky_hdr_compressed_ps20_Static_Index( )
+ {
+ }
+ 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
+#endif // _DEBUG
+ return 0;
+ }
+};
+#define shaderStaticTest_sky_hdr_compressed_ps20 0
+class sky_hdr_compressed_ps20_Dynamic_Index
+{
+public:
+ sky_hdr_compressed_ps20_Dynamic_Index()
+ {
+ }
+ 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
+#endif // _DEBUG
+ return 0;
+ }
+};
+#define shaderDynamicTest_sky_hdr_compressed_ps20 0
diff --git a/materialsystem/stdshaders/fxctmp9/sky_hdr_compressed_ps20b.inc b/materialsystem/stdshaders/fxctmp9/sky_hdr_compressed_ps20b.inc
new file mode 100644
index 0000000..e3ec509
--- /dev/null
+++ b/materialsystem/stdshaders/fxctmp9/sky_hdr_compressed_ps20b.inc
@@ -0,0 +1,87 @@
+#include "shaderlib/cshader.h"
+class sky_hdr_compressed_ps20b_Static_Index
+{
+private:
+ int m_nCONVERT_TO_SRGB;
+#ifdef _DEBUG
+ bool m_bCONVERT_TO_SRGB;
+#endif
+public:
+ void SetCONVERT_TO_SRGB( int i )
+ {
+ Assert( i >= 0 && i <= 1 );
+ m_nCONVERT_TO_SRGB = i;
+#ifdef _DEBUG
+ m_bCONVERT_TO_SRGB = true;
+#endif
+ }
+ void SetCONVERT_TO_SRGB( bool i )
+ {
+ m_nCONVERT_TO_SRGB = i ? 1 : 0;
+#ifdef _DEBUG
+ m_bCONVERT_TO_SRGB = true;
+#endif
+ }
+public:
+ sky_hdr_compressed_ps20b_Static_Index( )
+ {
+#ifdef _DEBUG
+ m_bCONVERT_TO_SRGB = true;
+#endif // _DEBUG
+ m_nCONVERT_TO_SRGB = g_pHardwareConfig->NeedsShaderSRGBConversion();
+ }
+ 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_bCONVERT_TO_SRGB;
+ Assert( bAllStaticVarsDefined );
+#endif // _DEBUG
+ return ( 2 * m_nCONVERT_TO_SRGB ) + 0;
+ }
+};
+#define shaderStaticTest_sky_hdr_compressed_ps20b 0
+class sky_hdr_compressed_ps20b_Dynamic_Index
+{
+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 <= 1 );
+ 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:
+ sky_hdr_compressed_ps20b_Dynamic_Index()
+ {
+#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_bWRITE_DEPTH_TO_DESTALPHA;
+ Assert( bAllDynamicVarsDefined );
+#endif // _DEBUG
+ return ( 1 * m_nWRITE_DEPTH_TO_DESTALPHA ) + 0;
+ }
+};
+#define shaderDynamicTest_sky_hdr_compressed_ps20b psh_forgot_to_set_dynamic_WRITE_DEPTH_TO_DESTALPHA + 0
diff --git a/materialsystem/stdshaders/fxctmp9/sky_hdr_compressed_rgbs_ps20.inc b/materialsystem/stdshaders/fxctmp9/sky_hdr_compressed_rgbs_ps20.inc
new file mode 100644
index 0000000..5b5777a
--- /dev/null
+++ b/materialsystem/stdshaders/fxctmp9/sky_hdr_compressed_rgbs_ps20.inc
@@ -0,0 +1,33 @@
+#include "shaderlib/cshader.h"
+class sky_hdr_compressed_rgbs_ps20_Static_Index
+{
+public:
+ sky_hdr_compressed_rgbs_ps20_Static_Index( )
+ {
+ }
+ 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
+#endif // _DEBUG
+ return 0;
+ }
+};
+#define shaderStaticTest_sky_hdr_compressed_rgbs_ps20 0
+class sky_hdr_compressed_rgbs_ps20_Dynamic_Index
+{
+public:
+ sky_hdr_compressed_rgbs_ps20_Dynamic_Index()
+ {
+ }
+ 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
+#endif // _DEBUG
+ return 0;
+ }
+};
+#define shaderDynamicTest_sky_hdr_compressed_rgbs_ps20 0
diff --git a/materialsystem/stdshaders/fxctmp9/sky_hdr_compressed_rgbs_ps20b.inc b/materialsystem/stdshaders/fxctmp9/sky_hdr_compressed_rgbs_ps20b.inc
new file mode 100644
index 0000000..7c3240a
--- /dev/null
+++ b/materialsystem/stdshaders/fxctmp9/sky_hdr_compressed_rgbs_ps20b.inc
@@ -0,0 +1,87 @@
+#include "shaderlib/cshader.h"
+class sky_hdr_compressed_rgbs_ps20b_Static_Index
+{
+private:
+ int m_nCONVERT_TO_SRGB;
+#ifdef _DEBUG
+ bool m_bCONVERT_TO_SRGB;
+#endif
+public:
+ void SetCONVERT_TO_SRGB( int i )
+ {
+ Assert( i >= 0 && i <= 1 );
+ m_nCONVERT_TO_SRGB = i;
+#ifdef _DEBUG
+ m_bCONVERT_TO_SRGB = true;
+#endif
+ }
+ void SetCONVERT_TO_SRGB( bool i )
+ {
+ m_nCONVERT_TO_SRGB = i ? 1 : 0;
+#ifdef _DEBUG
+ m_bCONVERT_TO_SRGB = true;
+#endif
+ }
+public:
+ sky_hdr_compressed_rgbs_ps20b_Static_Index( )
+ {
+#ifdef _DEBUG
+ m_bCONVERT_TO_SRGB = true;
+#endif // _DEBUG
+ m_nCONVERT_TO_SRGB = g_pHardwareConfig->NeedsShaderSRGBConversion();
+ }
+ 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_bCONVERT_TO_SRGB;
+ Assert( bAllStaticVarsDefined );
+#endif // _DEBUG
+ return ( 2 * m_nCONVERT_TO_SRGB ) + 0;
+ }
+};
+#define shaderStaticTest_sky_hdr_compressed_rgbs_ps20b 0
+class sky_hdr_compressed_rgbs_ps20b_Dynamic_Index
+{
+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 <= 1 );
+ 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:
+ sky_hdr_compressed_rgbs_ps20b_Dynamic_Index()
+ {
+#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_bWRITE_DEPTH_TO_DESTALPHA;
+ Assert( bAllDynamicVarsDefined );
+#endif // _DEBUG
+ return ( 1 * m_nWRITE_DEPTH_TO_DESTALPHA ) + 0;
+ }
+};
+#define shaderDynamicTest_sky_hdr_compressed_rgbs_ps20b psh_forgot_to_set_dynamic_WRITE_DEPTH_TO_DESTALPHA + 0
diff --git a/materialsystem/stdshaders/fxctmp9/sky_ps20.inc b/materialsystem/stdshaders/fxctmp9/sky_ps20.inc
new file mode 100644
index 0000000..ce7c66b
--- /dev/null
+++ b/materialsystem/stdshaders/fxctmp9/sky_ps20.inc
@@ -0,0 +1,33 @@
+#include "shaderlib/cshader.h"
+class sky_ps20_Static_Index
+{
+public:
+ sky_ps20_Static_Index( )
+ {
+ }
+ 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
+#endif // _DEBUG
+ return 0;
+ }
+};
+#define shaderStaticTest_sky_ps20 0
+class sky_ps20_Dynamic_Index
+{
+public:
+ sky_ps20_Dynamic_Index()
+ {
+ }
+ 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
+#endif // _DEBUG
+ return 0;
+ }
+};
+#define shaderDynamicTest_sky_ps20 0
diff --git a/materialsystem/stdshaders/fxctmp9/sky_ps20b.inc b/materialsystem/stdshaders/fxctmp9/sky_ps20b.inc
new file mode 100644
index 0000000..63e4c1b
--- /dev/null
+++ b/materialsystem/stdshaders/fxctmp9/sky_ps20b.inc
@@ -0,0 +1,87 @@
+#include "shaderlib/cshader.h"
+class sky_ps20b_Static_Index
+{
+private:
+ int m_nCONVERT_TO_SRGB;
+#ifdef _DEBUG
+ bool m_bCONVERT_TO_SRGB;
+#endif
+public:
+ void SetCONVERT_TO_SRGB( int i )
+ {
+ Assert( i >= 0 && i <= 1 );
+ m_nCONVERT_TO_SRGB = i;
+#ifdef _DEBUG
+ m_bCONVERT_TO_SRGB = true;
+#endif
+ }
+ void SetCONVERT_TO_SRGB( bool i )
+ {
+ m_nCONVERT_TO_SRGB = i ? 1 : 0;
+#ifdef _DEBUG
+ m_bCONVERT_TO_SRGB = true;
+#endif
+ }
+public:
+ sky_ps20b_Static_Index( )
+ {
+#ifdef _DEBUG
+ m_bCONVERT_TO_SRGB = true;
+#endif // _DEBUG
+ m_nCONVERT_TO_SRGB = g_pHardwareConfig->NeedsShaderSRGBConversion();
+ }
+ 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_bCONVERT_TO_SRGB;
+ Assert( bAllStaticVarsDefined );
+#endif // _DEBUG
+ return ( 2 * m_nCONVERT_TO_SRGB ) + 0;
+ }
+};
+#define shaderStaticTest_sky_ps20b 0
+class sky_ps20b_Dynamic_Index
+{
+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 <= 1 );
+ 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:
+ sky_ps20b_Dynamic_Index()
+ {
+#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_bWRITE_DEPTH_TO_DESTALPHA;
+ Assert( bAllDynamicVarsDefined );
+#endif // _DEBUG
+ return ( 1 * m_nWRITE_DEPTH_TO_DESTALPHA ) + 0;
+ }
+};
+#define shaderDynamicTest_sky_ps20b psh_forgot_to_set_dynamic_WRITE_DEPTH_TO_DESTALPHA + 0
diff --git a/materialsystem/stdshaders/fxctmp9/sky_vs20.inc b/materialsystem/stdshaders/fxctmp9/sky_vs20.inc
new file mode 100644
index 0000000..546b1d9
--- /dev/null
+++ b/materialsystem/stdshaders/fxctmp9/sky_vs20.inc
@@ -0,0 +1,33 @@
+#include "shaderlib/cshader.h"
+class sky_vs20_Static_Index
+{
+public:
+ sky_vs20_Static_Index( )
+ {
+ }
+ 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
+#endif // _DEBUG
+ return 0;
+ }
+};
+#define shaderStaticTest_sky_vs20 0
+class sky_vs20_Dynamic_Index
+{
+public:
+ sky_vs20_Dynamic_Index()
+ {
+ }
+ 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
+#endif // _DEBUG
+ return 0;
+ }
+};
+#define shaderDynamicTest_sky_vs20 0
diff --git a/materialsystem/stdshaders/fxctmp9/splinecard_vs11.inc b/materialsystem/stdshaders/fxctmp9/splinecard_vs11.inc
new file mode 100644
index 0000000..aa16481
--- /dev/null
+++ b/materialsystem/stdshaders/fxctmp9/splinecard_vs11.inc
@@ -0,0 +1,33 @@
+#include "shaderlib/cshader.h"
+class splinecard_vs11_Static_Index
+{
+public:
+ splinecard_vs11_Static_Index( )
+ {
+ }
+ 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
+#endif // _DEBUG
+ return 0;
+ }
+};
+#define shaderStaticTest_splinecard_vs11 0
+class splinecard_vs11_Dynamic_Index
+{
+public:
+ splinecard_vs11_Dynamic_Index()
+ {
+ }
+ 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
+#endif // _DEBUG
+ return 0;
+ }
+};
+#define shaderDynamicTest_splinecard_vs11 0
diff --git a/materialsystem/stdshaders/fxctmp9/splinecard_vs20.inc b/materialsystem/stdshaders/fxctmp9/splinecard_vs20.inc
new file mode 100644
index 0000000..97c6b1e
--- /dev/null
+++ b/materialsystem/stdshaders/fxctmp9/splinecard_vs20.inc
@@ -0,0 +1,33 @@
+#include "shaderlib/cshader.h"
+class splinecard_vs20_Static_Index
+{
+public:
+ splinecard_vs20_Static_Index( )
+ {
+ }
+ 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
+#endif // _DEBUG
+ return 0;
+ }
+};
+#define shaderStaticTest_splinecard_vs20 0
+class splinecard_vs20_Dynamic_Index
+{
+public:
+ splinecard_vs20_Dynamic_Index()
+ {
+ }
+ 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
+#endif // _DEBUG
+ return 0;
+ }
+};
+#define shaderDynamicTest_splinecard_vs20 0
diff --git a/materialsystem/stdshaders/fxctmp9/sprite_ps20.inc b/materialsystem/stdshaders/fxctmp9/sprite_ps20.inc
new file mode 100644
index 0000000..b047cb0
--- /dev/null
+++ b/materialsystem/stdshaders/fxctmp9/sprite_ps20.inc
@@ -0,0 +1,187 @@
+#include "shaderlib/cshader.h"
+class sprite_ps20_Static_Index
+{
+private:
+ int m_nVERTEXCOLOR;
+#ifdef _DEBUG
+ bool m_bVERTEXCOLOR;
+#endif
+public:
+ void SetVERTEXCOLOR( int i )
+ {
+ Assert( i >= 0 && i <= 1 );
+ m_nVERTEXCOLOR = i;
+#ifdef _DEBUG
+ m_bVERTEXCOLOR = true;
+#endif
+ }
+ void SetVERTEXCOLOR( bool i )
+ {
+ m_nVERTEXCOLOR = i ? 1 : 0;
+#ifdef _DEBUG
+ m_bVERTEXCOLOR = true;
+#endif
+ }
+private:
+ int m_nCONSTANTCOLOR;
+#ifdef _DEBUG
+ bool m_bCONSTANTCOLOR;
+#endif
+public:
+ void SetCONSTANTCOLOR( int i )
+ {
+ Assert( i >= 0 && i <= 1 );
+ m_nCONSTANTCOLOR = i;
+#ifdef _DEBUG
+ m_bCONSTANTCOLOR = true;
+#endif
+ }
+ void SetCONSTANTCOLOR( bool i )
+ {
+ m_nCONSTANTCOLOR = i ? 1 : 0;
+#ifdef _DEBUG
+ m_bCONSTANTCOLOR = true;
+#endif
+ }
+private:
+ int m_nHDRTYPE;
+#ifdef _DEBUG
+ bool m_bHDRTYPE;
+#endif
+public:
+ void SetHDRTYPE( int i )
+ {
+ Assert( i >= 0 && i <= 2 );
+ m_nHDRTYPE = i;
+#ifdef _DEBUG
+ m_bHDRTYPE = true;
+#endif
+ }
+ void SetHDRTYPE( bool i )
+ {
+ m_nHDRTYPE = i ? 1 : 0;
+#ifdef _DEBUG
+ m_bHDRTYPE = true;
+#endif
+ }
+private:
+ int m_nSRGB;
+#ifdef _DEBUG
+ bool m_bSRGB;
+#endif
+public:
+ void SetSRGB( int i )
+ {
+ Assert( i >= 0 && i <= 1 );
+ m_nSRGB = i;
+#ifdef _DEBUG
+ m_bSRGB = true;
+#endif
+ }
+ void SetSRGB( bool i )
+ {
+ m_nSRGB = i ? 1 : 0;
+#ifdef _DEBUG
+ m_bSRGB = true;
+#endif
+ }
+public:
+ sprite_ps20_Static_Index( )
+ {
+#ifdef _DEBUG
+ m_bVERTEXCOLOR = false;
+#endif // _DEBUG
+ m_nVERTEXCOLOR = 0;
+#ifdef _DEBUG
+ m_bCONSTANTCOLOR = false;
+#endif // _DEBUG
+ m_nCONSTANTCOLOR = 0;
+#ifdef _DEBUG
+ m_bHDRTYPE = false;
+#endif // _DEBUG
+ m_nHDRTYPE = 0;
+#ifdef _DEBUG
+ m_bSRGB = false;
+#endif // _DEBUG
+ m_nSRGB = 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_bVERTEXCOLOR && m_bCONSTANTCOLOR && m_bHDRTYPE && m_bSRGB;
+ Assert( bAllStaticVarsDefined );
+#endif // _DEBUG
+ return ( 4 * m_nVERTEXCOLOR ) + ( 8 * m_nCONSTANTCOLOR ) + ( 16 * m_nHDRTYPE ) + ( 48 * m_nSRGB ) + 0;
+ }
+};
+#define shaderStaticTest_sprite_ps20 psh_forgot_to_set_static_VERTEXCOLOR + psh_forgot_to_set_static_CONSTANTCOLOR + psh_forgot_to_set_static_HDRTYPE + psh_forgot_to_set_static_SRGB + 0
+class sprite_ps20_Dynamic_Index
+{
+private:
+ int m_nHDRENABLED;
+#ifdef _DEBUG
+ bool m_bHDRENABLED;
+#endif
+public:
+ void SetHDRENABLED( int i )
+ {
+ Assert( i >= 0 && i <= 1 );
+ m_nHDRENABLED = i;
+#ifdef _DEBUG
+ m_bHDRENABLED = true;
+#endif
+ }
+ void SetHDRENABLED( bool i )
+ {
+ m_nHDRENABLED = i ? 1 : 0;
+#ifdef _DEBUG
+ m_bHDRENABLED = 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
+ }
+public:
+ sprite_ps20_Dynamic_Index()
+ {
+#ifdef _DEBUG
+ m_bHDRENABLED = false;
+#endif // _DEBUG
+ m_nHDRENABLED = 0;
+#ifdef _DEBUG
+ m_bPIXELFOGTYPE = false;
+#endif // _DEBUG
+ m_nPIXELFOGTYPE = 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_bHDRENABLED && m_bPIXELFOGTYPE;
+ Assert( bAllDynamicVarsDefined );
+#endif // _DEBUG
+ return ( 1 * m_nHDRENABLED ) + ( 2 * m_nPIXELFOGTYPE ) + 0;
+ }
+};
+#define shaderDynamicTest_sprite_ps20 psh_forgot_to_set_dynamic_HDRENABLED + psh_forgot_to_set_dynamic_PIXELFOGTYPE + 0
diff --git a/materialsystem/stdshaders/fxctmp9/sprite_ps20b.inc b/materialsystem/stdshaders/fxctmp9/sprite_ps20b.inc
new file mode 100644
index 0000000..a7f0126
--- /dev/null
+++ b/materialsystem/stdshaders/fxctmp9/sprite_ps20b.inc
@@ -0,0 +1,237 @@
+#include "shaderlib/cshader.h"
+class sprite_ps20b_Static_Index
+{
+private:
+ int m_nCONVERT_TO_SRGB;
+#ifdef _DEBUG
+ bool m_bCONVERT_TO_SRGB;
+#endif
+public:
+ void SetCONVERT_TO_SRGB( int i )
+ {
+ Assert( i >= 0 && i <= 1 );
+ m_nCONVERT_TO_SRGB = i;
+#ifdef _DEBUG
+ m_bCONVERT_TO_SRGB = true;
+#endif
+ }
+ void SetCONVERT_TO_SRGB( bool i )
+ {
+ m_nCONVERT_TO_SRGB = i ? 1 : 0;
+#ifdef _DEBUG
+ m_bCONVERT_TO_SRGB = true;
+#endif
+ }
+private:
+ int m_nVERTEXCOLOR;
+#ifdef _DEBUG
+ bool m_bVERTEXCOLOR;
+#endif
+public:
+ void SetVERTEXCOLOR( int i )
+ {
+ Assert( i >= 0 && i <= 1 );
+ m_nVERTEXCOLOR = i;
+#ifdef _DEBUG
+ m_bVERTEXCOLOR = true;
+#endif
+ }
+ void SetVERTEXCOLOR( bool i )
+ {
+ m_nVERTEXCOLOR = i ? 1 : 0;
+#ifdef _DEBUG
+ m_bVERTEXCOLOR = true;
+#endif
+ }
+private:
+ int m_nCONSTANTCOLOR;
+#ifdef _DEBUG
+ bool m_bCONSTANTCOLOR;
+#endif
+public:
+ void SetCONSTANTCOLOR( int i )
+ {
+ Assert( i >= 0 && i <= 1 );
+ m_nCONSTANTCOLOR = i;
+#ifdef _DEBUG
+ m_bCONSTANTCOLOR = true;
+#endif
+ }
+ void SetCONSTANTCOLOR( bool i )
+ {
+ m_nCONSTANTCOLOR = i ? 1 : 0;
+#ifdef _DEBUG
+ m_bCONSTANTCOLOR = true;
+#endif
+ }
+private:
+ int m_nHDRTYPE;
+#ifdef _DEBUG
+ bool m_bHDRTYPE;
+#endif
+public:
+ void SetHDRTYPE( int i )
+ {
+ Assert( i >= 0 && i <= 2 );
+ m_nHDRTYPE = i;
+#ifdef _DEBUG
+ m_bHDRTYPE = true;
+#endif
+ }
+ void SetHDRTYPE( bool i )
+ {
+ m_nHDRTYPE = i ? 1 : 0;
+#ifdef _DEBUG
+ m_bHDRTYPE = true;
+#endif
+ }
+private:
+ int m_nSRGB;
+#ifdef _DEBUG
+ bool m_bSRGB;
+#endif
+public:
+ void SetSRGB( int i )
+ {
+ Assert( i >= 0 && i <= 1 );
+ m_nSRGB = i;
+#ifdef _DEBUG
+ m_bSRGB = true;
+#endif
+ }
+ void SetSRGB( bool i )
+ {
+ m_nSRGB = i ? 1 : 0;
+#ifdef _DEBUG
+ m_bSRGB = true;
+#endif
+ }
+private:
+ int m_nSRGB_OUTPUT_ADAPTER;
+#ifdef _DEBUG
+ bool m_bSRGB_OUTPUT_ADAPTER;
+#endif
+public:
+ void SetSRGB_OUTPUT_ADAPTER( int i )
+ {
+ Assert( i >= 0 && i <= 1 );
+ m_nSRGB_OUTPUT_ADAPTER = i;
+#ifdef _DEBUG
+ m_bSRGB_OUTPUT_ADAPTER = true;
+#endif
+ }
+ void SetSRGB_OUTPUT_ADAPTER( bool i )
+ {
+ m_nSRGB_OUTPUT_ADAPTER = i ? 1 : 0;
+#ifdef _DEBUG
+ m_bSRGB_OUTPUT_ADAPTER = true;
+#endif
+ }
+public:
+ sprite_ps20b_Static_Index( )
+ {
+#ifdef _DEBUG
+ m_bCONVERT_TO_SRGB = true;
+#endif // _DEBUG
+ m_nCONVERT_TO_SRGB = g_pHardwareConfig->NeedsShaderSRGBConversion();
+#ifdef _DEBUG
+ m_bVERTEXCOLOR = false;
+#endif // _DEBUG
+ m_nVERTEXCOLOR = 0;
+#ifdef _DEBUG
+ m_bCONSTANTCOLOR = false;
+#endif // _DEBUG
+ m_nCONSTANTCOLOR = 0;
+#ifdef _DEBUG
+ m_bHDRTYPE = false;
+#endif // _DEBUG
+ m_nHDRTYPE = 0;
+#ifdef _DEBUG
+ m_bSRGB = false;
+#endif // _DEBUG
+ m_nSRGB = 0;
+#ifdef _DEBUG
+ m_bSRGB_OUTPUT_ADAPTER = false;
+#endif // _DEBUG
+ m_nSRGB_OUTPUT_ADAPTER = 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_bCONVERT_TO_SRGB && m_bVERTEXCOLOR && m_bCONSTANTCOLOR && m_bHDRTYPE && m_bSRGB && m_bSRGB_OUTPUT_ADAPTER;
+ Assert( bAllStaticVarsDefined );
+#endif // _DEBUG
+ return ( 4 * m_nCONVERT_TO_SRGB ) + ( 8 * m_nVERTEXCOLOR ) + ( 16 * m_nCONSTANTCOLOR ) + ( 32 * m_nHDRTYPE ) + ( 96 * m_nSRGB ) + ( 192 * m_nSRGB_OUTPUT_ADAPTER ) + 0;
+ }
+};
+#define shaderStaticTest_sprite_ps20b psh_forgot_to_set_static_VERTEXCOLOR + psh_forgot_to_set_static_CONSTANTCOLOR + psh_forgot_to_set_static_HDRTYPE + psh_forgot_to_set_static_SRGB + psh_forgot_to_set_static_SRGB_OUTPUT_ADAPTER + 0
+class sprite_ps20b_Dynamic_Index
+{
+private:
+ int m_nHDRENABLED;
+#ifdef _DEBUG
+ bool m_bHDRENABLED;
+#endif
+public:
+ void SetHDRENABLED( int i )
+ {
+ Assert( i >= 0 && i <= 1 );
+ m_nHDRENABLED = i;
+#ifdef _DEBUG
+ m_bHDRENABLED = true;
+#endif
+ }
+ void SetHDRENABLED( bool i )
+ {
+ m_nHDRENABLED = i ? 1 : 0;
+#ifdef _DEBUG
+ m_bHDRENABLED = 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
+ }
+public:
+ sprite_ps20b_Dynamic_Index()
+ {
+#ifdef _DEBUG
+ m_bHDRENABLED = false;
+#endif // _DEBUG
+ m_nHDRENABLED = 0;
+#ifdef _DEBUG
+ m_bPIXELFOGTYPE = false;
+#endif // _DEBUG
+ m_nPIXELFOGTYPE = 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_bHDRENABLED && m_bPIXELFOGTYPE;
+ Assert( bAllDynamicVarsDefined );
+#endif // _DEBUG
+ return ( 1 * m_nHDRENABLED ) + ( 2 * m_nPIXELFOGTYPE ) + 0;
+ }
+};
+#define shaderDynamicTest_sprite_ps20b psh_forgot_to_set_dynamic_HDRENABLED + psh_forgot_to_set_dynamic_PIXELFOGTYPE + 0
diff --git a/materialsystem/stdshaders/fxctmp9/sprite_vs20.inc b/materialsystem/stdshaders/fxctmp9/sprite_vs20.inc
new file mode 100644
index 0000000..5422743
--- /dev/null
+++ b/materialsystem/stdshaders/fxctmp9/sprite_vs20.inc
@@ -0,0 +1,112 @@
+#include "shaderlib/cshader.h"
+class sprite_vs20_Static_Index
+{
+private:
+ int m_nVERTEXCOLOR;
+#ifdef _DEBUG
+ bool m_bVERTEXCOLOR;
+#endif
+public:
+ void SetVERTEXCOLOR( int i )
+ {
+ Assert( i >= 0 && i <= 1 );
+ m_nVERTEXCOLOR = i;
+#ifdef _DEBUG
+ m_bVERTEXCOLOR = true;
+#endif
+ }
+ void SetVERTEXCOLOR( bool i )
+ {
+ m_nVERTEXCOLOR = i ? 1 : 0;
+#ifdef _DEBUG
+ m_bVERTEXCOLOR = true;
+#endif
+ }
+private:
+ int m_nSRGB;
+#ifdef _DEBUG
+ bool m_bSRGB;
+#endif
+public:
+ void SetSRGB( int i )
+ {
+ Assert( i >= 0 && i <= 1 );
+ m_nSRGB = i;
+#ifdef _DEBUG
+ m_bSRGB = true;
+#endif
+ }
+ void SetSRGB( bool i )
+ {
+ m_nSRGB = i ? 1 : 0;
+#ifdef _DEBUG
+ m_bSRGB = true;
+#endif
+ }
+public:
+ sprite_vs20_Static_Index( )
+ {
+#ifdef _DEBUG
+ m_bVERTEXCOLOR = false;
+#endif // _DEBUG
+ m_nVERTEXCOLOR = 0;
+#ifdef _DEBUG
+ m_bSRGB = false;
+#endif // _DEBUG
+ m_nSRGB = 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_bVERTEXCOLOR && m_bSRGB;
+ Assert( bAllStaticVarsDefined );
+#endif // _DEBUG
+ return ( 2 * m_nVERTEXCOLOR ) + ( 4 * m_nSRGB ) + 0;
+ }
+};
+#define shaderStaticTest_sprite_vs20 vsh_forgot_to_set_static_VERTEXCOLOR + vsh_forgot_to_set_static_SRGB + 0
+class sprite_vs20_Dynamic_Index
+{
+private:
+ int m_nDOWATERFOG;
+#ifdef _DEBUG
+ bool m_bDOWATERFOG;
+#endif
+public:
+ void SetDOWATERFOG( int i )
+ {
+ Assert( i >= 0 && i <= 1 );
+ m_nDOWATERFOG = i;
+#ifdef _DEBUG
+ m_bDOWATERFOG = true;
+#endif
+ }
+ void SetDOWATERFOG( bool i )
+ {
+ m_nDOWATERFOG = i ? 1 : 0;
+#ifdef _DEBUG
+ m_bDOWATERFOG = true;
+#endif
+ }
+public:
+ sprite_vs20_Dynamic_Index()
+ {
+#ifdef _DEBUG
+ m_bDOWATERFOG = false;
+#endif // _DEBUG
+ m_nDOWATERFOG = 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_bDOWATERFOG;
+ Assert( bAllDynamicVarsDefined );
+#endif // _DEBUG
+ return ( 1 * m_nDOWATERFOG ) + 0;
+ }
+};
+#define shaderDynamicTest_sprite_vs20 vsh_forgot_to_set_dynamic_DOWATERFOG + 0
diff --git a/materialsystem/stdshaders/fxctmp9/spritecard_ps11.inc b/materialsystem/stdshaders/fxctmp9/spritecard_ps11.inc
new file mode 100644
index 0000000..9978f06
--- /dev/null
+++ b/materialsystem/stdshaders/fxctmp9/spritecard_ps11.inc
@@ -0,0 +1,110 @@
+#include "shaderlib/cshader.h"
+class spritecard_ps11_Static_Index
+{
+private:
+ int m_nADDBASETEXTURE2;
+#ifdef _DEBUG
+ bool m_bADDBASETEXTURE2;
+#endif
+public:
+ void SetADDBASETEXTURE2( int i )
+ {
+ Assert( i >= 0 && i <= 1 );
+ m_nADDBASETEXTURE2 = i;
+#ifdef _DEBUG
+ m_bADDBASETEXTURE2 = true;
+#endif
+ }
+ void SetADDBASETEXTURE2( bool i )
+ {
+ m_nADDBASETEXTURE2 = i ? 1 : 0;
+#ifdef _DEBUG
+ m_bADDBASETEXTURE2 = true;
+#endif
+ }
+private:
+ int m_nADDSELF;
+#ifdef _DEBUG
+ bool m_bADDSELF;
+#endif
+public:
+ void SetADDSELF( int i )
+ {
+ Assert( i >= 0 && i <= 1 );
+ m_nADDSELF = i;
+#ifdef _DEBUG
+ m_bADDSELF = true;
+#endif
+ }
+ void SetADDSELF( bool i )
+ {
+ m_nADDSELF = i ? 1 : 0;
+#ifdef _DEBUG
+ m_bADDSELF = true;
+#endif
+ }
+private:
+ int m_nUSEALPHAASRGB;
+#ifdef _DEBUG
+ bool m_bUSEALPHAASRGB;
+#endif
+public:
+ void SetUSEALPHAASRGB( int i )
+ {
+ Assert( i >= 0 && i <= 1 );
+ m_nUSEALPHAASRGB = i;
+#ifdef _DEBUG
+ m_bUSEALPHAASRGB = true;
+#endif
+ }
+ void SetUSEALPHAASRGB( bool i )
+ {
+ m_nUSEALPHAASRGB = i ? 1 : 0;
+#ifdef _DEBUG
+ m_bUSEALPHAASRGB = true;
+#endif
+ }
+public:
+ spritecard_ps11_Static_Index( )
+ {
+#ifdef _DEBUG
+ m_bADDBASETEXTURE2 = false;
+#endif // _DEBUG
+ m_nADDBASETEXTURE2 = 0;
+#ifdef _DEBUG
+ m_bADDSELF = false;
+#endif // _DEBUG
+ m_nADDSELF = 0;
+#ifdef _DEBUG
+ m_bUSEALPHAASRGB = false;
+#endif // _DEBUG
+ m_nUSEALPHAASRGB = 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_bADDBASETEXTURE2 && m_bADDSELF && m_bUSEALPHAASRGB;
+ Assert( bAllStaticVarsDefined );
+#endif // _DEBUG
+ return ( 1 * m_nADDBASETEXTURE2 ) + ( 2 * m_nADDSELF ) + ( 4 * m_nUSEALPHAASRGB ) + 0;
+ }
+};
+#define shaderStaticTest_spritecard_ps11 psh_forgot_to_set_static_ADDBASETEXTURE2 + psh_forgot_to_set_static_ADDSELF + psh_forgot_to_set_static_USEALPHAASRGB + 0
+class spritecard_ps11_Dynamic_Index
+{
+public:
+ spritecard_ps11_Dynamic_Index()
+ {
+ }
+ 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
+#endif // _DEBUG
+ return 0;
+ }
+};
+#define shaderDynamicTest_spritecard_ps11 0
diff --git a/materialsystem/stdshaders/fxctmp9/spritecard_ps20.inc b/materialsystem/stdshaders/fxctmp9/spritecard_ps20.inc
new file mode 100644
index 0000000..4185974
--- /dev/null
+++ b/materialsystem/stdshaders/fxctmp9/spritecard_ps20.inc
@@ -0,0 +1,260 @@
+#include "shaderlib/cshader.h"
+class spritecard_ps20_Static_Index
+{
+private:
+ int m_nDUALSEQUENCE;
+#ifdef _DEBUG
+ bool m_bDUALSEQUENCE;
+#endif
+public:
+ void SetDUALSEQUENCE( int i )
+ {
+ Assert( i >= 0 && i <= 1 );
+ m_nDUALSEQUENCE = i;
+#ifdef _DEBUG
+ m_bDUALSEQUENCE = true;
+#endif
+ }
+ void SetDUALSEQUENCE( bool i )
+ {
+ m_nDUALSEQUENCE = i ? 1 : 0;
+#ifdef _DEBUG
+ m_bDUALSEQUENCE = true;
+#endif
+ }
+private:
+ int m_nSEQUENCE_BLEND_MODE;
+#ifdef _DEBUG
+ bool m_bSEQUENCE_BLEND_MODE;
+#endif
+public:
+ void SetSEQUENCE_BLEND_MODE( int i )
+ {
+ Assert( i >= 0 && i <= 2 );
+ m_nSEQUENCE_BLEND_MODE = i;
+#ifdef _DEBUG
+ m_bSEQUENCE_BLEND_MODE = true;
+#endif
+ }
+ void SetSEQUENCE_BLEND_MODE( bool i )
+ {
+ m_nSEQUENCE_BLEND_MODE = i ? 1 : 0;
+#ifdef _DEBUG
+ m_bSEQUENCE_BLEND_MODE = true;
+#endif
+ }
+private:
+ int m_nADDBASETEXTURE2;
+#ifdef _DEBUG
+ bool m_bADDBASETEXTURE2;
+#endif
+public:
+ void SetADDBASETEXTURE2( int i )
+ {
+ Assert( i >= 0 && i <= 1 );
+ m_nADDBASETEXTURE2 = i;
+#ifdef _DEBUG
+ m_bADDBASETEXTURE2 = true;
+#endif
+ }
+ void SetADDBASETEXTURE2( bool i )
+ {
+ m_nADDBASETEXTURE2 = i ? 1 : 0;
+#ifdef _DEBUG
+ m_bADDBASETEXTURE2 = true;
+#endif
+ }
+private:
+ int m_nMAXLUMFRAMEBLEND1;
+#ifdef _DEBUG
+ bool m_bMAXLUMFRAMEBLEND1;
+#endif
+public:
+ void SetMAXLUMFRAMEBLEND1( int i )
+ {
+ Assert( i >= 0 && i <= 1 );
+ m_nMAXLUMFRAMEBLEND1 = i;
+#ifdef _DEBUG
+ m_bMAXLUMFRAMEBLEND1 = true;
+#endif
+ }
+ void SetMAXLUMFRAMEBLEND1( bool i )
+ {
+ m_nMAXLUMFRAMEBLEND1 = i ? 1 : 0;
+#ifdef _DEBUG
+ m_bMAXLUMFRAMEBLEND1 = true;
+#endif
+ }
+private:
+ int m_nMAXLUMFRAMEBLEND2;
+#ifdef _DEBUG
+ bool m_bMAXLUMFRAMEBLEND2;
+#endif
+public:
+ void SetMAXLUMFRAMEBLEND2( int i )
+ {
+ Assert( i >= 0 && i <= 1 );
+ m_nMAXLUMFRAMEBLEND2 = i;
+#ifdef _DEBUG
+ m_bMAXLUMFRAMEBLEND2 = true;
+#endif
+ }
+ void SetMAXLUMFRAMEBLEND2( bool i )
+ {
+ m_nMAXLUMFRAMEBLEND2 = i ? 1 : 0;
+#ifdef _DEBUG
+ m_bMAXLUMFRAMEBLEND2 = true;
+#endif
+ }
+private:
+ int m_nEXTRACTGREENALPHA;
+#ifdef _DEBUG
+ bool m_bEXTRACTGREENALPHA;
+#endif
+public:
+ void SetEXTRACTGREENALPHA( int i )
+ {
+ Assert( i >= 0 && i <= 1 );
+ m_nEXTRACTGREENALPHA = i;
+#ifdef _DEBUG
+ m_bEXTRACTGREENALPHA = true;
+#endif
+ }
+ void SetEXTRACTGREENALPHA( bool i )
+ {
+ m_nEXTRACTGREENALPHA = i ? 1 : 0;
+#ifdef _DEBUG
+ m_bEXTRACTGREENALPHA = true;
+#endif
+ }
+private:
+ int m_nCOLORRAMP;
+#ifdef _DEBUG
+ bool m_bCOLORRAMP;
+#endif
+public:
+ void SetCOLORRAMP( int i )
+ {
+ Assert( i >= 0 && i <= 1 );
+ m_nCOLORRAMP = i;
+#ifdef _DEBUG
+ m_bCOLORRAMP = true;
+#endif
+ }
+ void SetCOLORRAMP( bool i )
+ {
+ m_nCOLORRAMP = i ? 1 : 0;
+#ifdef _DEBUG
+ m_bCOLORRAMP = true;
+#endif
+ }
+private:
+ int m_nANIMBLEND;
+#ifdef _DEBUG
+ bool m_bANIMBLEND;
+#endif
+public:
+ void SetANIMBLEND( int i )
+ {
+ Assert( i >= 0 && i <= 1 );
+ m_nANIMBLEND = i;
+#ifdef _DEBUG
+ m_bANIMBLEND = true;
+#endif
+ }
+ void SetANIMBLEND( bool i )
+ {
+ m_nANIMBLEND = i ? 1 : 0;
+#ifdef _DEBUG
+ m_bANIMBLEND = true;
+#endif
+ }
+private:
+ int m_nADDSELF;
+#ifdef _DEBUG
+ bool m_bADDSELF;
+#endif
+public:
+ void SetADDSELF( int i )
+ {
+ Assert( i >= 0 && i <= 1 );
+ m_nADDSELF = i;
+#ifdef _DEBUG
+ m_bADDSELF = true;
+#endif
+ }
+ void SetADDSELF( bool i )
+ {
+ m_nADDSELF = i ? 1 : 0;
+#ifdef _DEBUG
+ m_bADDSELF = true;
+#endif
+ }
+public:
+ spritecard_ps20_Static_Index( )
+ {
+#ifdef _DEBUG
+ m_bDUALSEQUENCE = false;
+#endif // _DEBUG
+ m_nDUALSEQUENCE = 0;
+#ifdef _DEBUG
+ m_bSEQUENCE_BLEND_MODE = false;
+#endif // _DEBUG
+ m_nSEQUENCE_BLEND_MODE = 0;
+#ifdef _DEBUG
+ m_bADDBASETEXTURE2 = false;
+#endif // _DEBUG
+ m_nADDBASETEXTURE2 = 0;
+#ifdef _DEBUG
+ m_bMAXLUMFRAMEBLEND1 = false;
+#endif // _DEBUG
+ m_nMAXLUMFRAMEBLEND1 = 0;
+#ifdef _DEBUG
+ m_bMAXLUMFRAMEBLEND2 = false;
+#endif // _DEBUG
+ m_nMAXLUMFRAMEBLEND2 = 0;
+#ifdef _DEBUG
+ m_bEXTRACTGREENALPHA = false;
+#endif // _DEBUG
+ m_nEXTRACTGREENALPHA = 0;
+#ifdef _DEBUG
+ m_bCOLORRAMP = false;
+#endif // _DEBUG
+ m_nCOLORRAMP = 0;
+#ifdef _DEBUG
+ m_bANIMBLEND = false;
+#endif // _DEBUG
+ m_nANIMBLEND = 0;
+#ifdef _DEBUG
+ m_bADDSELF = false;
+#endif // _DEBUG
+ m_nADDSELF = 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_bDUALSEQUENCE && m_bSEQUENCE_BLEND_MODE && m_bADDBASETEXTURE2 && m_bMAXLUMFRAMEBLEND1 && m_bMAXLUMFRAMEBLEND2 && m_bEXTRACTGREENALPHA && m_bCOLORRAMP && m_bANIMBLEND && m_bADDSELF;
+ Assert( bAllStaticVarsDefined );
+#endif // _DEBUG
+ return ( 1 * m_nDUALSEQUENCE ) + ( 2 * m_nSEQUENCE_BLEND_MODE ) + ( 6 * m_nADDBASETEXTURE2 ) + ( 12 * m_nMAXLUMFRAMEBLEND1 ) + ( 24 * m_nMAXLUMFRAMEBLEND2 ) + ( 48 * m_nEXTRACTGREENALPHA ) + ( 96 * m_nCOLORRAMP ) + ( 192 * m_nANIMBLEND ) + ( 384 * m_nADDSELF ) + 0;
+ }
+};
+#define shaderStaticTest_spritecard_ps20 psh_forgot_to_set_static_DUALSEQUENCE + psh_forgot_to_set_static_SEQUENCE_BLEND_MODE + psh_forgot_to_set_static_ADDBASETEXTURE2 + psh_forgot_to_set_static_MAXLUMFRAMEBLEND1 + psh_forgot_to_set_static_MAXLUMFRAMEBLEND2 + psh_forgot_to_set_static_EXTRACTGREENALPHA + psh_forgot_to_set_static_COLORRAMP + psh_forgot_to_set_static_ANIMBLEND + psh_forgot_to_set_static_ADDSELF + 0
+class spritecard_ps20_Dynamic_Index
+{
+public:
+ spritecard_ps20_Dynamic_Index()
+ {
+ }
+ 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
+#endif // _DEBUG
+ return 0;
+ }
+};
+#define shaderDynamicTest_spritecard_ps20 0
diff --git a/materialsystem/stdshaders/fxctmp9/spritecard_ps20b.inc b/materialsystem/stdshaders/fxctmp9/spritecard_ps20b.inc
new file mode 100644
index 0000000..6ab1460
--- /dev/null
+++ b/materialsystem/stdshaders/fxctmp9/spritecard_ps20b.inc
@@ -0,0 +1,310 @@
+#include "shaderlib/cshader.h"
+class spritecard_ps20b_Static_Index
+{
+private:
+ int m_nCONVERT_TO_SRGB;
+#ifdef _DEBUG
+ bool m_bCONVERT_TO_SRGB;
+#endif
+public:
+ void SetCONVERT_TO_SRGB( int i )
+ {
+ Assert( i >= 0 && i <= 1 );
+ m_nCONVERT_TO_SRGB = i;
+#ifdef _DEBUG
+ m_bCONVERT_TO_SRGB = true;
+#endif
+ }
+ void SetCONVERT_TO_SRGB( bool i )
+ {
+ m_nCONVERT_TO_SRGB = i ? 1 : 0;
+#ifdef _DEBUG
+ m_bCONVERT_TO_SRGB = true;
+#endif
+ }
+private:
+ int m_nDUALSEQUENCE;
+#ifdef _DEBUG
+ bool m_bDUALSEQUENCE;
+#endif
+public:
+ void SetDUALSEQUENCE( int i )
+ {
+ Assert( i >= 0 && i <= 1 );
+ m_nDUALSEQUENCE = i;
+#ifdef _DEBUG
+ m_bDUALSEQUENCE = true;
+#endif
+ }
+ void SetDUALSEQUENCE( bool i )
+ {
+ m_nDUALSEQUENCE = i ? 1 : 0;
+#ifdef _DEBUG
+ m_bDUALSEQUENCE = true;
+#endif
+ }
+private:
+ int m_nSEQUENCE_BLEND_MODE;
+#ifdef _DEBUG
+ bool m_bSEQUENCE_BLEND_MODE;
+#endif
+public:
+ void SetSEQUENCE_BLEND_MODE( int i )
+ {
+ Assert( i >= 0 && i <= 2 );
+ m_nSEQUENCE_BLEND_MODE = i;
+#ifdef _DEBUG
+ m_bSEQUENCE_BLEND_MODE = true;
+#endif
+ }
+ void SetSEQUENCE_BLEND_MODE( bool i )
+ {
+ m_nSEQUENCE_BLEND_MODE = i ? 1 : 0;
+#ifdef _DEBUG
+ m_bSEQUENCE_BLEND_MODE = true;
+#endif
+ }
+private:
+ int m_nADDBASETEXTURE2;
+#ifdef _DEBUG
+ bool m_bADDBASETEXTURE2;
+#endif
+public:
+ void SetADDBASETEXTURE2( int i )
+ {
+ Assert( i >= 0 && i <= 1 );
+ m_nADDBASETEXTURE2 = i;
+#ifdef _DEBUG
+ m_bADDBASETEXTURE2 = true;
+#endif
+ }
+ void SetADDBASETEXTURE2( bool i )
+ {
+ m_nADDBASETEXTURE2 = i ? 1 : 0;
+#ifdef _DEBUG
+ m_bADDBASETEXTURE2 = true;
+#endif
+ }
+private:
+ int m_nMAXLUMFRAMEBLEND1;
+#ifdef _DEBUG
+ bool m_bMAXLUMFRAMEBLEND1;
+#endif
+public:
+ void SetMAXLUMFRAMEBLEND1( int i )
+ {
+ Assert( i >= 0 && i <= 1 );
+ m_nMAXLUMFRAMEBLEND1 = i;
+#ifdef _DEBUG
+ m_bMAXLUMFRAMEBLEND1 = true;
+#endif
+ }
+ void SetMAXLUMFRAMEBLEND1( bool i )
+ {
+ m_nMAXLUMFRAMEBLEND1 = i ? 1 : 0;
+#ifdef _DEBUG
+ m_bMAXLUMFRAMEBLEND1 = true;
+#endif
+ }
+private:
+ int m_nMAXLUMFRAMEBLEND2;
+#ifdef _DEBUG
+ bool m_bMAXLUMFRAMEBLEND2;
+#endif
+public:
+ void SetMAXLUMFRAMEBLEND2( int i )
+ {
+ Assert( i >= 0 && i <= 1 );
+ m_nMAXLUMFRAMEBLEND2 = i;
+#ifdef _DEBUG
+ m_bMAXLUMFRAMEBLEND2 = true;
+#endif
+ }
+ void SetMAXLUMFRAMEBLEND2( bool i )
+ {
+ m_nMAXLUMFRAMEBLEND2 = i ? 1 : 0;
+#ifdef _DEBUG
+ m_bMAXLUMFRAMEBLEND2 = true;
+#endif
+ }
+private:
+ int m_nEXTRACTGREENALPHA;
+#ifdef _DEBUG
+ bool m_bEXTRACTGREENALPHA;
+#endif
+public:
+ void SetEXTRACTGREENALPHA( int i )
+ {
+ Assert( i >= 0 && i <= 1 );
+ m_nEXTRACTGREENALPHA = i;
+#ifdef _DEBUG
+ m_bEXTRACTGREENALPHA = true;
+#endif
+ }
+ void SetEXTRACTGREENALPHA( bool i )
+ {
+ m_nEXTRACTGREENALPHA = i ? 1 : 0;
+#ifdef _DEBUG
+ m_bEXTRACTGREENALPHA = true;
+#endif
+ }
+private:
+ int m_nCOLORRAMP;
+#ifdef _DEBUG
+ bool m_bCOLORRAMP;
+#endif
+public:
+ void SetCOLORRAMP( int i )
+ {
+ Assert( i >= 0 && i <= 1 );
+ m_nCOLORRAMP = i;
+#ifdef _DEBUG
+ m_bCOLORRAMP = true;
+#endif
+ }
+ void SetCOLORRAMP( bool i )
+ {
+ m_nCOLORRAMP = i ? 1 : 0;
+#ifdef _DEBUG
+ m_bCOLORRAMP = true;
+#endif
+ }
+private:
+ int m_nANIMBLEND;
+#ifdef _DEBUG
+ bool m_bANIMBLEND;
+#endif
+public:
+ void SetANIMBLEND( int i )
+ {
+ Assert( i >= 0 && i <= 1 );
+ m_nANIMBLEND = i;
+#ifdef _DEBUG
+ m_bANIMBLEND = true;
+#endif
+ }
+ void SetANIMBLEND( bool i )
+ {
+ m_nANIMBLEND = i ? 1 : 0;
+#ifdef _DEBUG
+ m_bANIMBLEND = true;
+#endif
+ }
+private:
+ int m_nADDSELF;
+#ifdef _DEBUG
+ bool m_bADDSELF;
+#endif
+public:
+ void SetADDSELF( int i )
+ {
+ Assert( i >= 0 && i <= 1 );
+ m_nADDSELF = i;
+#ifdef _DEBUG
+ m_bADDSELF = true;
+#endif
+ }
+ void SetADDSELF( bool i )
+ {
+ m_nADDSELF = i ? 1 : 0;
+#ifdef _DEBUG
+ m_bADDSELF = true;
+#endif
+ }
+private:
+ int m_nDEPTHBLEND;
+#ifdef _DEBUG
+ bool m_bDEPTHBLEND;
+#endif
+public:
+ void SetDEPTHBLEND( int i )
+ {
+ Assert( i >= 0 && i <= 1 );
+ m_nDEPTHBLEND = i;
+#ifdef _DEBUG
+ m_bDEPTHBLEND = true;
+#endif
+ }
+ void SetDEPTHBLEND( bool i )
+ {
+ m_nDEPTHBLEND = i ? 1 : 0;
+#ifdef _DEBUG
+ m_bDEPTHBLEND = true;
+#endif
+ }
+public:
+ spritecard_ps20b_Static_Index( )
+ {
+#ifdef _DEBUG
+ m_bCONVERT_TO_SRGB = true;
+#endif // _DEBUG
+ m_nCONVERT_TO_SRGB = g_pHardwareConfig->NeedsShaderSRGBConversion();
+#ifdef _DEBUG
+ m_bDUALSEQUENCE = false;
+#endif // _DEBUG
+ m_nDUALSEQUENCE = 0;
+#ifdef _DEBUG
+ m_bSEQUENCE_BLEND_MODE = false;
+#endif // _DEBUG
+ m_nSEQUENCE_BLEND_MODE = 0;
+#ifdef _DEBUG
+ m_bADDBASETEXTURE2 = false;
+#endif // _DEBUG
+ m_nADDBASETEXTURE2 = 0;
+#ifdef _DEBUG
+ m_bMAXLUMFRAMEBLEND1 = false;
+#endif // _DEBUG
+ m_nMAXLUMFRAMEBLEND1 = 0;
+#ifdef _DEBUG
+ m_bMAXLUMFRAMEBLEND2 = false;
+#endif // _DEBUG
+ m_nMAXLUMFRAMEBLEND2 = 0;
+#ifdef _DEBUG
+ m_bEXTRACTGREENALPHA = false;
+#endif // _DEBUG
+ m_nEXTRACTGREENALPHA = 0;
+#ifdef _DEBUG
+ m_bCOLORRAMP = false;
+#endif // _DEBUG
+ m_nCOLORRAMP = 0;
+#ifdef _DEBUG
+ m_bANIMBLEND = false;
+#endif // _DEBUG
+ m_nANIMBLEND = 0;
+#ifdef _DEBUG
+ m_bADDSELF = false;
+#endif // _DEBUG
+ m_nADDSELF = 0;
+#ifdef _DEBUG
+ m_bDEPTHBLEND = false;
+#endif // _DEBUG
+ m_nDEPTHBLEND = 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_bCONVERT_TO_SRGB && m_bDUALSEQUENCE && m_bSEQUENCE_BLEND_MODE && m_bADDBASETEXTURE2 && m_bMAXLUMFRAMEBLEND1 && m_bMAXLUMFRAMEBLEND2 && m_bEXTRACTGREENALPHA && m_bCOLORRAMP && m_bANIMBLEND && m_bADDSELF && m_bDEPTHBLEND;
+ Assert( bAllStaticVarsDefined );
+#endif // _DEBUG
+ return ( 1 * m_nCONVERT_TO_SRGB ) + ( 2 * m_nDUALSEQUENCE ) + ( 4 * m_nSEQUENCE_BLEND_MODE ) + ( 12 * m_nADDBASETEXTURE2 ) + ( 24 * m_nMAXLUMFRAMEBLEND1 ) + ( 48 * m_nMAXLUMFRAMEBLEND2 ) + ( 96 * m_nEXTRACTGREENALPHA ) + ( 192 * m_nCOLORRAMP ) + ( 384 * m_nANIMBLEND ) + ( 768 * m_nADDSELF ) + ( 1536 * m_nDEPTHBLEND ) + 0;
+ }
+};
+#define shaderStaticTest_spritecard_ps20b psh_forgot_to_set_static_DUALSEQUENCE + psh_forgot_to_set_static_SEQUENCE_BLEND_MODE + psh_forgot_to_set_static_ADDBASETEXTURE2 + psh_forgot_to_set_static_MAXLUMFRAMEBLEND1 + psh_forgot_to_set_static_MAXLUMFRAMEBLEND2 + psh_forgot_to_set_static_EXTRACTGREENALPHA + psh_forgot_to_set_static_COLORRAMP + psh_forgot_to_set_static_ANIMBLEND + psh_forgot_to_set_static_ADDSELF + psh_forgot_to_set_static_DEPTHBLEND + 0
+class spritecard_ps20b_Dynamic_Index
+{
+public:
+ spritecard_ps20b_Dynamic_Index()
+ {
+ }
+ 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
+#endif // _DEBUG
+ return 0;
+ }
+};
+#define shaderDynamicTest_spritecard_ps20b 0
diff --git a/materialsystem/stdshaders/fxctmp9/spritecard_vs11.inc b/materialsystem/stdshaders/fxctmp9/spritecard_vs11.inc
new file mode 100644
index 0000000..7b6a9ef
--- /dev/null
+++ b/materialsystem/stdshaders/fxctmp9/spritecard_vs11.inc
@@ -0,0 +1,137 @@
+#include "shaderlib/cshader.h"
+class spritecard_vs11_Static_Index
+{
+private:
+ int m_nZOOM_ANIMATE_SEQ2;
+#ifdef _DEBUG
+ bool m_bZOOM_ANIMATE_SEQ2;
+#endif
+public:
+ void SetZOOM_ANIMATE_SEQ2( int i )
+ {
+ Assert( i >= 0 && i <= 0 );
+ m_nZOOM_ANIMATE_SEQ2 = i;
+#ifdef _DEBUG
+ m_bZOOM_ANIMATE_SEQ2 = true;
+#endif
+ }
+ void SetZOOM_ANIMATE_SEQ2( bool i )
+ {
+ m_nZOOM_ANIMATE_SEQ2 = i ? 1 : 0;
+#ifdef _DEBUG
+ m_bZOOM_ANIMATE_SEQ2 = true;
+#endif
+ }
+private:
+ int m_nDUALSEQUENCE;
+#ifdef _DEBUG
+ bool m_bDUALSEQUENCE;
+#endif
+public:
+ void SetDUALSEQUENCE( int i )
+ {
+ Assert( i >= 0 && i <= 0 );
+ m_nDUALSEQUENCE = i;
+#ifdef _DEBUG
+ m_bDUALSEQUENCE = true;
+#endif
+ }
+ void SetDUALSEQUENCE( bool i )
+ {
+ m_nDUALSEQUENCE = i ? 1 : 0;
+#ifdef _DEBUG
+ m_bDUALSEQUENCE = true;
+#endif
+ }
+private:
+ int m_nEXTRACTGREENALPHA;
+#ifdef _DEBUG
+ bool m_bEXTRACTGREENALPHA;
+#endif
+public:
+ void SetEXTRACTGREENALPHA( int i )
+ {
+ Assert( i >= 0 && i <= 0 );
+ m_nEXTRACTGREENALPHA = i;
+#ifdef _DEBUG
+ m_bEXTRACTGREENALPHA = true;
+#endif
+ }
+ void SetEXTRACTGREENALPHA( bool i )
+ {
+ m_nEXTRACTGREENALPHA = i ? 1 : 0;
+#ifdef _DEBUG
+ m_bEXTRACTGREENALPHA = true;
+#endif
+ }
+public:
+ spritecard_vs11_Static_Index( )
+ {
+#ifdef _DEBUG
+ m_bZOOM_ANIMATE_SEQ2 = false;
+#endif // _DEBUG
+ m_nZOOM_ANIMATE_SEQ2 = 0;
+#ifdef _DEBUG
+ m_bDUALSEQUENCE = false;
+#endif // _DEBUG
+ m_nDUALSEQUENCE = 0;
+#ifdef _DEBUG
+ m_bEXTRACTGREENALPHA = false;
+#endif // _DEBUG
+ m_nEXTRACTGREENALPHA = 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_bZOOM_ANIMATE_SEQ2 && m_bDUALSEQUENCE && m_bEXTRACTGREENALPHA;
+ Assert( bAllStaticVarsDefined );
+#endif // _DEBUG
+ return ( 3 * m_nZOOM_ANIMATE_SEQ2 ) + ( 3 * m_nDUALSEQUENCE ) + ( 3 * m_nEXTRACTGREENALPHA ) + 0;
+ }
+};
+#define shaderStaticTest_spritecard_vs11 vsh_forgot_to_set_static_ZOOM_ANIMATE_SEQ2 + vsh_forgot_to_set_static_DUALSEQUENCE + vsh_forgot_to_set_static_EXTRACTGREENALPHA + 0
+class spritecard_vs11_Dynamic_Index
+{
+private:
+ int m_nORIENTATION;
+#ifdef _DEBUG
+ bool m_bORIENTATION;
+#endif
+public:
+ void SetORIENTATION( int i )
+ {
+ Assert( i >= 0 && i <= 2 );
+ m_nORIENTATION = i;
+#ifdef _DEBUG
+ m_bORIENTATION = true;
+#endif
+ }
+ void SetORIENTATION( bool i )
+ {
+ m_nORIENTATION = i ? 1 : 0;
+#ifdef _DEBUG
+ m_bORIENTATION = true;
+#endif
+ }
+public:
+ spritecard_vs11_Dynamic_Index()
+ {
+#ifdef _DEBUG
+ m_bORIENTATION = false;
+#endif // _DEBUG
+ m_nORIENTATION = 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_bORIENTATION;
+ Assert( bAllDynamicVarsDefined );
+#endif // _DEBUG
+ return ( 1 * m_nORIENTATION ) + 0;
+ }
+};
+#define shaderDynamicTest_spritecard_vs11 vsh_forgot_to_set_dynamic_ORIENTATION + 0
diff --git a/materialsystem/stdshaders/fxctmp9/spritecard_vs20.inc b/materialsystem/stdshaders/fxctmp9/spritecard_vs20.inc
new file mode 100644
index 0000000..f573fb9
--- /dev/null
+++ b/materialsystem/stdshaders/fxctmp9/spritecard_vs20.inc
@@ -0,0 +1,162 @@
+#include "shaderlib/cshader.h"
+class spritecard_vs20_Static_Index
+{
+private:
+ int m_nZOOM_ANIMATE_SEQ2;
+#ifdef _DEBUG
+ bool m_bZOOM_ANIMATE_SEQ2;
+#endif
+public:
+ void SetZOOM_ANIMATE_SEQ2( int i )
+ {
+ Assert( i >= 0 && i <= 1 );
+ m_nZOOM_ANIMATE_SEQ2 = i;
+#ifdef _DEBUG
+ m_bZOOM_ANIMATE_SEQ2 = true;
+#endif
+ }
+ void SetZOOM_ANIMATE_SEQ2( bool i )
+ {
+ m_nZOOM_ANIMATE_SEQ2 = i ? 1 : 0;
+#ifdef _DEBUG
+ m_bZOOM_ANIMATE_SEQ2 = true;
+#endif
+ }
+private:
+ int m_nDUALSEQUENCE;
+#ifdef _DEBUG
+ bool m_bDUALSEQUENCE;
+#endif
+public:
+ void SetDUALSEQUENCE( int i )
+ {
+ Assert( i >= 0 && i <= 1 );
+ m_nDUALSEQUENCE = i;
+#ifdef _DEBUG
+ m_bDUALSEQUENCE = true;
+#endif
+ }
+ void SetDUALSEQUENCE( bool i )
+ {
+ m_nDUALSEQUENCE = i ? 1 : 0;
+#ifdef _DEBUG
+ m_bDUALSEQUENCE = true;
+#endif
+ }
+private:
+ int m_nEXTRACTGREENALPHA;
+#ifdef _DEBUG
+ bool m_bEXTRACTGREENALPHA;
+#endif
+public:
+ void SetEXTRACTGREENALPHA( int i )
+ {
+ Assert( i >= 0 && i <= 1 );
+ m_nEXTRACTGREENALPHA = i;
+#ifdef _DEBUG
+ m_bEXTRACTGREENALPHA = true;
+#endif
+ }
+ void SetEXTRACTGREENALPHA( bool i )
+ {
+ m_nEXTRACTGREENALPHA = i ? 1 : 0;
+#ifdef _DEBUG
+ m_bEXTRACTGREENALPHA = true;
+#endif
+ }
+private:
+ int m_nUSE_INSTANCING;
+#ifdef _DEBUG
+ bool m_bUSE_INSTANCING;
+#endif
+public:
+ void SetUSE_INSTANCING( int i )
+ {
+ Assert( i >= 0 && i <= 1 );
+ m_nUSE_INSTANCING = i;
+#ifdef _DEBUG
+ m_bUSE_INSTANCING = true;
+#endif
+ }
+ void SetUSE_INSTANCING( bool i )
+ {
+ m_nUSE_INSTANCING = i ? 1 : 0;
+#ifdef _DEBUG
+ m_bUSE_INSTANCING = true;
+#endif
+ }
+public:
+ spritecard_vs20_Static_Index( )
+ {
+#ifdef _DEBUG
+ m_bZOOM_ANIMATE_SEQ2 = false;
+#endif // _DEBUG
+ m_nZOOM_ANIMATE_SEQ2 = 0;
+#ifdef _DEBUG
+ m_bDUALSEQUENCE = false;
+#endif // _DEBUG
+ m_nDUALSEQUENCE = 0;
+#ifdef _DEBUG
+ m_bEXTRACTGREENALPHA = false;
+#endif // _DEBUG
+ m_nEXTRACTGREENALPHA = 0;
+#ifdef _DEBUG
+ m_bUSE_INSTANCING = false;
+#endif // _DEBUG
+ m_nUSE_INSTANCING = 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_bZOOM_ANIMATE_SEQ2 && m_bDUALSEQUENCE && m_bEXTRACTGREENALPHA && m_bUSE_INSTANCING;
+ Assert( bAllStaticVarsDefined );
+#endif // _DEBUG
+ return ( 3 * m_nZOOM_ANIMATE_SEQ2 ) + ( 6 * m_nDUALSEQUENCE ) + ( 12 * m_nEXTRACTGREENALPHA ) + ( 24 * m_nUSE_INSTANCING ) + 0;
+ }
+};
+#define shaderStaticTest_spritecard_vs20 vsh_forgot_to_set_static_ZOOM_ANIMATE_SEQ2 + vsh_forgot_to_set_static_DUALSEQUENCE + vsh_forgot_to_set_static_EXTRACTGREENALPHA + vsh_forgot_to_set_static_USE_INSTANCING + 0
+class spritecard_vs20_Dynamic_Index
+{
+private:
+ int m_nORIENTATION;
+#ifdef _DEBUG
+ bool m_bORIENTATION;
+#endif
+public:
+ void SetORIENTATION( int i )
+ {
+ Assert( i >= 0 && i <= 2 );
+ m_nORIENTATION = i;
+#ifdef _DEBUG
+ m_bORIENTATION = true;
+#endif
+ }
+ void SetORIENTATION( bool i )
+ {
+ m_nORIENTATION = i ? 1 : 0;
+#ifdef _DEBUG
+ m_bORIENTATION = true;
+#endif
+ }
+public:
+ spritecard_vs20_Dynamic_Index()
+ {
+#ifdef _DEBUG
+ m_bORIENTATION = false;
+#endif // _DEBUG
+ m_nORIENTATION = 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_bORIENTATION;
+ Assert( bAllDynamicVarsDefined );
+#endif // _DEBUG
+ return ( 1 * m_nORIENTATION ) + 0;
+ }
+};
+#define shaderDynamicTest_spritecard_vs20 vsh_forgot_to_set_dynamic_ORIENTATION + 0
diff --git a/materialsystem/stdshaders/fxctmp9/teeth_bump_ps20.inc b/materialsystem/stdshaders/fxctmp9/teeth_bump_ps20.inc
new file mode 100644
index 0000000..6ae3f70
--- /dev/null
+++ b/materialsystem/stdshaders/fxctmp9/teeth_bump_ps20.inc
@@ -0,0 +1,110 @@
+#include "shaderlib/cshader.h"
+class teeth_bump_ps20_Static_Index
+{
+public:
+ teeth_bump_ps20_Static_Index( )
+ {
+ }
+ 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
+#endif // _DEBUG
+ return 0;
+ }
+};
+#define shaderStaticTest_teeth_bump_ps20 0
+class teeth_bump_ps20_Dynamic_Index
+{
+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_nNUM_LIGHTS;
+#ifdef _DEBUG
+ bool m_bNUM_LIGHTS;
+#endif
+public:
+ void SetNUM_LIGHTS( int i )
+ {
+ Assert( i >= 0 && i <= 2 );
+ m_nNUM_LIGHTS = i;
+#ifdef _DEBUG
+ m_bNUM_LIGHTS = true;
+#endif
+ }
+ void SetNUM_LIGHTS( bool i )
+ {
+ m_nNUM_LIGHTS = i ? 1 : 0;
+#ifdef _DEBUG
+ m_bNUM_LIGHTS = true;
+#endif
+ }
+private:
+ int m_nAMBIENT_LIGHT;
+#ifdef _DEBUG
+ bool m_bAMBIENT_LIGHT;
+#endif
+public:
+ void SetAMBIENT_LIGHT( int i )
+ {
+ Assert( i >= 0 && i <= 1 );
+ m_nAMBIENT_LIGHT = i;
+#ifdef _DEBUG
+ m_bAMBIENT_LIGHT = true;
+#endif
+ }
+ void SetAMBIENT_LIGHT( bool i )
+ {
+ m_nAMBIENT_LIGHT = i ? 1 : 0;
+#ifdef _DEBUG
+ m_bAMBIENT_LIGHT = true;
+#endif
+ }
+public:
+ teeth_bump_ps20_Dynamic_Index()
+ {
+#ifdef _DEBUG
+ m_bPIXELFOGTYPE = false;
+#endif // _DEBUG
+ m_nPIXELFOGTYPE = 0;
+#ifdef _DEBUG
+ m_bNUM_LIGHTS = false;
+#endif // _DEBUG
+ m_nNUM_LIGHTS = 0;
+#ifdef _DEBUG
+ m_bAMBIENT_LIGHT = false;
+#endif // _DEBUG
+ m_nAMBIENT_LIGHT = 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_bPIXELFOGTYPE && m_bNUM_LIGHTS && m_bAMBIENT_LIGHT;
+ Assert( bAllDynamicVarsDefined );
+#endif // _DEBUG
+ return ( 1 * m_nPIXELFOGTYPE ) + ( 2 * m_nNUM_LIGHTS ) + ( 6 * m_nAMBIENT_LIGHT ) + 0;
+ }
+};
+#define shaderDynamicTest_teeth_bump_ps20 psh_forgot_to_set_dynamic_PIXELFOGTYPE + psh_forgot_to_set_dynamic_NUM_LIGHTS + psh_forgot_to_set_dynamic_AMBIENT_LIGHT + 0
diff --git a/materialsystem/stdshaders/fxctmp9/teeth_bump_ps20b.inc b/materialsystem/stdshaders/fxctmp9/teeth_bump_ps20b.inc
new file mode 100644
index 0000000..428abd5
--- /dev/null
+++ b/materialsystem/stdshaders/fxctmp9/teeth_bump_ps20b.inc
@@ -0,0 +1,162 @@
+#include "shaderlib/cshader.h"
+class teeth_bump_ps20b_Static_Index
+{
+private:
+ int m_nCONVERT_TO_SRGB;
+#ifdef _DEBUG
+ bool m_bCONVERT_TO_SRGB;
+#endif
+public:
+ void SetCONVERT_TO_SRGB( int i )
+ {
+ Assert( i >= 0 && i <= 1 );
+ m_nCONVERT_TO_SRGB = i;
+#ifdef _DEBUG
+ m_bCONVERT_TO_SRGB = true;
+#endif
+ }
+ void SetCONVERT_TO_SRGB( bool i )
+ {
+ m_nCONVERT_TO_SRGB = i ? 1 : 0;
+#ifdef _DEBUG
+ m_bCONVERT_TO_SRGB = true;
+#endif
+ }
+public:
+ teeth_bump_ps20b_Static_Index( )
+ {
+#ifdef _DEBUG
+ m_bCONVERT_TO_SRGB = true;
+#endif // _DEBUG
+ m_nCONVERT_TO_SRGB = g_pHardwareConfig->NeedsShaderSRGBConversion();
+ }
+ 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_bCONVERT_TO_SRGB;
+ Assert( bAllStaticVarsDefined );
+#endif // _DEBUG
+ return ( 40 * m_nCONVERT_TO_SRGB ) + 0;
+ }
+};
+#define shaderStaticTest_teeth_bump_ps20b 0
+class teeth_bump_ps20b_Dynamic_Index
+{
+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_nNUM_LIGHTS;
+#ifdef _DEBUG
+ bool m_bNUM_LIGHTS;
+#endif
+public:
+ void SetNUM_LIGHTS( int i )
+ {
+ Assert( i >= 0 && i <= 4 );
+ m_nNUM_LIGHTS = i;
+#ifdef _DEBUG
+ m_bNUM_LIGHTS = true;
+#endif
+ }
+ void SetNUM_LIGHTS( bool i )
+ {
+ m_nNUM_LIGHTS = i ? 1 : 0;
+#ifdef _DEBUG
+ m_bNUM_LIGHTS = true;
+#endif
+ }
+private:
+ int m_nAMBIENT_LIGHT;
+#ifdef _DEBUG
+ bool m_bAMBIENT_LIGHT;
+#endif
+public:
+ void SetAMBIENT_LIGHT( int i )
+ {
+ Assert( i >= 0 && i <= 1 );
+ m_nAMBIENT_LIGHT = i;
+#ifdef _DEBUG
+ m_bAMBIENT_LIGHT = true;
+#endif
+ }
+ void SetAMBIENT_LIGHT( bool i )
+ {
+ m_nAMBIENT_LIGHT = i ? 1 : 0;
+#ifdef _DEBUG
+ m_bAMBIENT_LIGHT = 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 <= 1 );
+ 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:
+ teeth_bump_ps20b_Dynamic_Index()
+ {
+#ifdef _DEBUG
+ m_bPIXELFOGTYPE = false;
+#endif // _DEBUG
+ m_nPIXELFOGTYPE = 0;
+#ifdef _DEBUG
+ m_bNUM_LIGHTS = false;
+#endif // _DEBUG
+ m_nNUM_LIGHTS = 0;
+#ifdef _DEBUG
+ m_bAMBIENT_LIGHT = false;
+#endif // _DEBUG
+ m_nAMBIENT_LIGHT = 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_bPIXELFOGTYPE && m_bNUM_LIGHTS && m_bAMBIENT_LIGHT && m_bWRITE_DEPTH_TO_DESTALPHA;
+ Assert( bAllDynamicVarsDefined );
+#endif // _DEBUG
+ return ( 1 * m_nPIXELFOGTYPE ) + ( 2 * m_nNUM_LIGHTS ) + ( 10 * m_nAMBIENT_LIGHT ) + ( 20 * m_nWRITE_DEPTH_TO_DESTALPHA ) + 0;
+ }
+};
+#define shaderDynamicTest_teeth_bump_ps20b psh_forgot_to_set_dynamic_PIXELFOGTYPE + psh_forgot_to_set_dynamic_NUM_LIGHTS + psh_forgot_to_set_dynamic_AMBIENT_LIGHT + psh_forgot_to_set_dynamic_WRITE_DEPTH_TO_DESTALPHA + 0
diff --git a/materialsystem/stdshaders/fxctmp9/teeth_bump_ps30.inc b/materialsystem/stdshaders/fxctmp9/teeth_bump_ps30.inc
new file mode 100644
index 0000000..2de32ee
--- /dev/null
+++ b/materialsystem/stdshaders/fxctmp9/teeth_bump_ps30.inc
@@ -0,0 +1,162 @@
+#include "shaderlib/cshader.h"
+class teeth_bump_ps30_Static_Index
+{
+private:
+ int m_nCONVERT_TO_SRGB;
+#ifdef _DEBUG
+ bool m_bCONVERT_TO_SRGB;
+#endif
+public:
+ void SetCONVERT_TO_SRGB( int i )
+ {
+ Assert( i >= 0 && i <= 1 );
+ m_nCONVERT_TO_SRGB = i;
+#ifdef _DEBUG
+ m_bCONVERT_TO_SRGB = true;
+#endif
+ }
+ void SetCONVERT_TO_SRGB( bool i )
+ {
+ m_nCONVERT_TO_SRGB = i ? 1 : 0;
+#ifdef _DEBUG
+ m_bCONVERT_TO_SRGB = true;
+#endif
+ }
+public:
+ teeth_bump_ps30_Static_Index( )
+ {
+#ifdef _DEBUG
+ m_bCONVERT_TO_SRGB = true;
+#endif // _DEBUG
+ m_nCONVERT_TO_SRGB = g_pHardwareConfig->NeedsShaderSRGBConversion();
+ }
+ 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_bCONVERT_TO_SRGB;
+ Assert( bAllStaticVarsDefined );
+#endif // _DEBUG
+ return ( 40 * m_nCONVERT_TO_SRGB ) + 0;
+ }
+};
+#define shaderStaticTest_teeth_bump_ps30 0
+class teeth_bump_ps30_Dynamic_Index
+{
+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_nNUM_LIGHTS;
+#ifdef _DEBUG
+ bool m_bNUM_LIGHTS;
+#endif
+public:
+ void SetNUM_LIGHTS( int i )
+ {
+ Assert( i >= 0 && i <= 4 );
+ m_nNUM_LIGHTS = i;
+#ifdef _DEBUG
+ m_bNUM_LIGHTS = true;
+#endif
+ }
+ void SetNUM_LIGHTS( bool i )
+ {
+ m_nNUM_LIGHTS = i ? 1 : 0;
+#ifdef _DEBUG
+ m_bNUM_LIGHTS = true;
+#endif
+ }
+private:
+ int m_nAMBIENT_LIGHT;
+#ifdef _DEBUG
+ bool m_bAMBIENT_LIGHT;
+#endif
+public:
+ void SetAMBIENT_LIGHT( int i )
+ {
+ Assert( i >= 0 && i <= 1 );
+ m_nAMBIENT_LIGHT = i;
+#ifdef _DEBUG
+ m_bAMBIENT_LIGHT = true;
+#endif
+ }
+ void SetAMBIENT_LIGHT( bool i )
+ {
+ m_nAMBIENT_LIGHT = i ? 1 : 0;
+#ifdef _DEBUG
+ m_bAMBIENT_LIGHT = 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 <= 1 );
+ 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:
+ teeth_bump_ps30_Dynamic_Index()
+ {
+#ifdef _DEBUG
+ m_bPIXELFOGTYPE = false;
+#endif // _DEBUG
+ m_nPIXELFOGTYPE = 0;
+#ifdef _DEBUG
+ m_bNUM_LIGHTS = false;
+#endif // _DEBUG
+ m_nNUM_LIGHTS = 0;
+#ifdef _DEBUG
+ m_bAMBIENT_LIGHT = false;
+#endif // _DEBUG
+ m_nAMBIENT_LIGHT = 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_bPIXELFOGTYPE && m_bNUM_LIGHTS && m_bAMBIENT_LIGHT && m_bWRITE_DEPTH_TO_DESTALPHA;
+ Assert( bAllDynamicVarsDefined );
+#endif // _DEBUG
+ return ( 1 * m_nPIXELFOGTYPE ) + ( 2 * m_nNUM_LIGHTS ) + ( 10 * m_nAMBIENT_LIGHT ) + ( 20 * m_nWRITE_DEPTH_TO_DESTALPHA ) + 0;
+ }
+};
+#define shaderDynamicTest_teeth_bump_ps30 psh_forgot_to_set_dynamic_PIXELFOGTYPE + psh_forgot_to_set_dynamic_NUM_LIGHTS + psh_forgot_to_set_dynamic_AMBIENT_LIGHT + psh_forgot_to_set_dynamic_WRITE_DEPTH_TO_DESTALPHA + 0
diff --git a/materialsystem/stdshaders/fxctmp9/teeth_bump_vs20.inc b/materialsystem/stdshaders/fxctmp9/teeth_bump_vs20.inc
new file mode 100644
index 0000000..1f02a02
--- /dev/null
+++ b/materialsystem/stdshaders/fxctmp9/teeth_bump_vs20.inc
@@ -0,0 +1,212 @@
+#include "shaderlib/cshader.h"
+class teeth_bump_vs20_Static_Index
+{
+private:
+ int m_nINTRO;
+#ifdef _DEBUG
+ bool m_bINTRO;
+#endif
+public:
+ void SetINTRO( int i )
+ {
+ Assert( i >= 0 && i <= 1 );
+ m_nINTRO = i;
+#ifdef _DEBUG
+ m_bINTRO = true;
+#endif
+ }
+ void SetINTRO( bool i )
+ {
+ m_nINTRO = i ? 1 : 0;
+#ifdef _DEBUG
+ m_bINTRO = true;
+#endif
+ }
+private:
+ int m_nUSE_STATIC_CONTROL_FLOW;
+#ifdef _DEBUG
+ bool m_bUSE_STATIC_CONTROL_FLOW;
+#endif
+public:
+ void SetUSE_STATIC_CONTROL_FLOW( int i )
+ {
+ Assert( i >= 0 && i <= 1 );
+ m_nUSE_STATIC_CONTROL_FLOW = i;
+#ifdef _DEBUG
+ m_bUSE_STATIC_CONTROL_FLOW = true;
+#endif
+ }
+ void SetUSE_STATIC_CONTROL_FLOW( bool i )
+ {
+ m_nUSE_STATIC_CONTROL_FLOW = i ? 1 : 0;
+#ifdef _DEBUG
+ m_bUSE_STATIC_CONTROL_FLOW = true;
+#endif
+ }
+public:
+ teeth_bump_vs20_Static_Index( )
+ {
+#ifdef _DEBUG
+ m_bINTRO = false;
+#endif // _DEBUG
+ m_nINTRO = 0;
+#ifdef _DEBUG
+ m_bUSE_STATIC_CONTROL_FLOW = false;
+#endif // _DEBUG
+ m_nUSE_STATIC_CONTROL_FLOW = 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_bINTRO && m_bUSE_STATIC_CONTROL_FLOW;
+ Assert( bAllStaticVarsDefined );
+#endif // _DEBUG
+ return ( 48 * m_nINTRO ) + ( 96 * m_nUSE_STATIC_CONTROL_FLOW ) + 0;
+ }
+};
+#define shaderStaticTest_teeth_bump_vs20 vsh_forgot_to_set_static_INTRO + vsh_forgot_to_set_static_USE_STATIC_CONTROL_FLOW + 0
+class teeth_bump_vs20_Dynamic_Index
+{
+private:
+ int m_nCOMPRESSED_VERTS;
+#ifdef _DEBUG
+ bool m_bCOMPRESSED_VERTS;
+#endif
+public:
+ void SetCOMPRESSED_VERTS( int i )
+ {
+ Assert( i >= 0 && i <= 1 );
+ m_nCOMPRESSED_VERTS = i;
+#ifdef _DEBUG
+ m_bCOMPRESSED_VERTS = true;
+#endif
+ }
+ void SetCOMPRESSED_VERTS( bool i )
+ {
+ m_nCOMPRESSED_VERTS = i ? 1 : 0;
+#ifdef _DEBUG
+ m_bCOMPRESSED_VERTS = true;
+#endif
+ }
+private:
+ int m_nDOWATERFOG;
+#ifdef _DEBUG
+ bool m_bDOWATERFOG;
+#endif
+public:
+ void SetDOWATERFOG( int i )
+ {
+ Assert( i >= 0 && i <= 1 );
+ m_nDOWATERFOG = i;
+#ifdef _DEBUG
+ m_bDOWATERFOG = true;
+#endif
+ }
+ void SetDOWATERFOG( bool i )
+ {
+ m_nDOWATERFOG = i ? 1 : 0;
+#ifdef _DEBUG
+ m_bDOWATERFOG = true;
+#endif
+ }
+private:
+ int m_nSKINNING;
+#ifdef _DEBUG
+ bool m_bSKINNING;
+#endif
+public:
+ void SetSKINNING( int i )
+ {
+ Assert( i >= 0 && i <= 1 );
+ m_nSKINNING = i;
+#ifdef _DEBUG
+ m_bSKINNING = true;
+#endif
+ }
+ void SetSKINNING( bool i )
+ {
+ m_nSKINNING = i ? 1 : 0;
+#ifdef _DEBUG
+ m_bSKINNING = true;
+#endif
+ }
+private:
+ int m_nSTATIC_LIGHT;
+#ifdef _DEBUG
+ bool m_bSTATIC_LIGHT;
+#endif
+public:
+ void SetSTATIC_LIGHT( int i )
+ {
+ Assert( i >= 0 && i <= 1 );
+ m_nSTATIC_LIGHT = i;
+#ifdef _DEBUG
+ m_bSTATIC_LIGHT = true;
+#endif
+ }
+ void SetSTATIC_LIGHT( bool i )
+ {
+ m_nSTATIC_LIGHT = i ? 1 : 0;
+#ifdef _DEBUG
+ m_bSTATIC_LIGHT = true;
+#endif
+ }
+private:
+ int m_nNUM_LIGHTS;
+#ifdef _DEBUG
+ bool m_bNUM_LIGHTS;
+#endif
+public:
+ void SetNUM_LIGHTS( int i )
+ {
+ Assert( i >= 0 && i <= 2 );
+ m_nNUM_LIGHTS = i;
+#ifdef _DEBUG
+ m_bNUM_LIGHTS = true;
+#endif
+ }
+ void SetNUM_LIGHTS( bool i )
+ {
+ m_nNUM_LIGHTS = i ? 1 : 0;
+#ifdef _DEBUG
+ m_bNUM_LIGHTS = true;
+#endif
+ }
+public:
+ teeth_bump_vs20_Dynamic_Index()
+ {
+#ifdef _DEBUG
+ m_bCOMPRESSED_VERTS = false;
+#endif // _DEBUG
+ m_nCOMPRESSED_VERTS = 0;
+#ifdef _DEBUG
+ m_bDOWATERFOG = false;
+#endif // _DEBUG
+ m_nDOWATERFOG = 0;
+#ifdef _DEBUG
+ m_bSKINNING = false;
+#endif // _DEBUG
+ m_nSKINNING = 0;
+#ifdef _DEBUG
+ m_bSTATIC_LIGHT = false;
+#endif // _DEBUG
+ m_nSTATIC_LIGHT = 0;
+#ifdef _DEBUG
+ m_bNUM_LIGHTS = false;
+#endif // _DEBUG
+ m_nNUM_LIGHTS = 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_bCOMPRESSED_VERTS && m_bDOWATERFOG && m_bSKINNING && m_bSTATIC_LIGHT && m_bNUM_LIGHTS;
+ Assert( bAllDynamicVarsDefined );
+#endif // _DEBUG
+ return ( 1 * m_nCOMPRESSED_VERTS ) + ( 2 * m_nDOWATERFOG ) + ( 4 * m_nSKINNING ) + ( 8 * m_nSTATIC_LIGHT ) + ( 16 * m_nNUM_LIGHTS ) + 0;
+ }
+};
+#define shaderDynamicTest_teeth_bump_vs20 vsh_forgot_to_set_dynamic_COMPRESSED_VERTS + vsh_forgot_to_set_dynamic_DOWATERFOG + vsh_forgot_to_set_dynamic_SKINNING + vsh_forgot_to_set_dynamic_STATIC_LIGHT + vsh_forgot_to_set_dynamic_NUM_LIGHTS + 0
diff --git a/materialsystem/stdshaders/fxctmp9/teeth_bump_vs30.inc b/materialsystem/stdshaders/fxctmp9/teeth_bump_vs30.inc
new file mode 100644
index 0000000..cc1cf13
--- /dev/null
+++ b/materialsystem/stdshaders/fxctmp9/teeth_bump_vs30.inc
@@ -0,0 +1,187 @@
+#include "shaderlib/cshader.h"
+class teeth_bump_vs30_Static_Index
+{
+private:
+ int m_nINTRO;
+#ifdef _DEBUG
+ bool m_bINTRO;
+#endif
+public:
+ void SetINTRO( int i )
+ {
+ Assert( i >= 0 && i <= 1 );
+ m_nINTRO = i;
+#ifdef _DEBUG
+ m_bINTRO = true;
+#endif
+ }
+ void SetINTRO( bool i )
+ {
+ m_nINTRO = i ? 1 : 0;
+#ifdef _DEBUG
+ m_bINTRO = true;
+#endif
+ }
+public:
+ teeth_bump_vs30_Static_Index( )
+ {
+#ifdef _DEBUG
+ m_bINTRO = false;
+#endif // _DEBUG
+ m_nINTRO = 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_bINTRO;
+ Assert( bAllStaticVarsDefined );
+#endif // _DEBUG
+ return ( 32 * m_nINTRO ) + 0;
+ }
+};
+#define shaderStaticTest_teeth_bump_vs30 vsh_forgot_to_set_static_INTRO + 0
+class teeth_bump_vs30_Dynamic_Index
+{
+private:
+ int m_nCOMPRESSED_VERTS;
+#ifdef _DEBUG
+ bool m_bCOMPRESSED_VERTS;
+#endif
+public:
+ void SetCOMPRESSED_VERTS( int i )
+ {
+ Assert( i >= 0 && i <= 1 );
+ m_nCOMPRESSED_VERTS = i;
+#ifdef _DEBUG
+ m_bCOMPRESSED_VERTS = true;
+#endif
+ }
+ void SetCOMPRESSED_VERTS( bool i )
+ {
+ m_nCOMPRESSED_VERTS = i ? 1 : 0;
+#ifdef _DEBUG
+ m_bCOMPRESSED_VERTS = true;
+#endif
+ }
+private:
+ int m_nDOWATERFOG;
+#ifdef _DEBUG
+ bool m_bDOWATERFOG;
+#endif
+public:
+ void SetDOWATERFOG( int i )
+ {
+ Assert( i >= 0 && i <= 1 );
+ m_nDOWATERFOG = i;
+#ifdef _DEBUG
+ m_bDOWATERFOG = true;
+#endif
+ }
+ void SetDOWATERFOG( bool i )
+ {
+ m_nDOWATERFOG = i ? 1 : 0;
+#ifdef _DEBUG
+ m_bDOWATERFOG = true;
+#endif
+ }
+private:
+ int m_nSKINNING;
+#ifdef _DEBUG
+ bool m_bSKINNING;
+#endif
+public:
+ void SetSKINNING( int i )
+ {
+ Assert( i >= 0 && i <= 1 );
+ m_nSKINNING = i;
+#ifdef _DEBUG
+ m_bSKINNING = true;
+#endif
+ }
+ void SetSKINNING( bool i )
+ {
+ m_nSKINNING = i ? 1 : 0;
+#ifdef _DEBUG
+ m_bSKINNING = true;
+#endif
+ }
+private:
+ int m_nSTATIC_LIGHT;
+#ifdef _DEBUG
+ bool m_bSTATIC_LIGHT;
+#endif
+public:
+ void SetSTATIC_LIGHT( int i )
+ {
+ Assert( i >= 0 && i <= 1 );
+ m_nSTATIC_LIGHT = i;
+#ifdef _DEBUG
+ m_bSTATIC_LIGHT = true;
+#endif
+ }
+ void SetSTATIC_LIGHT( bool i )
+ {
+ m_nSTATIC_LIGHT = i ? 1 : 0;
+#ifdef _DEBUG
+ m_bSTATIC_LIGHT = true;
+#endif
+ }
+private:
+ int m_nMORPHING;
+#ifdef _DEBUG
+ bool m_bMORPHING;
+#endif
+public:
+ void SetMORPHING( int i )
+ {
+ Assert( i >= 0 && i <= 1 );
+ m_nMORPHING = i;
+#ifdef _DEBUG
+ m_bMORPHING = true;
+#endif
+ }
+ void SetMORPHING( bool i )
+ {
+ m_nMORPHING = i ? 1 : 0;
+#ifdef _DEBUG
+ m_bMORPHING = true;
+#endif
+ }
+public:
+ teeth_bump_vs30_Dynamic_Index()
+ {
+#ifdef _DEBUG
+ m_bCOMPRESSED_VERTS = false;
+#endif // _DEBUG
+ m_nCOMPRESSED_VERTS = 0;
+#ifdef _DEBUG
+ m_bDOWATERFOG = false;
+#endif // _DEBUG
+ m_nDOWATERFOG = 0;
+#ifdef _DEBUG
+ m_bSKINNING = false;
+#endif // _DEBUG
+ m_nSKINNING = 0;
+#ifdef _DEBUG
+ m_bSTATIC_LIGHT = false;
+#endif // _DEBUG
+ m_nSTATIC_LIGHT = 0;
+#ifdef _DEBUG
+ m_bMORPHING = false;
+#endif // _DEBUG
+ m_nMORPHING = 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_bCOMPRESSED_VERTS && m_bDOWATERFOG && m_bSKINNING && m_bSTATIC_LIGHT && m_bMORPHING;
+ Assert( bAllDynamicVarsDefined );
+#endif // _DEBUG
+ return ( 1 * m_nCOMPRESSED_VERTS ) + ( 2 * m_nDOWATERFOG ) + ( 4 * m_nSKINNING ) + ( 8 * m_nSTATIC_LIGHT ) + ( 16 * m_nMORPHING ) + 0;
+ }
+};
+#define shaderDynamicTest_teeth_bump_vs30 vsh_forgot_to_set_dynamic_COMPRESSED_VERTS + vsh_forgot_to_set_dynamic_DOWATERFOG + vsh_forgot_to_set_dynamic_SKINNING + vsh_forgot_to_set_dynamic_STATIC_LIGHT + vsh_forgot_to_set_dynamic_MORPHING + 0
diff --git a/materialsystem/stdshaders/fxctmp9/teeth_flashlight_ps20.inc b/materialsystem/stdshaders/fxctmp9/teeth_flashlight_ps20.inc
new file mode 100644
index 0000000..6a0eb3e
--- /dev/null
+++ b/materialsystem/stdshaders/fxctmp9/teeth_flashlight_ps20.inc
@@ -0,0 +1,60 @@
+#include "shaderlib/cshader.h"
+class teeth_flashlight_ps20_Static_Index
+{
+public:
+ teeth_flashlight_ps20_Static_Index( )
+ {
+ }
+ 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
+#endif // _DEBUG
+ return 0;
+ }
+};
+#define shaderStaticTest_teeth_flashlight_ps20 0
+class teeth_flashlight_ps20_Dynamic_Index
+{
+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
+ }
+public:
+ teeth_flashlight_ps20_Dynamic_Index()
+ {
+#ifdef _DEBUG
+ m_bPIXELFOGTYPE = false;
+#endif // _DEBUG
+ m_nPIXELFOGTYPE = 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_bPIXELFOGTYPE;
+ Assert( bAllDynamicVarsDefined );
+#endif // _DEBUG
+ return ( 1 * m_nPIXELFOGTYPE ) + 0;
+ }
+};
+#define shaderDynamicTest_teeth_flashlight_ps20 psh_forgot_to_set_dynamic_PIXELFOGTYPE + 0
diff --git a/materialsystem/stdshaders/fxctmp9/teeth_flashlight_ps20b.inc b/materialsystem/stdshaders/fxctmp9/teeth_flashlight_ps20b.inc
new file mode 100644
index 0000000..cf4779a
--- /dev/null
+++ b/materialsystem/stdshaders/fxctmp9/teeth_flashlight_ps20b.inc
@@ -0,0 +1,137 @@
+#include "shaderlib/cshader.h"
+class teeth_flashlight_ps20b_Static_Index
+{
+private:
+ int m_nCONVERT_TO_SRGB;
+#ifdef _DEBUG
+ bool m_bCONVERT_TO_SRGB;
+#endif
+public:
+ void SetCONVERT_TO_SRGB( int i )
+ {
+ Assert( i >= 0 && i <= 1 );
+ m_nCONVERT_TO_SRGB = i;
+#ifdef _DEBUG
+ m_bCONVERT_TO_SRGB = true;
+#endif
+ }
+ void SetCONVERT_TO_SRGB( bool i )
+ {
+ m_nCONVERT_TO_SRGB = i ? 1 : 0;
+#ifdef _DEBUG
+ m_bCONVERT_TO_SRGB = true;
+#endif
+ }
+private:
+ int m_nFLASHLIGHTDEPTHFILTERMODE;
+#ifdef _DEBUG
+ bool m_bFLASHLIGHTDEPTHFILTERMODE;
+#endif
+public:
+ void SetFLASHLIGHTDEPTHFILTERMODE( int i )
+ {
+ Assert( i >= 0 && i <= 2 );
+ m_nFLASHLIGHTDEPTHFILTERMODE = i;
+#ifdef _DEBUG
+ m_bFLASHLIGHTDEPTHFILTERMODE = true;
+#endif
+ }
+ void SetFLASHLIGHTDEPTHFILTERMODE( bool i )
+ {
+ m_nFLASHLIGHTDEPTHFILTERMODE = i ? 1 : 0;
+#ifdef _DEBUG
+ m_bFLASHLIGHTDEPTHFILTERMODE = true;
+#endif
+ }
+public:
+ teeth_flashlight_ps20b_Static_Index( )
+ {
+#ifdef _DEBUG
+ m_bCONVERT_TO_SRGB = true;
+#endif // _DEBUG
+ m_nCONVERT_TO_SRGB = g_pHardwareConfig->NeedsShaderSRGBConversion();
+#ifdef _DEBUG
+ m_bFLASHLIGHTDEPTHFILTERMODE = false;
+#endif // _DEBUG
+ m_nFLASHLIGHTDEPTHFILTERMODE = 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_bCONVERT_TO_SRGB && m_bFLASHLIGHTDEPTHFILTERMODE;
+ Assert( bAllStaticVarsDefined );
+#endif // _DEBUG
+ return ( 4 * m_nCONVERT_TO_SRGB ) + ( 8 * m_nFLASHLIGHTDEPTHFILTERMODE ) + 0;
+ }
+};
+#define shaderStaticTest_teeth_flashlight_ps20b psh_forgot_to_set_static_FLASHLIGHTDEPTHFILTERMODE + 0
+class teeth_flashlight_ps20b_Dynamic_Index
+{
+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_nFLASHLIGHTSHADOWS;
+#ifdef _DEBUG
+ bool m_bFLASHLIGHTSHADOWS;
+#endif
+public:
+ void SetFLASHLIGHTSHADOWS( int i )
+ {
+ Assert( i >= 0 && i <= 1 );
+ m_nFLASHLIGHTSHADOWS = i;
+#ifdef _DEBUG
+ m_bFLASHLIGHTSHADOWS = true;
+#endif
+ }
+ void SetFLASHLIGHTSHADOWS( bool i )
+ {
+ m_nFLASHLIGHTSHADOWS = i ? 1 : 0;
+#ifdef _DEBUG
+ m_bFLASHLIGHTSHADOWS = true;
+#endif
+ }
+public:
+ teeth_flashlight_ps20b_Dynamic_Index()
+ {
+#ifdef _DEBUG
+ m_bPIXELFOGTYPE = false;
+#endif // _DEBUG
+ m_nPIXELFOGTYPE = 0;
+#ifdef _DEBUG
+ m_bFLASHLIGHTSHADOWS = false;
+#endif // _DEBUG
+ m_nFLASHLIGHTSHADOWS = 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_bPIXELFOGTYPE && m_bFLASHLIGHTSHADOWS;
+ Assert( bAllDynamicVarsDefined );
+#endif // _DEBUG
+ return ( 1 * m_nPIXELFOGTYPE ) + ( 2 * m_nFLASHLIGHTSHADOWS ) + 0;
+ }
+};
+#define shaderDynamicTest_teeth_flashlight_ps20b psh_forgot_to_set_dynamic_PIXELFOGTYPE + psh_forgot_to_set_dynamic_FLASHLIGHTSHADOWS + 0
diff --git a/materialsystem/stdshaders/fxctmp9/teeth_flashlight_ps30.inc b/materialsystem/stdshaders/fxctmp9/teeth_flashlight_ps30.inc
new file mode 100644
index 0000000..554b624
--- /dev/null
+++ b/materialsystem/stdshaders/fxctmp9/teeth_flashlight_ps30.inc
@@ -0,0 +1,137 @@
+#include "shaderlib/cshader.h"
+class teeth_flashlight_ps30_Static_Index
+{
+private:
+ int m_nCONVERT_TO_SRGB;
+#ifdef _DEBUG
+ bool m_bCONVERT_TO_SRGB;
+#endif
+public:
+ void SetCONVERT_TO_SRGB( int i )
+ {
+ Assert( i >= 0 && i <= 1 );
+ m_nCONVERT_TO_SRGB = i;
+#ifdef _DEBUG
+ m_bCONVERT_TO_SRGB = true;
+#endif
+ }
+ void SetCONVERT_TO_SRGB( bool i )
+ {
+ m_nCONVERT_TO_SRGB = i ? 1 : 0;
+#ifdef _DEBUG
+ m_bCONVERT_TO_SRGB = true;
+#endif
+ }
+private:
+ int m_nFLASHLIGHTDEPTHFILTERMODE;
+#ifdef _DEBUG
+ bool m_bFLASHLIGHTDEPTHFILTERMODE;
+#endif
+public:
+ void SetFLASHLIGHTDEPTHFILTERMODE( int i )
+ {
+ Assert( i >= 0 && i <= 2 );
+ m_nFLASHLIGHTDEPTHFILTERMODE = i;
+#ifdef _DEBUG
+ m_bFLASHLIGHTDEPTHFILTERMODE = true;
+#endif
+ }
+ void SetFLASHLIGHTDEPTHFILTERMODE( bool i )
+ {
+ m_nFLASHLIGHTDEPTHFILTERMODE = i ? 1 : 0;
+#ifdef _DEBUG
+ m_bFLASHLIGHTDEPTHFILTERMODE = true;
+#endif
+ }
+public:
+ teeth_flashlight_ps30_Static_Index( )
+ {
+#ifdef _DEBUG
+ m_bCONVERT_TO_SRGB = true;
+#endif // _DEBUG
+ m_nCONVERT_TO_SRGB = g_pHardwareConfig->NeedsShaderSRGBConversion();
+#ifdef _DEBUG
+ m_bFLASHLIGHTDEPTHFILTERMODE = false;
+#endif // _DEBUG
+ m_nFLASHLIGHTDEPTHFILTERMODE = 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_bCONVERT_TO_SRGB && m_bFLASHLIGHTDEPTHFILTERMODE;
+ Assert( bAllStaticVarsDefined );
+#endif // _DEBUG
+ return ( 4 * m_nCONVERT_TO_SRGB ) + ( 8 * m_nFLASHLIGHTDEPTHFILTERMODE ) + 0;
+ }
+};
+#define shaderStaticTest_teeth_flashlight_ps30 psh_forgot_to_set_static_FLASHLIGHTDEPTHFILTERMODE + 0
+class teeth_flashlight_ps30_Dynamic_Index
+{
+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_nFLASHLIGHTSHADOWS;
+#ifdef _DEBUG
+ bool m_bFLASHLIGHTSHADOWS;
+#endif
+public:
+ void SetFLASHLIGHTSHADOWS( int i )
+ {
+ Assert( i >= 0 && i <= 1 );
+ m_nFLASHLIGHTSHADOWS = i;
+#ifdef _DEBUG
+ m_bFLASHLIGHTSHADOWS = true;
+#endif
+ }
+ void SetFLASHLIGHTSHADOWS( bool i )
+ {
+ m_nFLASHLIGHTSHADOWS = i ? 1 : 0;
+#ifdef _DEBUG
+ m_bFLASHLIGHTSHADOWS = true;
+#endif
+ }
+public:
+ teeth_flashlight_ps30_Dynamic_Index()
+ {
+#ifdef _DEBUG
+ m_bPIXELFOGTYPE = false;
+#endif // _DEBUG
+ m_nPIXELFOGTYPE = 0;
+#ifdef _DEBUG
+ m_bFLASHLIGHTSHADOWS = false;
+#endif // _DEBUG
+ m_nFLASHLIGHTSHADOWS = 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_bPIXELFOGTYPE && m_bFLASHLIGHTSHADOWS;
+ Assert( bAllDynamicVarsDefined );
+#endif // _DEBUG
+ return ( 1 * m_nPIXELFOGTYPE ) + ( 2 * m_nFLASHLIGHTSHADOWS ) + 0;
+ }
+};
+#define shaderDynamicTest_teeth_flashlight_ps30 psh_forgot_to_set_dynamic_PIXELFOGTYPE + psh_forgot_to_set_dynamic_FLASHLIGHTSHADOWS + 0
diff --git a/materialsystem/stdshaders/fxctmp9/teeth_flashlight_vs20.inc b/materialsystem/stdshaders/fxctmp9/teeth_flashlight_vs20.inc
new file mode 100644
index 0000000..438bdab
--- /dev/null
+++ b/materialsystem/stdshaders/fxctmp9/teeth_flashlight_vs20.inc
@@ -0,0 +1,137 @@
+#include "shaderlib/cshader.h"
+class teeth_flashlight_vs20_Static_Index
+{
+private:
+ int m_nINTRO;
+#ifdef _DEBUG
+ bool m_bINTRO;
+#endif
+public:
+ void SetINTRO( int i )
+ {
+ Assert( i >= 0 && i <= 1 );
+ m_nINTRO = i;
+#ifdef _DEBUG
+ m_bINTRO = true;
+#endif
+ }
+ void SetINTRO( bool i )
+ {
+ m_nINTRO = i ? 1 : 0;
+#ifdef _DEBUG
+ m_bINTRO = true;
+#endif
+ }
+public:
+ teeth_flashlight_vs20_Static_Index( )
+ {
+#ifdef _DEBUG
+ m_bINTRO = false;
+#endif // _DEBUG
+ m_nINTRO = 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_bINTRO;
+ Assert( bAllStaticVarsDefined );
+#endif // _DEBUG
+ return ( 8 * m_nINTRO ) + 0;
+ }
+};
+#define shaderStaticTest_teeth_flashlight_vs20 vsh_forgot_to_set_static_INTRO + 0
+class teeth_flashlight_vs20_Dynamic_Index
+{
+private:
+ int m_nCOMPRESSED_VERTS;
+#ifdef _DEBUG
+ bool m_bCOMPRESSED_VERTS;
+#endif
+public:
+ void SetCOMPRESSED_VERTS( int i )
+ {
+ Assert( i >= 0 && i <= 1 );
+ m_nCOMPRESSED_VERTS = i;
+#ifdef _DEBUG
+ m_bCOMPRESSED_VERTS = true;
+#endif
+ }
+ void SetCOMPRESSED_VERTS( bool i )
+ {
+ m_nCOMPRESSED_VERTS = i ? 1 : 0;
+#ifdef _DEBUG
+ m_bCOMPRESSED_VERTS = true;
+#endif
+ }
+private:
+ int m_nDOWATERFOG;
+#ifdef _DEBUG
+ bool m_bDOWATERFOG;
+#endif
+public:
+ void SetDOWATERFOG( int i )
+ {
+ Assert( i >= 0 && i <= 1 );
+ m_nDOWATERFOG = i;
+#ifdef _DEBUG
+ m_bDOWATERFOG = true;
+#endif
+ }
+ void SetDOWATERFOG( bool i )
+ {
+ m_nDOWATERFOG = i ? 1 : 0;
+#ifdef _DEBUG
+ m_bDOWATERFOG = true;
+#endif
+ }
+private:
+ int m_nSKINNING;
+#ifdef _DEBUG
+ bool m_bSKINNING;
+#endif
+public:
+ void SetSKINNING( int i )
+ {
+ Assert( i >= 0 && i <= 1 );
+ m_nSKINNING = i;
+#ifdef _DEBUG
+ m_bSKINNING = true;
+#endif
+ }
+ void SetSKINNING( bool i )
+ {
+ m_nSKINNING = i ? 1 : 0;
+#ifdef _DEBUG
+ m_bSKINNING = true;
+#endif
+ }
+public:
+ teeth_flashlight_vs20_Dynamic_Index()
+ {
+#ifdef _DEBUG
+ m_bCOMPRESSED_VERTS = false;
+#endif // _DEBUG
+ m_nCOMPRESSED_VERTS = 0;
+#ifdef _DEBUG
+ m_bDOWATERFOG = false;
+#endif // _DEBUG
+ m_nDOWATERFOG = 0;
+#ifdef _DEBUG
+ m_bSKINNING = false;
+#endif // _DEBUG
+ m_nSKINNING = 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_bCOMPRESSED_VERTS && m_bDOWATERFOG && m_bSKINNING;
+ Assert( bAllDynamicVarsDefined );
+#endif // _DEBUG
+ return ( 1 * m_nCOMPRESSED_VERTS ) + ( 2 * m_nDOWATERFOG ) + ( 4 * m_nSKINNING ) + 0;
+ }
+};
+#define shaderDynamicTest_teeth_flashlight_vs20 vsh_forgot_to_set_dynamic_COMPRESSED_VERTS + vsh_forgot_to_set_dynamic_DOWATERFOG + vsh_forgot_to_set_dynamic_SKINNING + 0
diff --git a/materialsystem/stdshaders/fxctmp9/teeth_flashlight_vs30.inc b/materialsystem/stdshaders/fxctmp9/teeth_flashlight_vs30.inc
new file mode 100644
index 0000000..f31e877
--- /dev/null
+++ b/materialsystem/stdshaders/fxctmp9/teeth_flashlight_vs30.inc
@@ -0,0 +1,162 @@
+#include "shaderlib/cshader.h"
+class teeth_flashlight_vs30_Static_Index
+{
+private:
+ int m_nINTRO;
+#ifdef _DEBUG
+ bool m_bINTRO;
+#endif
+public:
+ void SetINTRO( int i )
+ {
+ Assert( i >= 0 && i <= 1 );
+ m_nINTRO = i;
+#ifdef _DEBUG
+ m_bINTRO = true;
+#endif
+ }
+ void SetINTRO( bool i )
+ {
+ m_nINTRO = i ? 1 : 0;
+#ifdef _DEBUG
+ m_bINTRO = true;
+#endif
+ }
+public:
+ teeth_flashlight_vs30_Static_Index( )
+ {
+#ifdef _DEBUG
+ m_bINTRO = false;
+#endif // _DEBUG
+ m_nINTRO = 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_bINTRO;
+ Assert( bAllStaticVarsDefined );
+#endif // _DEBUG
+ return ( 16 * m_nINTRO ) + 0;
+ }
+};
+#define shaderStaticTest_teeth_flashlight_vs30 vsh_forgot_to_set_static_INTRO + 0
+class teeth_flashlight_vs30_Dynamic_Index
+{
+private:
+ int m_nCOMPRESSED_VERTS;
+#ifdef _DEBUG
+ bool m_bCOMPRESSED_VERTS;
+#endif
+public:
+ void SetCOMPRESSED_VERTS( int i )
+ {
+ Assert( i >= 0 && i <= 1 );
+ m_nCOMPRESSED_VERTS = i;
+#ifdef _DEBUG
+ m_bCOMPRESSED_VERTS = true;
+#endif
+ }
+ void SetCOMPRESSED_VERTS( bool i )
+ {
+ m_nCOMPRESSED_VERTS = i ? 1 : 0;
+#ifdef _DEBUG
+ m_bCOMPRESSED_VERTS = true;
+#endif
+ }
+private:
+ int m_nDOWATERFOG;
+#ifdef _DEBUG
+ bool m_bDOWATERFOG;
+#endif
+public:
+ void SetDOWATERFOG( int i )
+ {
+ Assert( i >= 0 && i <= 1 );
+ m_nDOWATERFOG = i;
+#ifdef _DEBUG
+ m_bDOWATERFOG = true;
+#endif
+ }
+ void SetDOWATERFOG( bool i )
+ {
+ m_nDOWATERFOG = i ? 1 : 0;
+#ifdef _DEBUG
+ m_bDOWATERFOG = true;
+#endif
+ }
+private:
+ int m_nSKINNING;
+#ifdef _DEBUG
+ bool m_bSKINNING;
+#endif
+public:
+ void SetSKINNING( int i )
+ {
+ Assert( i >= 0 && i <= 1 );
+ m_nSKINNING = i;
+#ifdef _DEBUG
+ m_bSKINNING = true;
+#endif
+ }
+ void SetSKINNING( bool i )
+ {
+ m_nSKINNING = i ? 1 : 0;
+#ifdef _DEBUG
+ m_bSKINNING = true;
+#endif
+ }
+private:
+ int m_nMORPHING;
+#ifdef _DEBUG
+ bool m_bMORPHING;
+#endif
+public:
+ void SetMORPHING( int i )
+ {
+ Assert( i >= 0 && i <= 1 );
+ m_nMORPHING = i;
+#ifdef _DEBUG
+ m_bMORPHING = true;
+#endif
+ }
+ void SetMORPHING( bool i )
+ {
+ m_nMORPHING = i ? 1 : 0;
+#ifdef _DEBUG
+ m_bMORPHING = true;
+#endif
+ }
+public:
+ teeth_flashlight_vs30_Dynamic_Index()
+ {
+#ifdef _DEBUG
+ m_bCOMPRESSED_VERTS = false;
+#endif // _DEBUG
+ m_nCOMPRESSED_VERTS = 0;
+#ifdef _DEBUG
+ m_bDOWATERFOG = false;
+#endif // _DEBUG
+ m_nDOWATERFOG = 0;
+#ifdef _DEBUG
+ m_bSKINNING = false;
+#endif // _DEBUG
+ m_nSKINNING = 0;
+#ifdef _DEBUG
+ m_bMORPHING = false;
+#endif // _DEBUG
+ m_nMORPHING = 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_bCOMPRESSED_VERTS && m_bDOWATERFOG && m_bSKINNING && m_bMORPHING;
+ Assert( bAllDynamicVarsDefined );
+#endif // _DEBUG
+ return ( 1 * m_nCOMPRESSED_VERTS ) + ( 2 * m_nDOWATERFOG ) + ( 4 * m_nSKINNING ) + ( 8 * m_nMORPHING ) + 0;
+ }
+};
+#define shaderDynamicTest_teeth_flashlight_vs30 vsh_forgot_to_set_dynamic_COMPRESSED_VERTS + vsh_forgot_to_set_dynamic_DOWATERFOG + vsh_forgot_to_set_dynamic_SKINNING + vsh_forgot_to_set_dynamic_MORPHING + 0
diff --git a/materialsystem/stdshaders/fxctmp9/teeth_ps20.inc b/materialsystem/stdshaders/fxctmp9/teeth_ps20.inc
new file mode 100644
index 0000000..92dc85c
--- /dev/null
+++ b/materialsystem/stdshaders/fxctmp9/teeth_ps20.inc
@@ -0,0 +1,60 @@
+#include "shaderlib/cshader.h"
+class teeth_ps20_Static_Index
+{
+public:
+ teeth_ps20_Static_Index( )
+ {
+ }
+ 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
+#endif // _DEBUG
+ return 0;
+ }
+};
+#define shaderStaticTest_teeth_ps20 0
+class teeth_ps20_Dynamic_Index
+{
+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
+ }
+public:
+ teeth_ps20_Dynamic_Index()
+ {
+#ifdef _DEBUG
+ m_bPIXELFOGTYPE = false;
+#endif // _DEBUG
+ m_nPIXELFOGTYPE = 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_bPIXELFOGTYPE;
+ Assert( bAllDynamicVarsDefined );
+#endif // _DEBUG
+ return ( 1 * m_nPIXELFOGTYPE ) + 0;
+ }
+};
+#define shaderDynamicTest_teeth_ps20 psh_forgot_to_set_dynamic_PIXELFOGTYPE + 0
diff --git a/materialsystem/stdshaders/fxctmp9/teeth_ps20b.inc b/materialsystem/stdshaders/fxctmp9/teeth_ps20b.inc
new file mode 100644
index 0000000..3678080
--- /dev/null
+++ b/materialsystem/stdshaders/fxctmp9/teeth_ps20b.inc
@@ -0,0 +1,112 @@
+#include "shaderlib/cshader.h"
+class teeth_ps20b_Static_Index
+{
+private:
+ int m_nCONVERT_TO_SRGB;
+#ifdef _DEBUG
+ bool m_bCONVERT_TO_SRGB;
+#endif
+public:
+ void SetCONVERT_TO_SRGB( int i )
+ {
+ Assert( i >= 0 && i <= 1 );
+ m_nCONVERT_TO_SRGB = i;
+#ifdef _DEBUG
+ m_bCONVERT_TO_SRGB = true;
+#endif
+ }
+ void SetCONVERT_TO_SRGB( bool i )
+ {
+ m_nCONVERT_TO_SRGB = i ? 1 : 0;
+#ifdef _DEBUG
+ m_bCONVERT_TO_SRGB = true;
+#endif
+ }
+public:
+ teeth_ps20b_Static_Index( )
+ {
+#ifdef _DEBUG
+ m_bCONVERT_TO_SRGB = true;
+#endif // _DEBUG
+ m_nCONVERT_TO_SRGB = g_pHardwareConfig->NeedsShaderSRGBConversion();
+ }
+ 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_bCONVERT_TO_SRGB;
+ Assert( bAllStaticVarsDefined );
+#endif // _DEBUG
+ return ( 4 * m_nCONVERT_TO_SRGB ) + 0;
+ }
+};
+#define shaderStaticTest_teeth_ps20b 0
+class teeth_ps20b_Dynamic_Index
+{
+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_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 <= 1 );
+ 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:
+ teeth_ps20b_Dynamic_Index()
+ {
+#ifdef _DEBUG
+ m_bPIXELFOGTYPE = false;
+#endif // _DEBUG
+ m_nPIXELFOGTYPE = 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_bPIXELFOGTYPE && m_bWRITE_DEPTH_TO_DESTALPHA;
+ Assert( bAllDynamicVarsDefined );
+#endif // _DEBUG
+ return ( 1 * m_nPIXELFOGTYPE ) + ( 2 * m_nWRITE_DEPTH_TO_DESTALPHA ) + 0;
+ }
+};
+#define shaderDynamicTest_teeth_ps20b psh_forgot_to_set_dynamic_PIXELFOGTYPE + psh_forgot_to_set_dynamic_WRITE_DEPTH_TO_DESTALPHA + 0
diff --git a/materialsystem/stdshaders/fxctmp9/teeth_ps30.inc b/materialsystem/stdshaders/fxctmp9/teeth_ps30.inc
new file mode 100644
index 0000000..58cdd07
--- /dev/null
+++ b/materialsystem/stdshaders/fxctmp9/teeth_ps30.inc
@@ -0,0 +1,112 @@
+#include "shaderlib/cshader.h"
+class teeth_ps30_Static_Index
+{
+private:
+ int m_nCONVERT_TO_SRGB;
+#ifdef _DEBUG
+ bool m_bCONVERT_TO_SRGB;
+#endif
+public:
+ void SetCONVERT_TO_SRGB( int i )
+ {
+ Assert( i >= 0 && i <= 1 );
+ m_nCONVERT_TO_SRGB = i;
+#ifdef _DEBUG
+ m_bCONVERT_TO_SRGB = true;
+#endif
+ }
+ void SetCONVERT_TO_SRGB( bool i )
+ {
+ m_nCONVERT_TO_SRGB = i ? 1 : 0;
+#ifdef _DEBUG
+ m_bCONVERT_TO_SRGB = true;
+#endif
+ }
+public:
+ teeth_ps30_Static_Index( )
+ {
+#ifdef _DEBUG
+ m_bCONVERT_TO_SRGB = true;
+#endif // _DEBUG
+ m_nCONVERT_TO_SRGB = g_pHardwareConfig->NeedsShaderSRGBConversion();
+ }
+ 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_bCONVERT_TO_SRGB;
+ Assert( bAllStaticVarsDefined );
+#endif // _DEBUG
+ return ( 4 * m_nCONVERT_TO_SRGB ) + 0;
+ }
+};
+#define shaderStaticTest_teeth_ps30 0
+class teeth_ps30_Dynamic_Index
+{
+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_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 <= 1 );
+ 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:
+ teeth_ps30_Dynamic_Index()
+ {
+#ifdef _DEBUG
+ m_bPIXELFOGTYPE = false;
+#endif // _DEBUG
+ m_nPIXELFOGTYPE = 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_bPIXELFOGTYPE && m_bWRITE_DEPTH_TO_DESTALPHA;
+ Assert( bAllDynamicVarsDefined );
+#endif // _DEBUG
+ return ( 1 * m_nPIXELFOGTYPE ) + ( 2 * m_nWRITE_DEPTH_TO_DESTALPHA ) + 0;
+ }
+};
+#define shaderDynamicTest_teeth_ps30 psh_forgot_to_set_dynamic_PIXELFOGTYPE + psh_forgot_to_set_dynamic_WRITE_DEPTH_TO_DESTALPHA + 0
diff --git a/materialsystem/stdshaders/fxctmp9/teeth_vs20.inc b/materialsystem/stdshaders/fxctmp9/teeth_vs20.inc
new file mode 100644
index 0000000..5103e17
--- /dev/null
+++ b/materialsystem/stdshaders/fxctmp9/teeth_vs20.inc
@@ -0,0 +1,237 @@
+#include "shaderlib/cshader.h"
+class teeth_vs20_Static_Index
+{
+private:
+ int m_nINTRO;
+#ifdef _DEBUG
+ bool m_bINTRO;
+#endif
+public:
+ void SetINTRO( int i )
+ {
+ Assert( i >= 0 && i <= 1 );
+ m_nINTRO = i;
+#ifdef _DEBUG
+ m_bINTRO = true;
+#endif
+ }
+ void SetINTRO( bool i )
+ {
+ m_nINTRO = i ? 1 : 0;
+#ifdef _DEBUG
+ m_bINTRO = true;
+#endif
+ }
+private:
+ int m_nUSE_STATIC_CONTROL_FLOW;
+#ifdef _DEBUG
+ bool m_bUSE_STATIC_CONTROL_FLOW;
+#endif
+public:
+ void SetUSE_STATIC_CONTROL_FLOW( int i )
+ {
+ Assert( i >= 0 && i <= 1 );
+ m_nUSE_STATIC_CONTROL_FLOW = i;
+#ifdef _DEBUG
+ m_bUSE_STATIC_CONTROL_FLOW = true;
+#endif
+ }
+ void SetUSE_STATIC_CONTROL_FLOW( bool i )
+ {
+ m_nUSE_STATIC_CONTROL_FLOW = i ? 1 : 0;
+#ifdef _DEBUG
+ m_bUSE_STATIC_CONTROL_FLOW = true;
+#endif
+ }
+public:
+ teeth_vs20_Static_Index( )
+ {
+#ifdef _DEBUG
+ m_bINTRO = false;
+#endif // _DEBUG
+ m_nINTRO = 0;
+#ifdef _DEBUG
+ m_bUSE_STATIC_CONTROL_FLOW = false;
+#endif // _DEBUG
+ m_nUSE_STATIC_CONTROL_FLOW = 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_bINTRO && m_bUSE_STATIC_CONTROL_FLOW;
+ Assert( bAllStaticVarsDefined );
+#endif // _DEBUG
+ return ( 96 * m_nINTRO ) + ( 192 * m_nUSE_STATIC_CONTROL_FLOW ) + 0;
+ }
+};
+#define shaderStaticTest_teeth_vs20 vsh_forgot_to_set_static_INTRO + vsh_forgot_to_set_static_USE_STATIC_CONTROL_FLOW + 0
+class teeth_vs20_Dynamic_Index
+{
+private:
+ int m_nCOMPRESSED_VERTS;
+#ifdef _DEBUG
+ bool m_bCOMPRESSED_VERTS;
+#endif
+public:
+ void SetCOMPRESSED_VERTS( int i )
+ {
+ Assert( i >= 0 && i <= 1 );
+ m_nCOMPRESSED_VERTS = i;
+#ifdef _DEBUG
+ m_bCOMPRESSED_VERTS = true;
+#endif
+ }
+ void SetCOMPRESSED_VERTS( bool i )
+ {
+ m_nCOMPRESSED_VERTS = i ? 1 : 0;
+#ifdef _DEBUG
+ m_bCOMPRESSED_VERTS = true;
+#endif
+ }
+private:
+ int m_nDOWATERFOG;
+#ifdef _DEBUG
+ bool m_bDOWATERFOG;
+#endif
+public:
+ void SetDOWATERFOG( int i )
+ {
+ Assert( i >= 0 && i <= 1 );
+ m_nDOWATERFOG = i;
+#ifdef _DEBUG
+ m_bDOWATERFOG = true;
+#endif
+ }
+ void SetDOWATERFOG( bool i )
+ {
+ m_nDOWATERFOG = i ? 1 : 0;
+#ifdef _DEBUG
+ m_bDOWATERFOG = true;
+#endif
+ }
+private:
+ int m_nSKINNING;
+#ifdef _DEBUG
+ bool m_bSKINNING;
+#endif
+public:
+ void SetSKINNING( int i )
+ {
+ Assert( i >= 0 && i <= 1 );
+ m_nSKINNING = i;
+#ifdef _DEBUG
+ m_bSKINNING = true;
+#endif
+ }
+ void SetSKINNING( bool i )
+ {
+ m_nSKINNING = i ? 1 : 0;
+#ifdef _DEBUG
+ m_bSKINNING = true;
+#endif
+ }
+private:
+ int m_nDYNAMIC_LIGHT;
+#ifdef _DEBUG
+ bool m_bDYNAMIC_LIGHT;
+#endif
+public:
+ void SetDYNAMIC_LIGHT( int i )
+ {
+ Assert( i >= 0 && i <= 1 );
+ m_nDYNAMIC_LIGHT = i;
+#ifdef _DEBUG
+ m_bDYNAMIC_LIGHT = true;
+#endif
+ }
+ void SetDYNAMIC_LIGHT( bool i )
+ {
+ m_nDYNAMIC_LIGHT = i ? 1 : 0;
+#ifdef _DEBUG
+ m_bDYNAMIC_LIGHT = true;
+#endif
+ }
+private:
+ int m_nSTATIC_LIGHT;
+#ifdef _DEBUG
+ bool m_bSTATIC_LIGHT;
+#endif
+public:
+ void SetSTATIC_LIGHT( int i )
+ {
+ Assert( i >= 0 && i <= 1 );
+ m_nSTATIC_LIGHT = i;
+#ifdef _DEBUG
+ m_bSTATIC_LIGHT = true;
+#endif
+ }
+ void SetSTATIC_LIGHT( bool i )
+ {
+ m_nSTATIC_LIGHT = i ? 1 : 0;
+#ifdef _DEBUG
+ m_bSTATIC_LIGHT = true;
+#endif
+ }
+private:
+ int m_nNUM_LIGHTS;
+#ifdef _DEBUG
+ bool m_bNUM_LIGHTS;
+#endif
+public:
+ void SetNUM_LIGHTS( int i )
+ {
+ Assert( i >= 0 && i <= 2 );
+ m_nNUM_LIGHTS = i;
+#ifdef _DEBUG
+ m_bNUM_LIGHTS = true;
+#endif
+ }
+ void SetNUM_LIGHTS( bool i )
+ {
+ m_nNUM_LIGHTS = i ? 1 : 0;
+#ifdef _DEBUG
+ m_bNUM_LIGHTS = true;
+#endif
+ }
+public:
+ teeth_vs20_Dynamic_Index()
+ {
+#ifdef _DEBUG
+ m_bCOMPRESSED_VERTS = false;
+#endif // _DEBUG
+ m_nCOMPRESSED_VERTS = 0;
+#ifdef _DEBUG
+ m_bDOWATERFOG = false;
+#endif // _DEBUG
+ m_nDOWATERFOG = 0;
+#ifdef _DEBUG
+ m_bSKINNING = false;
+#endif // _DEBUG
+ m_nSKINNING = 0;
+#ifdef _DEBUG
+ m_bDYNAMIC_LIGHT = false;
+#endif // _DEBUG
+ m_nDYNAMIC_LIGHT = 0;
+#ifdef _DEBUG
+ m_bSTATIC_LIGHT = false;
+#endif // _DEBUG
+ m_nSTATIC_LIGHT = 0;
+#ifdef _DEBUG
+ m_bNUM_LIGHTS = false;
+#endif // _DEBUG
+ m_nNUM_LIGHTS = 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_bCOMPRESSED_VERTS && m_bDOWATERFOG && m_bSKINNING && m_bDYNAMIC_LIGHT && m_bSTATIC_LIGHT && m_bNUM_LIGHTS;
+ Assert( bAllDynamicVarsDefined );
+#endif // _DEBUG
+ return ( 1 * m_nCOMPRESSED_VERTS ) + ( 2 * m_nDOWATERFOG ) + ( 4 * m_nSKINNING ) + ( 8 * m_nDYNAMIC_LIGHT ) + ( 16 * m_nSTATIC_LIGHT ) + ( 32 * m_nNUM_LIGHTS ) + 0;
+ }
+};
+#define shaderDynamicTest_teeth_vs20 vsh_forgot_to_set_dynamic_COMPRESSED_VERTS + vsh_forgot_to_set_dynamic_DOWATERFOG + vsh_forgot_to_set_dynamic_SKINNING + vsh_forgot_to_set_dynamic_DYNAMIC_LIGHT + vsh_forgot_to_set_dynamic_STATIC_LIGHT + vsh_forgot_to_set_dynamic_NUM_LIGHTS + 0
diff --git a/materialsystem/stdshaders/fxctmp9/teeth_vs30.inc b/materialsystem/stdshaders/fxctmp9/teeth_vs30.inc
new file mode 100644
index 0000000..4e07e03
--- /dev/null
+++ b/materialsystem/stdshaders/fxctmp9/teeth_vs30.inc
@@ -0,0 +1,212 @@
+#include "shaderlib/cshader.h"
+class teeth_vs30_Static_Index
+{
+private:
+ int m_nINTRO;
+#ifdef _DEBUG
+ bool m_bINTRO;
+#endif
+public:
+ void SetINTRO( int i )
+ {
+ Assert( i >= 0 && i <= 1 );
+ m_nINTRO = i;
+#ifdef _DEBUG
+ m_bINTRO = true;
+#endif
+ }
+ void SetINTRO( bool i )
+ {
+ m_nINTRO = i ? 1 : 0;
+#ifdef _DEBUG
+ m_bINTRO = true;
+#endif
+ }
+public:
+ teeth_vs30_Static_Index( )
+ {
+#ifdef _DEBUG
+ m_bINTRO = false;
+#endif // _DEBUG
+ m_nINTRO = 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_bINTRO;
+ Assert( bAllStaticVarsDefined );
+#endif // _DEBUG
+ return ( 64 * m_nINTRO ) + 0;
+ }
+};
+#define shaderStaticTest_teeth_vs30 vsh_forgot_to_set_static_INTRO + 0
+class teeth_vs30_Dynamic_Index
+{
+private:
+ int m_nCOMPRESSED_VERTS;
+#ifdef _DEBUG
+ bool m_bCOMPRESSED_VERTS;
+#endif
+public:
+ void SetCOMPRESSED_VERTS( int i )
+ {
+ Assert( i >= 0 && i <= 1 );
+ m_nCOMPRESSED_VERTS = i;
+#ifdef _DEBUG
+ m_bCOMPRESSED_VERTS = true;
+#endif
+ }
+ void SetCOMPRESSED_VERTS( bool i )
+ {
+ m_nCOMPRESSED_VERTS = i ? 1 : 0;
+#ifdef _DEBUG
+ m_bCOMPRESSED_VERTS = true;
+#endif
+ }
+private:
+ int m_nDOWATERFOG;
+#ifdef _DEBUG
+ bool m_bDOWATERFOG;
+#endif
+public:
+ void SetDOWATERFOG( int i )
+ {
+ Assert( i >= 0 && i <= 1 );
+ m_nDOWATERFOG = i;
+#ifdef _DEBUG
+ m_bDOWATERFOG = true;
+#endif
+ }
+ void SetDOWATERFOG( bool i )
+ {
+ m_nDOWATERFOG = i ? 1 : 0;
+#ifdef _DEBUG
+ m_bDOWATERFOG = true;
+#endif
+ }
+private:
+ int m_nSKINNING;
+#ifdef _DEBUG
+ bool m_bSKINNING;
+#endif
+public:
+ void SetSKINNING( int i )
+ {
+ Assert( i >= 0 && i <= 1 );
+ m_nSKINNING = i;
+#ifdef _DEBUG
+ m_bSKINNING = true;
+#endif
+ }
+ void SetSKINNING( bool i )
+ {
+ m_nSKINNING = i ? 1 : 0;
+#ifdef _DEBUG
+ m_bSKINNING = true;
+#endif
+ }
+private:
+ int m_nDYNAMIC_LIGHT;
+#ifdef _DEBUG
+ bool m_bDYNAMIC_LIGHT;
+#endif
+public:
+ void SetDYNAMIC_LIGHT( int i )
+ {
+ Assert( i >= 0 && i <= 1 );
+ m_nDYNAMIC_LIGHT = i;
+#ifdef _DEBUG
+ m_bDYNAMIC_LIGHT = true;
+#endif
+ }
+ void SetDYNAMIC_LIGHT( bool i )
+ {
+ m_nDYNAMIC_LIGHT = i ? 1 : 0;
+#ifdef _DEBUG
+ m_bDYNAMIC_LIGHT = true;
+#endif
+ }
+private:
+ int m_nSTATIC_LIGHT;
+#ifdef _DEBUG
+ bool m_bSTATIC_LIGHT;
+#endif
+public:
+ void SetSTATIC_LIGHT( int i )
+ {
+ Assert( i >= 0 && i <= 1 );
+ m_nSTATIC_LIGHT = i;
+#ifdef _DEBUG
+ m_bSTATIC_LIGHT = true;
+#endif
+ }
+ void SetSTATIC_LIGHT( bool i )
+ {
+ m_nSTATIC_LIGHT = i ? 1 : 0;
+#ifdef _DEBUG
+ m_bSTATIC_LIGHT = true;
+#endif
+ }
+private:
+ int m_nMORPHING;
+#ifdef _DEBUG
+ bool m_bMORPHING;
+#endif
+public:
+ void SetMORPHING( int i )
+ {
+ Assert( i >= 0 && i <= 1 );
+ m_nMORPHING = i;
+#ifdef _DEBUG
+ m_bMORPHING = true;
+#endif
+ }
+ void SetMORPHING( bool i )
+ {
+ m_nMORPHING = i ? 1 : 0;
+#ifdef _DEBUG
+ m_bMORPHING = true;
+#endif
+ }
+public:
+ teeth_vs30_Dynamic_Index()
+ {
+#ifdef _DEBUG
+ m_bCOMPRESSED_VERTS = false;
+#endif // _DEBUG
+ m_nCOMPRESSED_VERTS = 0;
+#ifdef _DEBUG
+ m_bDOWATERFOG = false;
+#endif // _DEBUG
+ m_nDOWATERFOG = 0;
+#ifdef _DEBUG
+ m_bSKINNING = false;
+#endif // _DEBUG
+ m_nSKINNING = 0;
+#ifdef _DEBUG
+ m_bDYNAMIC_LIGHT = false;
+#endif // _DEBUG
+ m_nDYNAMIC_LIGHT = 0;
+#ifdef _DEBUG
+ m_bSTATIC_LIGHT = false;
+#endif // _DEBUG
+ m_nSTATIC_LIGHT = 0;
+#ifdef _DEBUG
+ m_bMORPHING = false;
+#endif // _DEBUG
+ m_nMORPHING = 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_bCOMPRESSED_VERTS && m_bDOWATERFOG && m_bSKINNING && m_bDYNAMIC_LIGHT && m_bSTATIC_LIGHT && m_bMORPHING;
+ Assert( bAllDynamicVarsDefined );
+#endif // _DEBUG
+ return ( 1 * m_nCOMPRESSED_VERTS ) + ( 2 * m_nDOWATERFOG ) + ( 4 * m_nSKINNING ) + ( 8 * m_nDYNAMIC_LIGHT ) + ( 16 * m_nSTATIC_LIGHT ) + ( 32 * m_nMORPHING ) + 0;
+ }
+};
+#define shaderDynamicTest_teeth_vs30 vsh_forgot_to_set_dynamic_COMPRESSED_VERTS + vsh_forgot_to_set_dynamic_DOWATERFOG + vsh_forgot_to_set_dynamic_SKINNING + vsh_forgot_to_set_dynamic_DYNAMIC_LIGHT + vsh_forgot_to_set_dynamic_STATIC_LIGHT + vsh_forgot_to_set_dynamic_MORPHING + 0
diff --git a/materialsystem/stdshaders/fxctmp9/treeleaf_ps20.inc b/materialsystem/stdshaders/fxctmp9/treeleaf_ps20.inc
new file mode 100644
index 0000000..c851ff5
--- /dev/null
+++ b/materialsystem/stdshaders/fxctmp9/treeleaf_ps20.inc
@@ -0,0 +1,33 @@
+#include "shaderlib/cshader.h"
+class treeleaf_ps20_Static_Index
+{
+public:
+ treeleaf_ps20_Static_Index( )
+ {
+ }
+ 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
+#endif // _DEBUG
+ return 0;
+ }
+};
+#define shaderStaticTest_treeleaf_ps20 0
+class treeleaf_ps20_Dynamic_Index
+{
+public:
+ treeleaf_ps20_Dynamic_Index()
+ {
+ }
+ 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
+#endif // _DEBUG
+ return 0;
+ }
+};
+#define shaderDynamicTest_treeleaf_ps20 0
diff --git a/materialsystem/stdshaders/fxctmp9/treeleaf_ps20b.inc b/materialsystem/stdshaders/fxctmp9/treeleaf_ps20b.inc
new file mode 100644
index 0000000..dadb99d
--- /dev/null
+++ b/materialsystem/stdshaders/fxctmp9/treeleaf_ps20b.inc
@@ -0,0 +1,60 @@
+#include "shaderlib/cshader.h"
+class treeleaf_ps20b_Static_Index
+{
+private:
+ int m_nCONVERT_TO_SRGB;
+#ifdef _DEBUG
+ bool m_bCONVERT_TO_SRGB;
+#endif
+public:
+ void SetCONVERT_TO_SRGB( int i )
+ {
+ Assert( i >= 0 && i <= 1 );
+ m_nCONVERT_TO_SRGB = i;
+#ifdef _DEBUG
+ m_bCONVERT_TO_SRGB = true;
+#endif
+ }
+ void SetCONVERT_TO_SRGB( bool i )
+ {
+ m_nCONVERT_TO_SRGB = i ? 1 : 0;
+#ifdef _DEBUG
+ m_bCONVERT_TO_SRGB = true;
+#endif
+ }
+public:
+ treeleaf_ps20b_Static_Index( )
+ {
+#ifdef _DEBUG
+ m_bCONVERT_TO_SRGB = true;
+#endif // _DEBUG
+ m_nCONVERT_TO_SRGB = g_pHardwareConfig->NeedsShaderSRGBConversion();
+ }
+ 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_bCONVERT_TO_SRGB;
+ Assert( bAllStaticVarsDefined );
+#endif // _DEBUG
+ return ( 1 * m_nCONVERT_TO_SRGB ) + 0;
+ }
+};
+#define shaderStaticTest_treeleaf_ps20b 0
+class treeleaf_ps20b_Dynamic_Index
+{
+public:
+ treeleaf_ps20b_Dynamic_Index()
+ {
+ }
+ 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
+#endif // _DEBUG
+ return 0;
+ }
+};
+#define shaderDynamicTest_treeleaf_ps20b 0
diff --git a/materialsystem/stdshaders/fxctmp9/treeleaf_vs20.inc b/materialsystem/stdshaders/fxctmp9/treeleaf_vs20.inc
new file mode 100644
index 0000000..fdd9e28
--- /dev/null
+++ b/materialsystem/stdshaders/fxctmp9/treeleaf_vs20.inc
@@ -0,0 +1,162 @@
+#include "shaderlib/cshader.h"
+class treeleaf_vs20_Static_Index
+{
+private:
+ int m_nHALFLAMBERT;
+#ifdef _DEBUG
+ bool m_bHALFLAMBERT;
+#endif
+public:
+ void SetHALFLAMBERT( int i )
+ {
+ Assert( i >= 0 && i <= 1 );
+ m_nHALFLAMBERT = i;
+#ifdef _DEBUG
+ m_bHALFLAMBERT = true;
+#endif
+ }
+ void SetHALFLAMBERT( bool i )
+ {
+ m_nHALFLAMBERT = i ? 1 : 0;
+#ifdef _DEBUG
+ m_bHALFLAMBERT = true;
+#endif
+ }
+private:
+ int m_nUSE_STATIC_CONTROL_FLOW;
+#ifdef _DEBUG
+ bool m_bUSE_STATIC_CONTROL_FLOW;
+#endif
+public:
+ void SetUSE_STATIC_CONTROL_FLOW( int i )
+ {
+ Assert( i >= 0 && i <= 1 );
+ m_nUSE_STATIC_CONTROL_FLOW = i;
+#ifdef _DEBUG
+ m_bUSE_STATIC_CONTROL_FLOW = true;
+#endif
+ }
+ void SetUSE_STATIC_CONTROL_FLOW( bool i )
+ {
+ m_nUSE_STATIC_CONTROL_FLOW = i ? 1 : 0;
+#ifdef _DEBUG
+ m_bUSE_STATIC_CONTROL_FLOW = true;
+#endif
+ }
+public:
+ treeleaf_vs20_Static_Index( )
+ {
+#ifdef _DEBUG
+ m_bHALFLAMBERT = false;
+#endif // _DEBUG
+ m_nHALFLAMBERT = 0;
+#ifdef _DEBUG
+ m_bUSE_STATIC_CONTROL_FLOW = false;
+#endif // _DEBUG
+ m_nUSE_STATIC_CONTROL_FLOW = 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_bHALFLAMBERT && m_bUSE_STATIC_CONTROL_FLOW;
+ Assert( bAllStaticVarsDefined );
+#endif // _DEBUG
+ return ( 12 * m_nHALFLAMBERT ) + ( 24 * m_nUSE_STATIC_CONTROL_FLOW ) + 0;
+ }
+};
+#define shaderStaticTest_treeleaf_vs20 vsh_forgot_to_set_static_HALFLAMBERT + vsh_forgot_to_set_static_USE_STATIC_CONTROL_FLOW + 0
+class treeleaf_vs20_Dynamic_Index
+{
+private:
+ int m_nDYNAMIC_LIGHT;
+#ifdef _DEBUG
+ bool m_bDYNAMIC_LIGHT;
+#endif
+public:
+ void SetDYNAMIC_LIGHT( int i )
+ {
+ Assert( i >= 0 && i <= 1 );
+ m_nDYNAMIC_LIGHT = i;
+#ifdef _DEBUG
+ m_bDYNAMIC_LIGHT = true;
+#endif
+ }
+ void SetDYNAMIC_LIGHT( bool i )
+ {
+ m_nDYNAMIC_LIGHT = i ? 1 : 0;
+#ifdef _DEBUG
+ m_bDYNAMIC_LIGHT = true;
+#endif
+ }
+private:
+ int m_nSTATIC_LIGHT;
+#ifdef _DEBUG
+ bool m_bSTATIC_LIGHT;
+#endif
+public:
+ void SetSTATIC_LIGHT( int i )
+ {
+ Assert( i >= 0 && i <= 1 );
+ m_nSTATIC_LIGHT = i;
+#ifdef _DEBUG
+ m_bSTATIC_LIGHT = true;
+#endif
+ }
+ void SetSTATIC_LIGHT( bool i )
+ {
+ m_nSTATIC_LIGHT = i ? 1 : 0;
+#ifdef _DEBUG
+ m_bSTATIC_LIGHT = true;
+#endif
+ }
+private:
+ int m_nNUM_LIGHTS;
+#ifdef _DEBUG
+ bool m_bNUM_LIGHTS;
+#endif
+public:
+ void SetNUM_LIGHTS( int i )
+ {
+ Assert( i >= 0 && i <= 2 );
+ m_nNUM_LIGHTS = i;
+#ifdef _DEBUG
+ m_bNUM_LIGHTS = true;
+#endif
+ }
+ void SetNUM_LIGHTS( bool i )
+ {
+ m_nNUM_LIGHTS = i ? 1 : 0;
+#ifdef _DEBUG
+ m_bNUM_LIGHTS = true;
+#endif
+ }
+public:
+ treeleaf_vs20_Dynamic_Index()
+ {
+#ifdef _DEBUG
+ m_bDYNAMIC_LIGHT = false;
+#endif // _DEBUG
+ m_nDYNAMIC_LIGHT = 0;
+#ifdef _DEBUG
+ m_bSTATIC_LIGHT = false;
+#endif // _DEBUG
+ m_nSTATIC_LIGHT = 0;
+#ifdef _DEBUG
+ m_bNUM_LIGHTS = false;
+#endif // _DEBUG
+ m_nNUM_LIGHTS = 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_bDYNAMIC_LIGHT && m_bSTATIC_LIGHT && m_bNUM_LIGHTS;
+ Assert( bAllDynamicVarsDefined );
+#endif // _DEBUG
+ return ( 1 * m_nDYNAMIC_LIGHT ) + ( 2 * m_nSTATIC_LIGHT ) + ( 4 * m_nNUM_LIGHTS ) + 0;
+ }
+};
+#define shaderDynamicTest_treeleaf_vs20 vsh_forgot_to_set_dynamic_DYNAMIC_LIGHT + vsh_forgot_to_set_dynamic_STATIC_LIGHT + vsh_forgot_to_set_dynamic_NUM_LIGHTS + 0
diff --git a/materialsystem/stdshaders/fxctmp9/unlitgeneric_lightingonly_vs11.inc b/materialsystem/stdshaders/fxctmp9/unlitgeneric_lightingonly_vs11.inc
new file mode 100644
index 0000000..5f6ea9a
--- /dev/null
+++ b/materialsystem/stdshaders/fxctmp9/unlitgeneric_lightingonly_vs11.inc
@@ -0,0 +1,84 @@
+class unlitgeneric_lightingonly_vs11_Static_Index
+{
+public:
+ unlitgeneric_lightingonly_vs11_Static_Index()
+ {
+ }
+ 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
+#endif // _DEBUG
+ return 0;
+ }
+};
+#define shaderStaticTest_unlitgeneric_lightingonly_vs11 0
+class unlitgeneric_lightingonly_vs11_Dynamic_Index
+{
+private:
+ int m_nDOWATERFOG;
+#ifdef _DEBUG
+ bool m_bDOWATERFOG;
+#endif
+public:
+ void SetDOWATERFOG( int i )
+ {
+ Assert( i >= 0 && i <= 1 );
+ m_nDOWATERFOG = i;
+#ifdef _DEBUG
+ m_bDOWATERFOG = true;
+#endif
+ }
+ void SetDOWATERFOG( bool i )
+ {
+ m_nDOWATERFOG = i ? 1 : 0;
+#ifdef _DEBUG
+ m_bDOWATERFOG = true;
+#endif
+ }
+private:
+ int m_nNUM_BONES;
+#ifdef _DEBUG
+ bool m_bNUM_BONES;
+#endif
+public:
+ void SetNUM_BONES( int i )
+ {
+ Assert( i >= 0 && i <= 3 );
+ m_nNUM_BONES = i;
+#ifdef _DEBUG
+ m_bNUM_BONES = true;
+#endif
+ }
+ void SetNUM_BONES( bool i )
+ {
+ m_nNUM_BONES = i ? 1 : 0;
+#ifdef _DEBUG
+ m_bNUM_BONES = true;
+#endif
+ }
+public:
+ unlitgeneric_lightingonly_vs11_Dynamic_Index()
+ {
+#ifdef _DEBUG
+ m_bDOWATERFOG = false;
+#endif // _DEBUG
+ m_nDOWATERFOG = 0;
+#ifdef _DEBUG
+ m_bNUM_BONES = false;
+#endif // _DEBUG
+ m_nNUM_BONES = 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_bDOWATERFOG && m_bNUM_BONES;
+ Assert( bAllDynamicVarsDefined );
+#endif // _DEBUG
+ return ( 1 * m_nDOWATERFOG ) + ( 2 * m_nNUM_BONES ) + 0;
+ }
+};
+#define shaderDynamicTest_unlitgeneric_lightingonly_vs11 vsh_forgot_to_set_dynamic_DOWATERFOG + vsh_forgot_to_set_dynamic_NUM_BONES + 0
diff --git a/materialsystem/stdshaders/fxctmp9/unlitgeneric_maskbasebydetailalpha_ps11.inc b/materialsystem/stdshaders/fxctmp9/unlitgeneric_maskbasebydetailalpha_ps11.inc
new file mode 100644
index 0000000..8b4279e
--- /dev/null
+++ b/materialsystem/stdshaders/fxctmp9/unlitgeneric_maskbasebydetailalpha_ps11.inc
@@ -0,0 +1,33 @@
+#include "shaderlib/cshader.h"
+class unlitgeneric_maskbasebydetailalpha_ps11_Static_Index
+{
+public:
+ unlitgeneric_maskbasebydetailalpha_ps11_Static_Index( )
+ {
+ }
+ 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
+#endif // _DEBUG
+ return 0;
+ }
+};
+#define shaderStaticTest_unlitgeneric_maskbasebydetailalpha_ps11 0
+class unlitgeneric_maskbasebydetailalpha_ps11_Dynamic_Index
+{
+public:
+ unlitgeneric_maskbasebydetailalpha_ps11_Dynamic_Index()
+ {
+ }
+ 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
+#endif // _DEBUG
+ return 0;
+ }
+};
+#define shaderDynamicTest_unlitgeneric_maskbasebydetailalpha_ps11 0
diff --git a/materialsystem/stdshaders/fxctmp9/unlitgeneric_notexture_ps11.inc b/materialsystem/stdshaders/fxctmp9/unlitgeneric_notexture_ps11.inc
new file mode 100644
index 0000000..5a684db
--- /dev/null
+++ b/materialsystem/stdshaders/fxctmp9/unlitgeneric_notexture_ps11.inc
@@ -0,0 +1,33 @@
+#include "shaderlib/cshader.h"
+class unlitgeneric_notexture_ps11_Static_Index
+{
+public:
+ unlitgeneric_notexture_ps11_Static_Index( )
+ {
+ }
+ 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
+#endif // _DEBUG
+ return 0;
+ }
+};
+#define shaderStaticTest_unlitgeneric_notexture_ps11 0
+class unlitgeneric_notexture_ps11_Dynamic_Index
+{
+public:
+ unlitgeneric_notexture_ps11_Dynamic_Index()
+ {
+ }
+ 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
+#endif // _DEBUG
+ return 0;
+ }
+};
+#define shaderDynamicTest_unlitgeneric_notexture_ps11 0
diff --git a/materialsystem/stdshaders/fxctmp9/unlitgeneric_notexture_ps20.inc b/materialsystem/stdshaders/fxctmp9/unlitgeneric_notexture_ps20.inc
new file mode 100644
index 0000000..545fe54
--- /dev/null
+++ b/materialsystem/stdshaders/fxctmp9/unlitgeneric_notexture_ps20.inc
@@ -0,0 +1,33 @@
+#include "shaderlib/cshader.h"
+class unlitgeneric_notexture_ps20_Static_Index
+{
+public:
+ unlitgeneric_notexture_ps20_Static_Index( )
+ {
+ }
+ 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
+#endif // _DEBUG
+ return 0;
+ }
+};
+#define shaderStaticTest_unlitgeneric_notexture_ps20 0
+class unlitgeneric_notexture_ps20_Dynamic_Index
+{
+public:
+ unlitgeneric_notexture_ps20_Dynamic_Index()
+ {
+ }
+ 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
+#endif // _DEBUG
+ return 0;
+ }
+};
+#define shaderDynamicTest_unlitgeneric_notexture_ps20 0
diff --git a/materialsystem/stdshaders/fxctmp9/unlitgeneric_notexture_ps20b.inc b/materialsystem/stdshaders/fxctmp9/unlitgeneric_notexture_ps20b.inc
new file mode 100644
index 0000000..bc3534d
--- /dev/null
+++ b/materialsystem/stdshaders/fxctmp9/unlitgeneric_notexture_ps20b.inc
@@ -0,0 +1,60 @@
+#include "shaderlib/cshader.h"
+class unlitgeneric_notexture_ps20b_Static_Index
+{
+private:
+ int m_nCONVERT_TO_SRGB;
+#ifdef _DEBUG
+ bool m_bCONVERT_TO_SRGB;
+#endif
+public:
+ void SetCONVERT_TO_SRGB( int i )
+ {
+ Assert( i >= 0 && i <= 1 );
+ m_nCONVERT_TO_SRGB = i;
+#ifdef _DEBUG
+ m_bCONVERT_TO_SRGB = true;
+#endif
+ }
+ void SetCONVERT_TO_SRGB( bool i )
+ {
+ m_nCONVERT_TO_SRGB = i ? 1 : 0;
+#ifdef _DEBUG
+ m_bCONVERT_TO_SRGB = true;
+#endif
+ }
+public:
+ unlitgeneric_notexture_ps20b_Static_Index( )
+ {
+#ifdef _DEBUG
+ m_bCONVERT_TO_SRGB = true;
+#endif // _DEBUG
+ m_nCONVERT_TO_SRGB = g_pHardwareConfig->NeedsShaderSRGBConversion();
+ }
+ 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_bCONVERT_TO_SRGB;
+ Assert( bAllStaticVarsDefined );
+#endif // _DEBUG
+ return ( 1 * m_nCONVERT_TO_SRGB ) + 0;
+ }
+};
+#define shaderStaticTest_unlitgeneric_notexture_ps20b 0
+class unlitgeneric_notexture_ps20b_Dynamic_Index
+{
+public:
+ unlitgeneric_notexture_ps20b_Dynamic_Index()
+ {
+ }
+ 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
+#endif // _DEBUG
+ return 0;
+ }
+};
+#define shaderDynamicTest_unlitgeneric_notexture_ps20b 0
diff --git a/materialsystem/stdshaders/fxctmp9/unlitgeneric_ps11.inc b/materialsystem/stdshaders/fxctmp9/unlitgeneric_ps11.inc
new file mode 100644
index 0000000..cbce8db
--- /dev/null
+++ b/materialsystem/stdshaders/fxctmp9/unlitgeneric_ps11.inc
@@ -0,0 +1,33 @@
+#include "shaderlib/cshader.h"
+class unlitgeneric_ps11_Static_Index
+{
+public:
+ unlitgeneric_ps11_Static_Index( )
+ {
+ }
+ 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
+#endif // _DEBUG
+ return 0;
+ }
+};
+#define shaderStaticTest_unlitgeneric_ps11 0
+class unlitgeneric_ps11_Dynamic_Index
+{
+public:
+ unlitgeneric_ps11_Dynamic_Index()
+ {
+ }
+ 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
+#endif // _DEBUG
+ return 0;
+ }
+};
+#define shaderDynamicTest_unlitgeneric_ps11 0
diff --git a/materialsystem/stdshaders/fxctmp9/unlitgeneric_ps20.inc b/materialsystem/stdshaders/fxctmp9/unlitgeneric_ps20.inc
new file mode 100644
index 0000000..6a257cc
--- /dev/null
+++ b/materialsystem/stdshaders/fxctmp9/unlitgeneric_ps20.inc
@@ -0,0 +1,33 @@
+#include "shaderlib/cshader.h"
+class unlitgeneric_ps20_Static_Index
+{
+public:
+ unlitgeneric_ps20_Static_Index( )
+ {
+ }
+ 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
+#endif // _DEBUG
+ return 0;
+ }
+};
+#define shaderStaticTest_unlitgeneric_ps20 0
+class unlitgeneric_ps20_Dynamic_Index
+{
+public:
+ unlitgeneric_ps20_Dynamic_Index()
+ {
+ }
+ 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
+#endif // _DEBUG
+ return 0;
+ }
+};
+#define shaderDynamicTest_unlitgeneric_ps20 0
diff --git a/materialsystem/stdshaders/fxctmp9/unlitgeneric_ps20b.inc b/materialsystem/stdshaders/fxctmp9/unlitgeneric_ps20b.inc
new file mode 100644
index 0000000..06d56ee
--- /dev/null
+++ b/materialsystem/stdshaders/fxctmp9/unlitgeneric_ps20b.inc
@@ -0,0 +1,60 @@
+#include "shaderlib/cshader.h"
+class unlitgeneric_ps20b_Static_Index
+{
+private:
+ int m_nCONVERT_TO_SRGB;
+#ifdef _DEBUG
+ bool m_bCONVERT_TO_SRGB;
+#endif
+public:
+ void SetCONVERT_TO_SRGB( int i )
+ {
+ Assert( i >= 0 && i <= 1 );
+ m_nCONVERT_TO_SRGB = i;
+#ifdef _DEBUG
+ m_bCONVERT_TO_SRGB = true;
+#endif
+ }
+ void SetCONVERT_TO_SRGB( bool i )
+ {
+ m_nCONVERT_TO_SRGB = i ? 1 : 0;
+#ifdef _DEBUG
+ m_bCONVERT_TO_SRGB = true;
+#endif
+ }
+public:
+ unlitgeneric_ps20b_Static_Index( )
+ {
+#ifdef _DEBUG
+ m_bCONVERT_TO_SRGB = true;
+#endif // _DEBUG
+ m_nCONVERT_TO_SRGB = g_pHardwareConfig->NeedsShaderSRGBConversion();
+ }
+ 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_bCONVERT_TO_SRGB;
+ Assert( bAllStaticVarsDefined );
+#endif // _DEBUG
+ return ( 1 * m_nCONVERT_TO_SRGB ) + 0;
+ }
+};
+#define shaderStaticTest_unlitgeneric_ps20b 0
+class unlitgeneric_ps20b_Dynamic_Index
+{
+public:
+ unlitgeneric_ps20b_Dynamic_Index()
+ {
+ }
+ 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
+#endif // _DEBUG
+ return 0;
+ }
+};
+#define shaderDynamicTest_unlitgeneric_ps20b 0
diff --git a/materialsystem/stdshaders/fxctmp9/unlitgeneric_vs20.inc b/materialsystem/stdshaders/fxctmp9/unlitgeneric_vs20.inc
new file mode 100644
index 0000000..9111529
--- /dev/null
+++ b/materialsystem/stdshaders/fxctmp9/unlitgeneric_vs20.inc
@@ -0,0 +1,137 @@
+#include "shaderlib/cshader.h"
+class unlitgeneric_vs20_Static_Index
+{
+private:
+ int m_nVERTEXCOLOR;
+#ifdef _DEBUG
+ bool m_bVERTEXCOLOR;
+#endif
+public:
+ void SetVERTEXCOLOR( int i )
+ {
+ Assert( i >= 0 && i <= 1 );
+ m_nVERTEXCOLOR = i;
+#ifdef _DEBUG
+ m_bVERTEXCOLOR = true;
+#endif
+ }
+ void SetVERTEXCOLOR( bool i )
+ {
+ m_nVERTEXCOLOR = i ? 1 : 0;
+#ifdef _DEBUG
+ m_bVERTEXCOLOR = true;
+#endif
+ }
+public:
+ unlitgeneric_vs20_Static_Index( )
+ {
+#ifdef _DEBUG
+ m_bVERTEXCOLOR = false;
+#endif // _DEBUG
+ m_nVERTEXCOLOR = 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_bVERTEXCOLOR;
+ Assert( bAllStaticVarsDefined );
+#endif // _DEBUG
+ return ( 8 * m_nVERTEXCOLOR ) + 0;
+ }
+};
+#define shaderStaticTest_unlitgeneric_vs20 vsh_forgot_to_set_static_VERTEXCOLOR + 0
+class unlitgeneric_vs20_Dynamic_Index
+{
+private:
+ int m_nCOMPRESSED_VERTS;
+#ifdef _DEBUG
+ bool m_bCOMPRESSED_VERTS;
+#endif
+public:
+ void SetCOMPRESSED_VERTS( int i )
+ {
+ Assert( i >= 0 && i <= 1 );
+ m_nCOMPRESSED_VERTS = i;
+#ifdef _DEBUG
+ m_bCOMPRESSED_VERTS = true;
+#endif
+ }
+ void SetCOMPRESSED_VERTS( bool i )
+ {
+ m_nCOMPRESSED_VERTS = i ? 1 : 0;
+#ifdef _DEBUG
+ m_bCOMPRESSED_VERTS = true;
+#endif
+ }
+private:
+ int m_nDOWATERFOG;
+#ifdef _DEBUG
+ bool m_bDOWATERFOG;
+#endif
+public:
+ void SetDOWATERFOG( int i )
+ {
+ Assert( i >= 0 && i <= 1 );
+ m_nDOWATERFOG = i;
+#ifdef _DEBUG
+ m_bDOWATERFOG = true;
+#endif
+ }
+ void SetDOWATERFOG( bool i )
+ {
+ m_nDOWATERFOG = i ? 1 : 0;
+#ifdef _DEBUG
+ m_bDOWATERFOG = true;
+#endif
+ }
+private:
+ int m_nSKINNING;
+#ifdef _DEBUG
+ bool m_bSKINNING;
+#endif
+public:
+ void SetSKINNING( int i )
+ {
+ Assert( i >= 0 && i <= 1 );
+ m_nSKINNING = i;
+#ifdef _DEBUG
+ m_bSKINNING = true;
+#endif
+ }
+ void SetSKINNING( bool i )
+ {
+ m_nSKINNING = i ? 1 : 0;
+#ifdef _DEBUG
+ m_bSKINNING = true;
+#endif
+ }
+public:
+ unlitgeneric_vs20_Dynamic_Index()
+ {
+#ifdef _DEBUG
+ m_bCOMPRESSED_VERTS = false;
+#endif // _DEBUG
+ m_nCOMPRESSED_VERTS = 0;
+#ifdef _DEBUG
+ m_bDOWATERFOG = false;
+#endif // _DEBUG
+ m_nDOWATERFOG = 0;
+#ifdef _DEBUG
+ m_bSKINNING = false;
+#endif // _DEBUG
+ m_nSKINNING = 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_bCOMPRESSED_VERTS && m_bDOWATERFOG && m_bSKINNING;
+ Assert( bAllDynamicVarsDefined );
+#endif // _DEBUG
+ return ( 1 * m_nCOMPRESSED_VERTS ) + ( 2 * m_nDOWATERFOG ) + ( 4 * m_nSKINNING ) + 0;
+ }
+};
+#define shaderDynamicTest_unlitgeneric_vs20 vsh_forgot_to_set_dynamic_COMPRESSED_VERTS + vsh_forgot_to_set_dynamic_DOWATERFOG + vsh_forgot_to_set_dynamic_SKINNING + 0
diff --git a/materialsystem/stdshaders/fxctmp9/unlittwotexture_ps20.inc b/materialsystem/stdshaders/fxctmp9/unlittwotexture_ps20.inc
new file mode 100644
index 0000000..175c3b3
--- /dev/null
+++ b/materialsystem/stdshaders/fxctmp9/unlittwotexture_ps20.inc
@@ -0,0 +1,85 @@
+#include "shaderlib/cshader.h"
+class unlittwotexture_ps20_Static_Index
+{
+public:
+ unlittwotexture_ps20_Static_Index( )
+ {
+ }
+ 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
+#endif // _DEBUG
+ return 0;
+ }
+};
+#define shaderStaticTest_unlittwotexture_ps20 0
+class unlittwotexture_ps20_Dynamic_Index
+{
+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 <= 2 );
+ 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
+ }
+public:
+ unlittwotexture_ps20_Dynamic_Index()
+ {
+#ifdef _DEBUG
+ m_bPIXELFOGTYPE = false;
+#endif // _DEBUG
+ m_nPIXELFOGTYPE = 0;
+#ifdef _DEBUG
+ m_bLIGHTING_PREVIEW = false;
+#endif // _DEBUG
+ m_nLIGHTING_PREVIEW = 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_bPIXELFOGTYPE && m_bLIGHTING_PREVIEW;
+ Assert( bAllDynamicVarsDefined );
+#endif // _DEBUG
+ return ( 1 * m_nPIXELFOGTYPE ) + ( 2 * m_nLIGHTING_PREVIEW ) + 0;
+ }
+};
+#define shaderDynamicTest_unlittwotexture_ps20 psh_forgot_to_set_dynamic_PIXELFOGTYPE + psh_forgot_to_set_dynamic_LIGHTING_PREVIEW + 0
diff --git a/materialsystem/stdshaders/fxctmp9/unlittwotexture_ps20b.inc b/materialsystem/stdshaders/fxctmp9/unlittwotexture_ps20b.inc
new file mode 100644
index 0000000..4e40dcc
--- /dev/null
+++ b/materialsystem/stdshaders/fxctmp9/unlittwotexture_ps20b.inc
@@ -0,0 +1,137 @@
+#include "shaderlib/cshader.h"
+class unlittwotexture_ps20b_Static_Index
+{
+private:
+ int m_nCONVERT_TO_SRGB;
+#ifdef _DEBUG
+ bool m_bCONVERT_TO_SRGB;
+#endif
+public:
+ void SetCONVERT_TO_SRGB( int i )
+ {
+ Assert( i >= 0 && i <= 1 );
+ m_nCONVERT_TO_SRGB = i;
+#ifdef _DEBUG
+ m_bCONVERT_TO_SRGB = true;
+#endif
+ }
+ void SetCONVERT_TO_SRGB( bool i )
+ {
+ m_nCONVERT_TO_SRGB = i ? 1 : 0;
+#ifdef _DEBUG
+ m_bCONVERT_TO_SRGB = true;
+#endif
+ }
+public:
+ unlittwotexture_ps20b_Static_Index( )
+ {
+#ifdef _DEBUG
+ m_bCONVERT_TO_SRGB = true;
+#endif // _DEBUG
+ m_nCONVERT_TO_SRGB = g_pHardwareConfig->NeedsShaderSRGBConversion();
+ }
+ 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_bCONVERT_TO_SRGB;
+ Assert( bAllStaticVarsDefined );
+#endif // _DEBUG
+ return ( 12 * m_nCONVERT_TO_SRGB ) + 0;
+ }
+};
+#define shaderStaticTest_unlittwotexture_ps20b 0
+class unlittwotexture_ps20b_Dynamic_Index
+{
+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 <= 2 );
+ 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 <= 1 );
+ 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:
+ unlittwotexture_ps20b_Dynamic_Index()
+ {
+#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_bPIXELFOGTYPE && m_bLIGHTING_PREVIEW && m_bWRITE_DEPTH_TO_DESTALPHA;
+ Assert( bAllDynamicVarsDefined );
+#endif // _DEBUG
+ return ( 1 * m_nPIXELFOGTYPE ) + ( 2 * m_nLIGHTING_PREVIEW ) + ( 6 * m_nWRITE_DEPTH_TO_DESTALPHA ) + 0;
+ }
+};
+#define shaderDynamicTest_unlittwotexture_ps20b psh_forgot_to_set_dynamic_PIXELFOGTYPE + psh_forgot_to_set_dynamic_LIGHTING_PREVIEW + psh_forgot_to_set_dynamic_WRITE_DEPTH_TO_DESTALPHA + 0
diff --git a/materialsystem/stdshaders/fxctmp9/unlittwotexture_vs20.inc b/materialsystem/stdshaders/fxctmp9/unlittwotexture_vs20.inc
new file mode 100644
index 0000000..a0da040
--- /dev/null
+++ b/materialsystem/stdshaders/fxctmp9/unlittwotexture_vs20.inc
@@ -0,0 +1,110 @@
+#include "shaderlib/cshader.h"
+class unlittwotexture_vs20_Static_Index
+{
+public:
+ unlittwotexture_vs20_Static_Index( )
+ {
+ }
+ 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
+#endif // _DEBUG
+ return 0;
+ }
+};
+#define shaderStaticTest_unlittwotexture_vs20 0
+class unlittwotexture_vs20_Dynamic_Index
+{
+private:
+ int m_nCOMPRESSED_VERTS;
+#ifdef _DEBUG
+ bool m_bCOMPRESSED_VERTS;
+#endif
+public:
+ void SetCOMPRESSED_VERTS( int i )
+ {
+ Assert( i >= 0 && i <= 1 );
+ m_nCOMPRESSED_VERTS = i;
+#ifdef _DEBUG
+ m_bCOMPRESSED_VERTS = true;
+#endif
+ }
+ void SetCOMPRESSED_VERTS( bool i )
+ {
+ m_nCOMPRESSED_VERTS = i ? 1 : 0;
+#ifdef _DEBUG
+ m_bCOMPRESSED_VERTS = true;
+#endif
+ }
+private:
+ int m_nDOWATERFOG;
+#ifdef _DEBUG
+ bool m_bDOWATERFOG;
+#endif
+public:
+ void SetDOWATERFOG( int i )
+ {
+ Assert( i >= 0 && i <= 1 );
+ m_nDOWATERFOG = i;
+#ifdef _DEBUG
+ m_bDOWATERFOG = true;
+#endif
+ }
+ void SetDOWATERFOG( bool i )
+ {
+ m_nDOWATERFOG = i ? 1 : 0;
+#ifdef _DEBUG
+ m_bDOWATERFOG = true;
+#endif
+ }
+private:
+ int m_nSKINNING;
+#ifdef _DEBUG
+ bool m_bSKINNING;
+#endif
+public:
+ void SetSKINNING( int i )
+ {
+ Assert( i >= 0 && i <= 1 );
+ m_nSKINNING = i;
+#ifdef _DEBUG
+ m_bSKINNING = true;
+#endif
+ }
+ void SetSKINNING( bool i )
+ {
+ m_nSKINNING = i ? 1 : 0;
+#ifdef _DEBUG
+ m_bSKINNING = true;
+#endif
+ }
+public:
+ unlittwotexture_vs20_Dynamic_Index()
+ {
+#ifdef _DEBUG
+ m_bCOMPRESSED_VERTS = false;
+#endif // _DEBUG
+ m_nCOMPRESSED_VERTS = 0;
+#ifdef _DEBUG
+ m_bDOWATERFOG = false;
+#endif // _DEBUG
+ m_nDOWATERFOG = 0;
+#ifdef _DEBUG
+ m_bSKINNING = false;
+#endif // _DEBUG
+ m_nSKINNING = 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_bCOMPRESSED_VERTS && m_bDOWATERFOG && m_bSKINNING;
+ Assert( bAllDynamicVarsDefined );
+#endif // _DEBUG
+ return ( 1 * m_nCOMPRESSED_VERTS ) + ( 2 * m_nDOWATERFOG ) + ( 4 * m_nSKINNING ) + 0;
+ }
+};
+#define shaderDynamicTest_unlittwotexture_vs20 vsh_forgot_to_set_dynamic_COMPRESSED_VERTS + vsh_forgot_to_set_dynamic_DOWATERFOG + vsh_forgot_to_set_dynamic_SKINNING + 0
diff --git a/materialsystem/stdshaders/fxctmp9/vertexlit_and_unlit_generic_bump_ps20.inc b/materialsystem/stdshaders/fxctmp9/vertexlit_and_unlit_generic_bump_ps20.inc
new file mode 100644
index 0000000..6d18282
--- /dev/null
+++ b/materialsystem/stdshaders/fxctmp9/vertexlit_and_unlit_generic_bump_ps20.inc
@@ -0,0 +1,412 @@
+#include "shaderlib/cshader.h"
+class vertexlit_and_unlit_generic_bump_ps20_Static_Index
+{
+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_nDIFFUSELIGHTING;
+#ifdef _DEBUG
+ bool m_bDIFFUSELIGHTING;
+#endif
+public:
+ void SetDIFFUSELIGHTING( int i )
+ {
+ Assert( i >= 0 && i <= 1 );
+ m_nDIFFUSELIGHTING = i;
+#ifdef _DEBUG
+ m_bDIFFUSELIGHTING = true;
+#endif
+ }
+ void SetDIFFUSELIGHTING( bool i )
+ {
+ m_nDIFFUSELIGHTING = i ? 1 : 0;
+#ifdef _DEBUG
+ m_bDIFFUSELIGHTING = true;
+#endif
+ }
+private:
+ int m_nLIGHTWARPTEXTURE;
+#ifdef _DEBUG
+ bool m_bLIGHTWARPTEXTURE;
+#endif
+public:
+ void SetLIGHTWARPTEXTURE( int i )
+ {
+ Assert( i >= 0 && i <= 1 );
+ m_nLIGHTWARPTEXTURE = i;
+#ifdef _DEBUG
+ m_bLIGHTWARPTEXTURE = true;
+#endif
+ }
+ void SetLIGHTWARPTEXTURE( bool i )
+ {
+ m_nLIGHTWARPTEXTURE = i ? 1 : 0;
+#ifdef _DEBUG
+ m_bLIGHTWARPTEXTURE = 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_nSELFILLUMFRESNEL;
+#ifdef _DEBUG
+ bool m_bSELFILLUMFRESNEL;
+#endif
+public:
+ void SetSELFILLUMFRESNEL( int i )
+ {
+ Assert( i >= 0 && i <= 1 );
+ m_nSELFILLUMFRESNEL = i;
+#ifdef _DEBUG
+ m_bSELFILLUMFRESNEL = true;
+#endif
+ }
+ void SetSELFILLUMFRESNEL( bool i )
+ {
+ m_nSELFILLUMFRESNEL = i ? 1 : 0;
+#ifdef _DEBUG
+ m_bSELFILLUMFRESNEL = 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_nHALFLAMBERT;
+#ifdef _DEBUG
+ bool m_bHALFLAMBERT;
+#endif
+public:
+ void SetHALFLAMBERT( int i )
+ {
+ Assert( i >= 0 && i <= 1 );
+ m_nHALFLAMBERT = i;
+#ifdef _DEBUG
+ m_bHALFLAMBERT = true;
+#endif
+ }
+ void SetHALFLAMBERT( bool i )
+ {
+ m_nHALFLAMBERT = i ? 1 : 0;
+#ifdef _DEBUG
+ m_bHALFLAMBERT = 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
+ }
+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_nDETAIL_BLEND_MODE;
+#ifdef _DEBUG
+ bool m_bDETAIL_BLEND_MODE;
+#endif
+public:
+ void SetDETAIL_BLEND_MODE( int i )
+ {
+ Assert( i >= 0 && i <= 6 );
+ 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_nBLENDTINTBYBASEALPHA;
+#ifdef _DEBUG
+ bool m_bBLENDTINTBYBASEALPHA;
+#endif
+public:
+ void SetBLENDTINTBYBASEALPHA( int i )
+ {
+ Assert( i >= 0 && i <= 1 );
+ m_nBLENDTINTBYBASEALPHA = i;
+#ifdef _DEBUG
+ m_bBLENDTINTBYBASEALPHA = true;
+#endif
+ }
+ void SetBLENDTINTBYBASEALPHA( bool i )
+ {
+ m_nBLENDTINTBYBASEALPHA = i ? 1 : 0;
+#ifdef _DEBUG
+ m_bBLENDTINTBYBASEALPHA = true;
+#endif
+ }
+public:
+ vertexlit_and_unlit_generic_bump_ps20_Static_Index( )
+ {
+#ifdef _DEBUG
+ m_bCUBEMAP = false;
+#endif // _DEBUG
+ m_nCUBEMAP = 0;
+#ifdef _DEBUG
+ m_bDIFFUSELIGHTING = false;
+#endif // _DEBUG
+ m_nDIFFUSELIGHTING = 0;
+#ifdef _DEBUG
+ m_bLIGHTWARPTEXTURE = false;
+#endif // _DEBUG
+ m_nLIGHTWARPTEXTURE = 0;
+#ifdef _DEBUG
+ m_bSELFILLUM = false;
+#endif // _DEBUG
+ m_nSELFILLUM = 0;
+#ifdef _DEBUG
+ m_bSELFILLUMFRESNEL = false;
+#endif // _DEBUG
+ m_nSELFILLUMFRESNEL = 0;
+#ifdef _DEBUG
+ m_bNORMALMAPALPHAENVMAPMASK = false;
+#endif // _DEBUG
+ m_nNORMALMAPALPHAENVMAPMASK = 0;
+#ifdef _DEBUG
+ m_bHALFLAMBERT = false;
+#endif // _DEBUG
+ m_nHALFLAMBERT = 0;
+#ifdef _DEBUG
+ m_bFLASHLIGHT = false;
+#endif // _DEBUG
+ m_nFLASHLIGHT = 0;
+#ifdef _DEBUG
+ m_bDETAILTEXTURE = false;
+#endif // _DEBUG
+ m_nDETAILTEXTURE = 0;
+#ifdef _DEBUG
+ m_bDETAIL_BLEND_MODE = false;
+#endif // _DEBUG
+ m_nDETAIL_BLEND_MODE = 0;
+#ifdef _DEBUG
+ m_bBLENDTINTBYBASEALPHA = false;
+#endif // _DEBUG
+ m_nBLENDTINTBYBASEALPHA = 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_bCUBEMAP && m_bDIFFUSELIGHTING && m_bLIGHTWARPTEXTURE && m_bSELFILLUM && m_bSELFILLUMFRESNEL && m_bNORMALMAPALPHAENVMAPMASK && m_bHALFLAMBERT && m_bFLASHLIGHT && m_bDETAILTEXTURE && m_bDETAIL_BLEND_MODE && m_bBLENDTINTBYBASEALPHA;
+ Assert( bAllStaticVarsDefined );
+#endif // _DEBUG
+ return ( 24 * m_nCUBEMAP ) + ( 48 * m_nDIFFUSELIGHTING ) + ( 96 * m_nLIGHTWARPTEXTURE ) + ( 192 * m_nSELFILLUM ) + ( 384 * m_nSELFILLUMFRESNEL ) + ( 768 * m_nNORMALMAPALPHAENVMAPMASK ) + ( 1536 * m_nHALFLAMBERT ) + ( 3072 * m_nFLASHLIGHT ) + ( 6144 * m_nDETAILTEXTURE ) + ( 12288 * m_nDETAIL_BLEND_MODE ) + ( 86016 * m_nBLENDTINTBYBASEALPHA ) + 0;
+ }
+};
+#define shaderStaticTest_vertexlit_and_unlit_generic_bump_ps20 psh_forgot_to_set_static_CUBEMAP + psh_forgot_to_set_static_DIFFUSELIGHTING + psh_forgot_to_set_static_LIGHTWARPTEXTURE + psh_forgot_to_set_static_SELFILLUM + psh_forgot_to_set_static_SELFILLUMFRESNEL + psh_forgot_to_set_static_NORMALMAPALPHAENVMAPMASK + psh_forgot_to_set_static_HALFLAMBERT + psh_forgot_to_set_static_FLASHLIGHT + psh_forgot_to_set_static_DETAILTEXTURE + psh_forgot_to_set_static_DETAIL_BLEND_MODE + psh_forgot_to_set_static_BLENDTINTBYBASEALPHA + 0
+class vertexlit_and_unlit_generic_bump_ps20_Dynamic_Index
+{
+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_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_nNUM_LIGHTS;
+#ifdef _DEBUG
+ bool m_bNUM_LIGHTS;
+#endif
+public:
+ void SetNUM_LIGHTS( int i )
+ {
+ Assert( i >= 0 && i <= 2 );
+ m_nNUM_LIGHTS = i;
+#ifdef _DEBUG
+ m_bNUM_LIGHTS = true;
+#endif
+ }
+ void SetNUM_LIGHTS( bool i )
+ {
+ m_nNUM_LIGHTS = i ? 1 : 0;
+#ifdef _DEBUG
+ m_bNUM_LIGHTS = true;
+#endif
+ }
+private:
+ int m_nAMBIENT_LIGHT;
+#ifdef _DEBUG
+ bool m_bAMBIENT_LIGHT;
+#endif
+public:
+ void SetAMBIENT_LIGHT( int i )
+ {
+ Assert( i >= 0 && i <= 1 );
+ m_nAMBIENT_LIGHT = i;
+#ifdef _DEBUG
+ m_bAMBIENT_LIGHT = true;
+#endif
+ }
+ void SetAMBIENT_LIGHT( bool i )
+ {
+ m_nAMBIENT_LIGHT = i ? 1 : 0;
+#ifdef _DEBUG
+ m_bAMBIENT_LIGHT = true;
+#endif
+ }
+public:
+ vertexlit_and_unlit_generic_bump_ps20_Dynamic_Index()
+ {
+#ifdef _DEBUG
+ m_bPIXELFOGTYPE = false;
+#endif // _DEBUG
+ m_nPIXELFOGTYPE = 0;
+#ifdef _DEBUG
+ m_bWRITEWATERFOGTODESTALPHA = false;
+#endif // _DEBUG
+ m_nWRITEWATERFOGTODESTALPHA = 0;
+#ifdef _DEBUG
+ m_bNUM_LIGHTS = false;
+#endif // _DEBUG
+ m_nNUM_LIGHTS = 0;
+#ifdef _DEBUG
+ m_bAMBIENT_LIGHT = false;
+#endif // _DEBUG
+ m_nAMBIENT_LIGHT = 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_bPIXELFOGTYPE && m_bWRITEWATERFOGTODESTALPHA && m_bNUM_LIGHTS && m_bAMBIENT_LIGHT;
+ Assert( bAllDynamicVarsDefined );
+#endif // _DEBUG
+ return ( 1 * m_nPIXELFOGTYPE ) + ( 2 * m_nWRITEWATERFOGTODESTALPHA ) + ( 4 * m_nNUM_LIGHTS ) + ( 12 * m_nAMBIENT_LIGHT ) + 0;
+ }
+};
+#define shaderDynamicTest_vertexlit_and_unlit_generic_bump_ps20 psh_forgot_to_set_dynamic_PIXELFOGTYPE + psh_forgot_to_set_dynamic_WRITEWATERFOGTODESTALPHA + psh_forgot_to_set_dynamic_NUM_LIGHTS + psh_forgot_to_set_dynamic_AMBIENT_LIGHT + 0
diff --git a/materialsystem/stdshaders/fxctmp9/vertexlit_and_unlit_generic_bump_ps20b.inc b/materialsystem/stdshaders/fxctmp9/vertexlit_and_unlit_generic_bump_ps20b.inc
new file mode 100644
index 0000000..c73bd9d
--- /dev/null
+++ b/materialsystem/stdshaders/fxctmp9/vertexlit_and_unlit_generic_bump_ps20b.inc
@@ -0,0 +1,412 @@
+#include "shaderlib/cshader.h"
+class vertexlit_and_unlit_generic_bump_ps20b_Static_Index
+{
+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_nDIFFUSELIGHTING;
+#ifdef _DEBUG
+ bool m_bDIFFUSELIGHTING;
+#endif
+public:
+ void SetDIFFUSELIGHTING( int i )
+ {
+ Assert( i >= 0 && i <= 1 );
+ m_nDIFFUSELIGHTING = i;
+#ifdef _DEBUG
+ m_bDIFFUSELIGHTING = true;
+#endif
+ }
+ void SetDIFFUSELIGHTING( bool i )
+ {
+ m_nDIFFUSELIGHTING = i ? 1 : 0;
+#ifdef _DEBUG
+ m_bDIFFUSELIGHTING = true;
+#endif
+ }
+private:
+ int m_nLIGHTWARPTEXTURE;
+#ifdef _DEBUG
+ bool m_bLIGHTWARPTEXTURE;
+#endif
+public:
+ void SetLIGHTWARPTEXTURE( int i )
+ {
+ Assert( i >= 0 && i <= 1 );
+ m_nLIGHTWARPTEXTURE = i;
+#ifdef _DEBUG
+ m_bLIGHTWARPTEXTURE = true;
+#endif
+ }
+ void SetLIGHTWARPTEXTURE( bool i )
+ {
+ m_nLIGHTWARPTEXTURE = i ? 1 : 0;
+#ifdef _DEBUG
+ m_bLIGHTWARPTEXTURE = 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_nSELFILLUMFRESNEL;
+#ifdef _DEBUG
+ bool m_bSELFILLUMFRESNEL;
+#endif
+public:
+ void SetSELFILLUMFRESNEL( int i )
+ {
+ Assert( i >= 0 && i <= 1 );
+ m_nSELFILLUMFRESNEL = i;
+#ifdef _DEBUG
+ m_bSELFILLUMFRESNEL = true;
+#endif
+ }
+ void SetSELFILLUMFRESNEL( bool i )
+ {
+ m_nSELFILLUMFRESNEL = i ? 1 : 0;
+#ifdef _DEBUG
+ m_bSELFILLUMFRESNEL = 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_nHALFLAMBERT;
+#ifdef _DEBUG
+ bool m_bHALFLAMBERT;
+#endif
+public:
+ void SetHALFLAMBERT( int i )
+ {
+ Assert( i >= 0 && i <= 1 );
+ m_nHALFLAMBERT = i;
+#ifdef _DEBUG
+ m_bHALFLAMBERT = true;
+#endif
+ }
+ void SetHALFLAMBERT( bool i )
+ {
+ m_nHALFLAMBERT = i ? 1 : 0;
+#ifdef _DEBUG
+ m_bHALFLAMBERT = 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
+ }
+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_nDETAIL_BLEND_MODE;
+#ifdef _DEBUG
+ bool m_bDETAIL_BLEND_MODE;
+#endif
+public:
+ void SetDETAIL_BLEND_MODE( int i )
+ {
+ Assert( i >= 0 && i <= 6 );
+ 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_nFLASHLIGHTDEPTHFILTERMODE;
+#ifdef _DEBUG
+ bool m_bFLASHLIGHTDEPTHFILTERMODE;
+#endif
+public:
+ void SetFLASHLIGHTDEPTHFILTERMODE( int i )
+ {
+ Assert( i >= 0 && i <= 2 );
+ m_nFLASHLIGHTDEPTHFILTERMODE = i;
+#ifdef _DEBUG
+ m_bFLASHLIGHTDEPTHFILTERMODE = true;
+#endif
+ }
+ void SetFLASHLIGHTDEPTHFILTERMODE( bool i )
+ {
+ m_nFLASHLIGHTDEPTHFILTERMODE = i ? 1 : 0;
+#ifdef _DEBUG
+ m_bFLASHLIGHTDEPTHFILTERMODE = true;
+#endif
+ }
+private:
+ int m_nBLENDTINTBYBASEALPHA;
+#ifdef _DEBUG
+ bool m_bBLENDTINTBYBASEALPHA;
+#endif
+public:
+ void SetBLENDTINTBYBASEALPHA( int i )
+ {
+ Assert( i >= 0 && i <= 1 );
+ m_nBLENDTINTBYBASEALPHA = i;
+#ifdef _DEBUG
+ m_bBLENDTINTBYBASEALPHA = true;
+#endif
+ }
+ void SetBLENDTINTBYBASEALPHA( bool i )
+ {
+ m_nBLENDTINTBYBASEALPHA = i ? 1 : 0;
+#ifdef _DEBUG
+ m_bBLENDTINTBYBASEALPHA = true;
+#endif
+ }
+public:
+ vertexlit_and_unlit_generic_bump_ps20b_Static_Index( )
+ {
+#ifdef _DEBUG
+ m_bCUBEMAP = false;
+#endif // _DEBUG
+ m_nCUBEMAP = 0;
+#ifdef _DEBUG
+ m_bDIFFUSELIGHTING = false;
+#endif // _DEBUG
+ m_nDIFFUSELIGHTING = 0;
+#ifdef _DEBUG
+ m_bLIGHTWARPTEXTURE = false;
+#endif // _DEBUG
+ m_nLIGHTWARPTEXTURE = 0;
+#ifdef _DEBUG
+ m_bSELFILLUM = false;
+#endif // _DEBUG
+ m_nSELFILLUM = 0;
+#ifdef _DEBUG
+ m_bSELFILLUMFRESNEL = false;
+#endif // _DEBUG
+ m_nSELFILLUMFRESNEL = 0;
+#ifdef _DEBUG
+ m_bNORMALMAPALPHAENVMAPMASK = false;
+#endif // _DEBUG
+ m_nNORMALMAPALPHAENVMAPMASK = 0;
+#ifdef _DEBUG
+ m_bHALFLAMBERT = false;
+#endif // _DEBUG
+ m_nHALFLAMBERT = 0;
+#ifdef _DEBUG
+ m_bFLASHLIGHT = false;
+#endif // _DEBUG
+ m_nFLASHLIGHT = 0;
+#ifdef _DEBUG
+ m_bDETAILTEXTURE = false;
+#endif // _DEBUG
+ m_nDETAILTEXTURE = 0;
+#ifdef _DEBUG
+ m_bDETAIL_BLEND_MODE = false;
+#endif // _DEBUG
+ m_nDETAIL_BLEND_MODE = 0;
+#ifdef _DEBUG
+ m_bFLASHLIGHTDEPTHFILTERMODE = false;
+#endif // _DEBUG
+ m_nFLASHLIGHTDEPTHFILTERMODE = 0;
+#ifdef _DEBUG
+ m_bBLENDTINTBYBASEALPHA = false;
+#endif // _DEBUG
+ m_nBLENDTINTBYBASEALPHA = 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_bCUBEMAP && m_bDIFFUSELIGHTING && m_bLIGHTWARPTEXTURE && m_bSELFILLUM && m_bSELFILLUMFRESNEL && m_bNORMALMAPALPHAENVMAPMASK && m_bHALFLAMBERT && m_bFLASHLIGHT && m_bDETAILTEXTURE && m_bDETAIL_BLEND_MODE && m_bFLASHLIGHTDEPTHFILTERMODE && m_bBLENDTINTBYBASEALPHA;
+ Assert( bAllStaticVarsDefined );
+#endif // _DEBUG
+ return ( 20 * m_nCUBEMAP ) + ( 40 * m_nDIFFUSELIGHTING ) + ( 80 * m_nLIGHTWARPTEXTURE ) + ( 160 * m_nSELFILLUM ) + ( 320 * m_nSELFILLUMFRESNEL ) + ( 640 * m_nNORMALMAPALPHAENVMAPMASK ) + ( 1280 * m_nHALFLAMBERT ) + ( 2560 * m_nFLASHLIGHT ) + ( 5120 * m_nDETAILTEXTURE ) + ( 10240 * m_nDETAIL_BLEND_MODE ) + ( 71680 * m_nFLASHLIGHTDEPTHFILTERMODE ) + ( 215040 * m_nBLENDTINTBYBASEALPHA ) + 0;
+ }
+};
+#define shaderStaticTest_vertexlit_and_unlit_generic_bump_ps20b psh_forgot_to_set_static_CUBEMAP + psh_forgot_to_set_static_DIFFUSELIGHTING + psh_forgot_to_set_static_LIGHTWARPTEXTURE + psh_forgot_to_set_static_SELFILLUM + psh_forgot_to_set_static_SELFILLUMFRESNEL + psh_forgot_to_set_static_NORMALMAPALPHAENVMAPMASK + psh_forgot_to_set_static_HALFLAMBERT + psh_forgot_to_set_static_FLASHLIGHT + psh_forgot_to_set_static_DETAILTEXTURE + psh_forgot_to_set_static_DETAIL_BLEND_MODE + psh_forgot_to_set_static_FLASHLIGHTDEPTHFILTERMODE + psh_forgot_to_set_static_BLENDTINTBYBASEALPHA + 0
+class vertexlit_and_unlit_generic_bump_ps20b_Dynamic_Index
+{
+private:
+ int m_nNUM_LIGHTS;
+#ifdef _DEBUG
+ bool m_bNUM_LIGHTS;
+#endif
+public:
+ void SetNUM_LIGHTS( int i )
+ {
+ Assert( i >= 0 && i <= 4 );
+ m_nNUM_LIGHTS = i;
+#ifdef _DEBUG
+ m_bNUM_LIGHTS = true;
+#endif
+ }
+ void SetNUM_LIGHTS( bool i )
+ {
+ m_nNUM_LIGHTS = i ? 1 : 0;
+#ifdef _DEBUG
+ m_bNUM_LIGHTS = true;
+#endif
+ }
+private:
+ int m_nAMBIENT_LIGHT;
+#ifdef _DEBUG
+ bool m_bAMBIENT_LIGHT;
+#endif
+public:
+ void SetAMBIENT_LIGHT( int i )
+ {
+ Assert( i >= 0 && i <= 1 );
+ m_nAMBIENT_LIGHT = i;
+#ifdef _DEBUG
+ m_bAMBIENT_LIGHT = true;
+#endif
+ }
+ void SetAMBIENT_LIGHT( bool i )
+ {
+ m_nAMBIENT_LIGHT = i ? 1 : 0;
+#ifdef _DEBUG
+ m_bAMBIENT_LIGHT = true;
+#endif
+ }
+private:
+ int m_nFLASHLIGHTSHADOWS;
+#ifdef _DEBUG
+ bool m_bFLASHLIGHTSHADOWS;
+#endif
+public:
+ void SetFLASHLIGHTSHADOWS( int i )
+ {
+ Assert( i >= 0 && i <= 1 );
+ m_nFLASHLIGHTSHADOWS = i;
+#ifdef _DEBUG
+ m_bFLASHLIGHTSHADOWS = true;
+#endif
+ }
+ void SetFLASHLIGHTSHADOWS( bool i )
+ {
+ m_nFLASHLIGHTSHADOWS = i ? 1 : 0;
+#ifdef _DEBUG
+ m_bFLASHLIGHTSHADOWS = true;
+#endif
+ }
+public:
+ vertexlit_and_unlit_generic_bump_ps20b_Dynamic_Index()
+ {
+#ifdef _DEBUG
+ m_bNUM_LIGHTS = false;
+#endif // _DEBUG
+ m_nNUM_LIGHTS = 0;
+#ifdef _DEBUG
+ m_bAMBIENT_LIGHT = false;
+#endif // _DEBUG
+ m_nAMBIENT_LIGHT = 0;
+#ifdef _DEBUG
+ m_bFLASHLIGHTSHADOWS = false;
+#endif // _DEBUG
+ m_nFLASHLIGHTSHADOWS = 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_bNUM_LIGHTS && m_bAMBIENT_LIGHT && m_bFLASHLIGHTSHADOWS;
+ Assert( bAllDynamicVarsDefined );
+#endif // _DEBUG
+ return ( 1 * m_nNUM_LIGHTS ) + ( 5 * m_nAMBIENT_LIGHT ) + ( 10 * m_nFLASHLIGHTSHADOWS ) + 0;
+ }
+};
+#define shaderDynamicTest_vertexlit_and_unlit_generic_bump_ps20b psh_forgot_to_set_dynamic_NUM_LIGHTS + psh_forgot_to_set_dynamic_AMBIENT_LIGHT + psh_forgot_to_set_dynamic_FLASHLIGHTSHADOWS + 0
diff --git a/materialsystem/stdshaders/fxctmp9/vertexlit_and_unlit_generic_bump_ps30.inc b/materialsystem/stdshaders/fxctmp9/vertexlit_and_unlit_generic_bump_ps30.inc
new file mode 100644
index 0000000..47ee38e
--- /dev/null
+++ b/materialsystem/stdshaders/fxctmp9/vertexlit_and_unlit_generic_bump_ps30.inc
@@ -0,0 +1,412 @@
+#include "shaderlib/cshader.h"
+class vertexlit_and_unlit_generic_bump_ps30_Static_Index
+{
+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_nDIFFUSELIGHTING;
+#ifdef _DEBUG
+ bool m_bDIFFUSELIGHTING;
+#endif
+public:
+ void SetDIFFUSELIGHTING( int i )
+ {
+ Assert( i >= 0 && i <= 1 );
+ m_nDIFFUSELIGHTING = i;
+#ifdef _DEBUG
+ m_bDIFFUSELIGHTING = true;
+#endif
+ }
+ void SetDIFFUSELIGHTING( bool i )
+ {
+ m_nDIFFUSELIGHTING = i ? 1 : 0;
+#ifdef _DEBUG
+ m_bDIFFUSELIGHTING = true;
+#endif
+ }
+private:
+ int m_nLIGHTWARPTEXTURE;
+#ifdef _DEBUG
+ bool m_bLIGHTWARPTEXTURE;
+#endif
+public:
+ void SetLIGHTWARPTEXTURE( int i )
+ {
+ Assert( i >= 0 && i <= 1 );
+ m_nLIGHTWARPTEXTURE = i;
+#ifdef _DEBUG
+ m_bLIGHTWARPTEXTURE = true;
+#endif
+ }
+ void SetLIGHTWARPTEXTURE( bool i )
+ {
+ m_nLIGHTWARPTEXTURE = i ? 1 : 0;
+#ifdef _DEBUG
+ m_bLIGHTWARPTEXTURE = 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_nSELFILLUMFRESNEL;
+#ifdef _DEBUG
+ bool m_bSELFILLUMFRESNEL;
+#endif
+public:
+ void SetSELFILLUMFRESNEL( int i )
+ {
+ Assert( i >= 0 && i <= 1 );
+ m_nSELFILLUMFRESNEL = i;
+#ifdef _DEBUG
+ m_bSELFILLUMFRESNEL = true;
+#endif
+ }
+ void SetSELFILLUMFRESNEL( bool i )
+ {
+ m_nSELFILLUMFRESNEL = i ? 1 : 0;
+#ifdef _DEBUG
+ m_bSELFILLUMFRESNEL = 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_nHALFLAMBERT;
+#ifdef _DEBUG
+ bool m_bHALFLAMBERT;
+#endif
+public:
+ void SetHALFLAMBERT( int i )
+ {
+ Assert( i >= 0 && i <= 1 );
+ m_nHALFLAMBERT = i;
+#ifdef _DEBUG
+ m_bHALFLAMBERT = true;
+#endif
+ }
+ void SetHALFLAMBERT( bool i )
+ {
+ m_nHALFLAMBERT = i ? 1 : 0;
+#ifdef _DEBUG
+ m_bHALFLAMBERT = 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
+ }
+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_nDETAIL_BLEND_MODE;
+#ifdef _DEBUG
+ bool m_bDETAIL_BLEND_MODE;
+#endif
+public:
+ void SetDETAIL_BLEND_MODE( int i )
+ {
+ Assert( i >= 0 && i <= 6 );
+ 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_nFLASHLIGHTDEPTHFILTERMODE;
+#ifdef _DEBUG
+ bool m_bFLASHLIGHTDEPTHFILTERMODE;
+#endif
+public:
+ void SetFLASHLIGHTDEPTHFILTERMODE( int i )
+ {
+ Assert( i >= 0 && i <= 2 );
+ m_nFLASHLIGHTDEPTHFILTERMODE = i;
+#ifdef _DEBUG
+ m_bFLASHLIGHTDEPTHFILTERMODE = true;
+#endif
+ }
+ void SetFLASHLIGHTDEPTHFILTERMODE( bool i )
+ {
+ m_nFLASHLIGHTDEPTHFILTERMODE = i ? 1 : 0;
+#ifdef _DEBUG
+ m_bFLASHLIGHTDEPTHFILTERMODE = true;
+#endif
+ }
+private:
+ int m_nBLENDTINTBYBASEALPHA;
+#ifdef _DEBUG
+ bool m_bBLENDTINTBYBASEALPHA;
+#endif
+public:
+ void SetBLENDTINTBYBASEALPHA( int i )
+ {
+ Assert( i >= 0 && i <= 1 );
+ m_nBLENDTINTBYBASEALPHA = i;
+#ifdef _DEBUG
+ m_bBLENDTINTBYBASEALPHA = true;
+#endif
+ }
+ void SetBLENDTINTBYBASEALPHA( bool i )
+ {
+ m_nBLENDTINTBYBASEALPHA = i ? 1 : 0;
+#ifdef _DEBUG
+ m_bBLENDTINTBYBASEALPHA = true;
+#endif
+ }
+public:
+ vertexlit_and_unlit_generic_bump_ps30_Static_Index( )
+ {
+#ifdef _DEBUG
+ m_bCUBEMAP = false;
+#endif // _DEBUG
+ m_nCUBEMAP = 0;
+#ifdef _DEBUG
+ m_bDIFFUSELIGHTING = false;
+#endif // _DEBUG
+ m_nDIFFUSELIGHTING = 0;
+#ifdef _DEBUG
+ m_bLIGHTWARPTEXTURE = false;
+#endif // _DEBUG
+ m_nLIGHTWARPTEXTURE = 0;
+#ifdef _DEBUG
+ m_bSELFILLUM = false;
+#endif // _DEBUG
+ m_nSELFILLUM = 0;
+#ifdef _DEBUG
+ m_bSELFILLUMFRESNEL = false;
+#endif // _DEBUG
+ m_nSELFILLUMFRESNEL = 0;
+#ifdef _DEBUG
+ m_bNORMALMAPALPHAENVMAPMASK = false;
+#endif // _DEBUG
+ m_nNORMALMAPALPHAENVMAPMASK = 0;
+#ifdef _DEBUG
+ m_bHALFLAMBERT = false;
+#endif // _DEBUG
+ m_nHALFLAMBERT = 0;
+#ifdef _DEBUG
+ m_bFLASHLIGHT = false;
+#endif // _DEBUG
+ m_nFLASHLIGHT = 0;
+#ifdef _DEBUG
+ m_bDETAILTEXTURE = false;
+#endif // _DEBUG
+ m_nDETAILTEXTURE = 0;
+#ifdef _DEBUG
+ m_bDETAIL_BLEND_MODE = false;
+#endif // _DEBUG
+ m_nDETAIL_BLEND_MODE = 0;
+#ifdef _DEBUG
+ m_bFLASHLIGHTDEPTHFILTERMODE = false;
+#endif // _DEBUG
+ m_nFLASHLIGHTDEPTHFILTERMODE = 0;
+#ifdef _DEBUG
+ m_bBLENDTINTBYBASEALPHA = false;
+#endif // _DEBUG
+ m_nBLENDTINTBYBASEALPHA = 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_bCUBEMAP && m_bDIFFUSELIGHTING && m_bLIGHTWARPTEXTURE && m_bSELFILLUM && m_bSELFILLUMFRESNEL && m_bNORMALMAPALPHAENVMAPMASK && m_bHALFLAMBERT && m_bFLASHLIGHT && m_bDETAILTEXTURE && m_bDETAIL_BLEND_MODE && m_bFLASHLIGHTDEPTHFILTERMODE && m_bBLENDTINTBYBASEALPHA;
+ Assert( bAllStaticVarsDefined );
+#endif // _DEBUG
+ return ( 20 * m_nCUBEMAP ) + ( 40 * m_nDIFFUSELIGHTING ) + ( 80 * m_nLIGHTWARPTEXTURE ) + ( 160 * m_nSELFILLUM ) + ( 320 * m_nSELFILLUMFRESNEL ) + ( 640 * m_nNORMALMAPALPHAENVMAPMASK ) + ( 1280 * m_nHALFLAMBERT ) + ( 2560 * m_nFLASHLIGHT ) + ( 5120 * m_nDETAILTEXTURE ) + ( 10240 * m_nDETAIL_BLEND_MODE ) + ( 71680 * m_nFLASHLIGHTDEPTHFILTERMODE ) + ( 215040 * m_nBLENDTINTBYBASEALPHA ) + 0;
+ }
+};
+#define shaderStaticTest_vertexlit_and_unlit_generic_bump_ps30 psh_forgot_to_set_static_CUBEMAP + psh_forgot_to_set_static_DIFFUSELIGHTING + psh_forgot_to_set_static_LIGHTWARPTEXTURE + psh_forgot_to_set_static_SELFILLUM + psh_forgot_to_set_static_SELFILLUMFRESNEL + psh_forgot_to_set_static_NORMALMAPALPHAENVMAPMASK + psh_forgot_to_set_static_HALFLAMBERT + psh_forgot_to_set_static_FLASHLIGHT + psh_forgot_to_set_static_DETAILTEXTURE + psh_forgot_to_set_static_DETAIL_BLEND_MODE + psh_forgot_to_set_static_FLASHLIGHTDEPTHFILTERMODE + psh_forgot_to_set_static_BLENDTINTBYBASEALPHA + 0
+class vertexlit_and_unlit_generic_bump_ps30_Dynamic_Index
+{
+private:
+ int m_nNUM_LIGHTS;
+#ifdef _DEBUG
+ bool m_bNUM_LIGHTS;
+#endif
+public:
+ void SetNUM_LIGHTS( int i )
+ {
+ Assert( i >= 0 && i <= 4 );
+ m_nNUM_LIGHTS = i;
+#ifdef _DEBUG
+ m_bNUM_LIGHTS = true;
+#endif
+ }
+ void SetNUM_LIGHTS( bool i )
+ {
+ m_nNUM_LIGHTS = i ? 1 : 0;
+#ifdef _DEBUG
+ m_bNUM_LIGHTS = true;
+#endif
+ }
+private:
+ int m_nAMBIENT_LIGHT;
+#ifdef _DEBUG
+ bool m_bAMBIENT_LIGHT;
+#endif
+public:
+ void SetAMBIENT_LIGHT( int i )
+ {
+ Assert( i >= 0 && i <= 1 );
+ m_nAMBIENT_LIGHT = i;
+#ifdef _DEBUG
+ m_bAMBIENT_LIGHT = true;
+#endif
+ }
+ void SetAMBIENT_LIGHT( bool i )
+ {
+ m_nAMBIENT_LIGHT = i ? 1 : 0;
+#ifdef _DEBUG
+ m_bAMBIENT_LIGHT = true;
+#endif
+ }
+private:
+ int m_nFLASHLIGHTSHADOWS;
+#ifdef _DEBUG
+ bool m_bFLASHLIGHTSHADOWS;
+#endif
+public:
+ void SetFLASHLIGHTSHADOWS( int i )
+ {
+ Assert( i >= 0 && i <= 1 );
+ m_nFLASHLIGHTSHADOWS = i;
+#ifdef _DEBUG
+ m_bFLASHLIGHTSHADOWS = true;
+#endif
+ }
+ void SetFLASHLIGHTSHADOWS( bool i )
+ {
+ m_nFLASHLIGHTSHADOWS = i ? 1 : 0;
+#ifdef _DEBUG
+ m_bFLASHLIGHTSHADOWS = true;
+#endif
+ }
+public:
+ vertexlit_and_unlit_generic_bump_ps30_Dynamic_Index()
+ {
+#ifdef _DEBUG
+ m_bNUM_LIGHTS = false;
+#endif // _DEBUG
+ m_nNUM_LIGHTS = 0;
+#ifdef _DEBUG
+ m_bAMBIENT_LIGHT = false;
+#endif // _DEBUG
+ m_nAMBIENT_LIGHT = 0;
+#ifdef _DEBUG
+ m_bFLASHLIGHTSHADOWS = false;
+#endif // _DEBUG
+ m_nFLASHLIGHTSHADOWS = 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_bNUM_LIGHTS && m_bAMBIENT_LIGHT && m_bFLASHLIGHTSHADOWS;
+ Assert( bAllDynamicVarsDefined );
+#endif // _DEBUG
+ return ( 1 * m_nNUM_LIGHTS ) + ( 5 * m_nAMBIENT_LIGHT ) + ( 10 * m_nFLASHLIGHTSHADOWS ) + 0;
+ }
+};
+#define shaderDynamicTest_vertexlit_and_unlit_generic_bump_ps30 psh_forgot_to_set_dynamic_NUM_LIGHTS + psh_forgot_to_set_dynamic_AMBIENT_LIGHT + psh_forgot_to_set_dynamic_FLASHLIGHTSHADOWS + 0
diff --git a/materialsystem/stdshaders/fxctmp9/vertexlit_and_unlit_generic_bump_vs30.inc b/materialsystem/stdshaders/fxctmp9/vertexlit_and_unlit_generic_bump_vs30.inc
new file mode 100644
index 0000000..b4231fc
--- /dev/null
+++ b/materialsystem/stdshaders/fxctmp9/vertexlit_and_unlit_generic_bump_vs30.inc
@@ -0,0 +1,212 @@
+#include "shaderlib/cshader.h"
+class vertexlit_and_unlit_generic_bump_vs30_Static_Index
+{
+private:
+ int m_nHALFLAMBERT;
+#ifdef _DEBUG
+ bool m_bHALFLAMBERT;
+#endif
+public:
+ void SetHALFLAMBERT( int i )
+ {
+ Assert( i >= 0 && i <= 1 );
+ m_nHALFLAMBERT = i;
+#ifdef _DEBUG
+ m_bHALFLAMBERT = true;
+#endif
+ }
+ void SetHALFLAMBERT( bool i )
+ {
+ m_nHALFLAMBERT = i ? 1 : 0;
+#ifdef _DEBUG
+ m_bHALFLAMBERT = true;
+#endif
+ }
+private:
+ int m_nUSE_WITH_2B;
+#ifdef _DEBUG
+ bool m_bUSE_WITH_2B;
+#endif
+public:
+ void SetUSE_WITH_2B( int i )
+ {
+ Assert( i >= 0 && i <= 1 );
+ m_nUSE_WITH_2B = i;
+#ifdef _DEBUG
+ m_bUSE_WITH_2B = true;
+#endif
+ }
+ void SetUSE_WITH_2B( bool i )
+ {
+ m_nUSE_WITH_2B = i ? 1 : 0;
+#ifdef _DEBUG
+ m_bUSE_WITH_2B = true;
+#endif
+ }
+private:
+ int m_nDECAL;
+#ifdef _DEBUG
+ bool m_bDECAL;
+#endif
+public:
+ void SetDECAL( int i )
+ {
+ Assert( i >= 0 && i <= 1 );
+ m_nDECAL = i;
+#ifdef _DEBUG
+ m_bDECAL = true;
+#endif
+ }
+ void SetDECAL( bool i )
+ {
+ m_nDECAL = i ? 1 : 0;
+#ifdef _DEBUG
+ m_bDECAL = true;
+#endif
+ }
+public:
+ vertexlit_and_unlit_generic_bump_vs30_Static_Index( )
+ {
+#ifdef _DEBUG
+ m_bHALFLAMBERT = false;
+#endif // _DEBUG
+ m_nHALFLAMBERT = 0;
+#ifdef _DEBUG
+ m_bUSE_WITH_2B = false;
+#endif // _DEBUG
+ m_nUSE_WITH_2B = 0;
+#ifdef _DEBUG
+ m_bDECAL = false;
+#endif // _DEBUG
+ m_nDECAL = 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_bHALFLAMBERT && m_bUSE_WITH_2B && m_bDECAL;
+ Assert( bAllStaticVarsDefined );
+#endif // _DEBUG
+ return ( 16 * m_nHALFLAMBERT ) + ( 32 * m_nUSE_WITH_2B ) + ( 64 * m_nDECAL ) + 0;
+ }
+};
+#define shaderStaticTest_vertexlit_and_unlit_generic_bump_vs30 vsh_forgot_to_set_static_HALFLAMBERT + vsh_forgot_to_set_static_USE_WITH_2B + vsh_forgot_to_set_static_DECAL + 0
+class vertexlit_and_unlit_generic_bump_vs30_Dynamic_Index
+{
+private:
+ int m_nCOMPRESSED_VERTS;
+#ifdef _DEBUG
+ bool m_bCOMPRESSED_VERTS;
+#endif
+public:
+ void SetCOMPRESSED_VERTS( int i )
+ {
+ Assert( i >= 0 && i <= 1 );
+ m_nCOMPRESSED_VERTS = i;
+#ifdef _DEBUG
+ m_bCOMPRESSED_VERTS = true;
+#endif
+ }
+ void SetCOMPRESSED_VERTS( bool i )
+ {
+ m_nCOMPRESSED_VERTS = i ? 1 : 0;
+#ifdef _DEBUG
+ m_bCOMPRESSED_VERTS = true;
+#endif
+ }
+private:
+ int m_nDOWATERFOG;
+#ifdef _DEBUG
+ bool m_bDOWATERFOG;
+#endif
+public:
+ void SetDOWATERFOG( int i )
+ {
+ Assert( i >= 0 && i <= 1 );
+ m_nDOWATERFOG = i;
+#ifdef _DEBUG
+ m_bDOWATERFOG = true;
+#endif
+ }
+ void SetDOWATERFOG( bool i )
+ {
+ m_nDOWATERFOG = i ? 1 : 0;
+#ifdef _DEBUG
+ m_bDOWATERFOG = true;
+#endif
+ }
+private:
+ int m_nSKINNING;
+#ifdef _DEBUG
+ bool m_bSKINNING;
+#endif
+public:
+ void SetSKINNING( int i )
+ {
+ Assert( i >= 0 && i <= 1 );
+ m_nSKINNING = i;
+#ifdef _DEBUG
+ m_bSKINNING = true;
+#endif
+ }
+ void SetSKINNING( bool i )
+ {
+ m_nSKINNING = i ? 1 : 0;
+#ifdef _DEBUG
+ m_bSKINNING = true;
+#endif
+ }
+private:
+ int m_nMORPHING;
+#ifdef _DEBUG
+ bool m_bMORPHING;
+#endif
+public:
+ void SetMORPHING( int i )
+ {
+ Assert( i >= 0 && i <= 1 );
+ m_nMORPHING = i;
+#ifdef _DEBUG
+ m_bMORPHING = true;
+#endif
+ }
+ void SetMORPHING( bool i )
+ {
+ m_nMORPHING = i ? 1 : 0;
+#ifdef _DEBUG
+ m_bMORPHING = true;
+#endif
+ }
+public:
+ vertexlit_and_unlit_generic_bump_vs30_Dynamic_Index()
+ {
+#ifdef _DEBUG
+ m_bCOMPRESSED_VERTS = false;
+#endif // _DEBUG
+ m_nCOMPRESSED_VERTS = 0;
+#ifdef _DEBUG
+ m_bDOWATERFOG = false;
+#endif // _DEBUG
+ m_nDOWATERFOG = 0;
+#ifdef _DEBUG
+ m_bSKINNING = false;
+#endif // _DEBUG
+ m_nSKINNING = 0;
+#ifdef _DEBUG
+ m_bMORPHING = false;
+#endif // _DEBUG
+ m_nMORPHING = 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_bCOMPRESSED_VERTS && m_bDOWATERFOG && m_bSKINNING && m_bMORPHING;
+ Assert( bAllDynamicVarsDefined );
+#endif // _DEBUG
+ return ( 1 * m_nCOMPRESSED_VERTS ) + ( 2 * m_nDOWATERFOG ) + ( 4 * m_nSKINNING ) + ( 8 * m_nMORPHING ) + 0;
+ }
+};
+#define shaderDynamicTest_vertexlit_and_unlit_generic_bump_vs30 vsh_forgot_to_set_dynamic_COMPRESSED_VERTS + vsh_forgot_to_set_dynamic_DOWATERFOG + vsh_forgot_to_set_dynamic_SKINNING + vsh_forgot_to_set_dynamic_MORPHING + 0
diff --git a/materialsystem/stdshaders/fxctmp9/vertexlit_and_unlit_generic_ps20.inc b/materialsystem/stdshaders/fxctmp9/vertexlit_and_unlit_generic_ps20.inc
new file mode 100644
index 0000000..cc3b8ba
--- /dev/null
+++ b/materialsystem/stdshaders/fxctmp9/vertexlit_and_unlit_generic_ps20.inc
@@ -0,0 +1,587 @@
+#include "shaderlib/cshader.h"
+class vertexlit_and_unlit_generic_ps20_Static_Index
+{
+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_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_nDIFFUSELIGHTING;
+#ifdef _DEBUG
+ bool m_bDIFFUSELIGHTING;
+#endif
+public:
+ void SetDIFFUSELIGHTING( int i )
+ {
+ Assert( i >= 0 && i <= 1 );
+ m_nDIFFUSELIGHTING = i;
+#ifdef _DEBUG
+ m_bDIFFUSELIGHTING = true;
+#endif
+ }
+ void SetDIFFUSELIGHTING( bool i )
+ {
+ m_nDIFFUSELIGHTING = i ? 1 : 0;
+#ifdef _DEBUG
+ m_bDIFFUSELIGHTING = 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_nVERTEXCOLOR;
+#ifdef _DEBUG
+ bool m_bVERTEXCOLOR;
+#endif
+public:
+ void SetVERTEXCOLOR( int i )
+ {
+ Assert( i >= 0 && i <= 1 );
+ m_nVERTEXCOLOR = i;
+#ifdef _DEBUG
+ m_bVERTEXCOLOR = true;
+#endif
+ }
+ void SetVERTEXCOLOR( bool i )
+ {
+ m_nVERTEXCOLOR = i ? 1 : 0;
+#ifdef _DEBUG
+ m_bVERTEXCOLOR = 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
+ }
+private:
+ int m_nSELFILLUM_ENVMAPMASK_ALPHA;
+#ifdef _DEBUG
+ bool m_bSELFILLUM_ENVMAPMASK_ALPHA;
+#endif
+public:
+ void SetSELFILLUM_ENVMAPMASK_ALPHA( int i )
+ {
+ Assert( i >= 0 && i <= 1 );
+ m_nSELFILLUM_ENVMAPMASK_ALPHA = i;
+#ifdef _DEBUG
+ m_bSELFILLUM_ENVMAPMASK_ALPHA = true;
+#endif
+ }
+ void SetSELFILLUM_ENVMAPMASK_ALPHA( bool i )
+ {
+ m_nSELFILLUM_ENVMAPMASK_ALPHA = i ? 1 : 0;
+#ifdef _DEBUG
+ m_bSELFILLUM_ENVMAPMASK_ALPHA = 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 <= 9 );
+ 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_nSEAMLESS_BASE;
+#ifdef _DEBUG
+ bool m_bSEAMLESS_BASE;
+#endif
+public:
+ void SetSEAMLESS_BASE( int i )
+ {
+ Assert( i >= 0 && i <= 1 );
+ m_nSEAMLESS_BASE = i;
+#ifdef _DEBUG
+ m_bSEAMLESS_BASE = true;
+#endif
+ }
+ void SetSEAMLESS_BASE( bool i )
+ {
+ m_nSEAMLESS_BASE = i ? 1 : 0;
+#ifdef _DEBUG
+ m_bSEAMLESS_BASE = true;
+#endif
+ }
+private:
+ int m_nSEAMLESS_DETAIL;
+#ifdef _DEBUG
+ bool m_bSEAMLESS_DETAIL;
+#endif
+public:
+ void SetSEAMLESS_DETAIL( int i )
+ {
+ Assert( i >= 0 && i <= 1 );
+ m_nSEAMLESS_DETAIL = i;
+#ifdef _DEBUG
+ m_bSEAMLESS_DETAIL = true;
+#endif
+ }
+ void SetSEAMLESS_DETAIL( bool i )
+ {
+ m_nSEAMLESS_DETAIL = i ? 1 : 0;
+#ifdef _DEBUG
+ m_bSEAMLESS_DETAIL = true;
+#endif
+ }
+private:
+ int m_nDISTANCEALPHA;
+#ifdef _DEBUG
+ bool m_bDISTANCEALPHA;
+#endif
+public:
+ void SetDISTANCEALPHA( int i )
+ {
+ Assert( i >= 0 && i <= 1 );
+ m_nDISTANCEALPHA = i;
+#ifdef _DEBUG
+ m_bDISTANCEALPHA = true;
+#endif
+ }
+ void SetDISTANCEALPHA( bool i )
+ {
+ m_nDISTANCEALPHA = i ? 1 : 0;
+#ifdef _DEBUG
+ m_bDISTANCEALPHA = true;
+#endif
+ }
+private:
+ int m_nDISTANCEALPHAFROMDETAIL;
+#ifdef _DEBUG
+ bool m_bDISTANCEALPHAFROMDETAIL;
+#endif
+public:
+ void SetDISTANCEALPHAFROMDETAIL( int i )
+ {
+ Assert( i >= 0 && i <= 1 );
+ m_nDISTANCEALPHAFROMDETAIL = i;
+#ifdef _DEBUG
+ m_bDISTANCEALPHAFROMDETAIL = true;
+#endif
+ }
+ void SetDISTANCEALPHAFROMDETAIL( bool i )
+ {
+ m_nDISTANCEALPHAFROMDETAIL = i ? 1 : 0;
+#ifdef _DEBUG
+ m_bDISTANCEALPHAFROMDETAIL = true;
+#endif
+ }
+private:
+ int m_nSOFT_MASK;
+#ifdef _DEBUG
+ bool m_bSOFT_MASK;
+#endif
+public:
+ void SetSOFT_MASK( int i )
+ {
+ Assert( i >= 0 && i <= 1 );
+ m_nSOFT_MASK = i;
+#ifdef _DEBUG
+ m_bSOFT_MASK = true;
+#endif
+ }
+ void SetSOFT_MASK( bool i )
+ {
+ m_nSOFT_MASK = i ? 1 : 0;
+#ifdef _DEBUG
+ m_bSOFT_MASK = 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_nOUTER_GLOW;
+#ifdef _DEBUG
+ bool m_bOUTER_GLOW;
+#endif
+public:
+ void SetOUTER_GLOW( int i )
+ {
+ Assert( i >= 0 && i <= 1 );
+ m_nOUTER_GLOW = i;
+#ifdef _DEBUG
+ m_bOUTER_GLOW = true;
+#endif
+ }
+ void SetOUTER_GLOW( bool i )
+ {
+ m_nOUTER_GLOW = i ? 1 : 0;
+#ifdef _DEBUG
+ m_bOUTER_GLOW = true;
+#endif
+ }
+private:
+ int m_nBLENDTINTBYBASEALPHA;
+#ifdef _DEBUG
+ bool m_bBLENDTINTBYBASEALPHA;
+#endif
+public:
+ void SetBLENDTINTBYBASEALPHA( int i )
+ {
+ Assert( i >= 0 && i <= 1 );
+ m_nBLENDTINTBYBASEALPHA = i;
+#ifdef _DEBUG
+ m_bBLENDTINTBYBASEALPHA = true;
+#endif
+ }
+ void SetBLENDTINTBYBASEALPHA( bool i )
+ {
+ m_nBLENDTINTBYBASEALPHA = i ? 1 : 0;
+#ifdef _DEBUG
+ m_bBLENDTINTBYBASEALPHA = true;
+#endif
+ }
+private:
+ int m_nCUBEMAP_SPHERE_LEGACY;
+#ifdef _DEBUG
+ bool m_bCUBEMAP_SPHERE_LEGACY;
+#endif
+public:
+ void SetCUBEMAP_SPHERE_LEGACY( int i )
+ {
+ Assert( i >= 0 && i <= 1 );
+ m_nCUBEMAP_SPHERE_LEGACY = i;
+#ifdef _DEBUG
+ m_bCUBEMAP_SPHERE_LEGACY = true;
+#endif
+ }
+ void SetCUBEMAP_SPHERE_LEGACY( bool i )
+ {
+ m_nCUBEMAP_SPHERE_LEGACY = i ? 1 : 0;
+#ifdef _DEBUG
+ m_bCUBEMAP_SPHERE_LEGACY = true;
+#endif
+ }
+public:
+ vertexlit_and_unlit_generic_ps20_Static_Index( )
+ {
+#ifdef _DEBUG
+ m_bDETAILTEXTURE = false;
+#endif // _DEBUG
+ m_nDETAILTEXTURE = 0;
+#ifdef _DEBUG
+ m_bCUBEMAP = false;
+#endif // _DEBUG
+ m_nCUBEMAP = 0;
+#ifdef _DEBUG
+ m_bDIFFUSELIGHTING = false;
+#endif // _DEBUG
+ m_nDIFFUSELIGHTING = 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_bVERTEXCOLOR = false;
+#endif // _DEBUG
+ m_nVERTEXCOLOR = 0;
+#ifdef _DEBUG
+ m_bFLASHLIGHT = false;
+#endif // _DEBUG
+ m_nFLASHLIGHT = 0;
+#ifdef _DEBUG
+ m_bSELFILLUM_ENVMAPMASK_ALPHA = false;
+#endif // _DEBUG
+ m_nSELFILLUM_ENVMAPMASK_ALPHA = 0;
+#ifdef _DEBUG
+ m_bDETAIL_BLEND_MODE = false;
+#endif // _DEBUG
+ m_nDETAIL_BLEND_MODE = 0;
+#ifdef _DEBUG
+ m_bSEAMLESS_BASE = false;
+#endif // _DEBUG
+ m_nSEAMLESS_BASE = 0;
+#ifdef _DEBUG
+ m_bSEAMLESS_DETAIL = false;
+#endif // _DEBUG
+ m_nSEAMLESS_DETAIL = 0;
+#ifdef _DEBUG
+ m_bDISTANCEALPHA = false;
+#endif // _DEBUG
+ m_nDISTANCEALPHA = 0;
+#ifdef _DEBUG
+ m_bDISTANCEALPHAFROMDETAIL = false;
+#endif // _DEBUG
+ m_nDISTANCEALPHAFROMDETAIL = 0;
+#ifdef _DEBUG
+ m_bSOFT_MASK = false;
+#endif // _DEBUG
+ m_nSOFT_MASK = 0;
+#ifdef _DEBUG
+ m_bOUTLINE = false;
+#endif // _DEBUG
+ m_nOUTLINE = 0;
+#ifdef _DEBUG
+ m_bOUTER_GLOW = false;
+#endif // _DEBUG
+ m_nOUTER_GLOW = 0;
+#ifdef _DEBUG
+ m_bBLENDTINTBYBASEALPHA = false;
+#endif // _DEBUG
+ m_nBLENDTINTBYBASEALPHA = 0;
+#ifdef _DEBUG
+ m_bCUBEMAP_SPHERE_LEGACY = false;
+#endif // _DEBUG
+ m_nCUBEMAP_SPHERE_LEGACY = 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_bDETAILTEXTURE && m_bCUBEMAP && m_bDIFFUSELIGHTING && m_bENVMAPMASK && m_bBASEALPHAENVMAPMASK && m_bSELFILLUM && m_bVERTEXCOLOR && m_bFLASHLIGHT && m_bSELFILLUM_ENVMAPMASK_ALPHA && m_bDETAIL_BLEND_MODE && m_bSEAMLESS_BASE && m_bSEAMLESS_DETAIL && m_bDISTANCEALPHA && m_bDISTANCEALPHAFROMDETAIL && m_bSOFT_MASK && m_bOUTLINE && m_bOUTER_GLOW && m_bBLENDTINTBYBASEALPHA && m_bCUBEMAP_SPHERE_LEGACY;
+ Assert( bAllStaticVarsDefined );
+#endif // _DEBUG
+ return ( 6 * m_nDETAILTEXTURE ) + ( 12 * m_nCUBEMAP ) + ( 24 * m_nDIFFUSELIGHTING ) + ( 48 * m_nENVMAPMASK ) + ( 96 * m_nBASEALPHAENVMAPMASK ) + ( 192 * m_nSELFILLUM ) + ( 384 * m_nVERTEXCOLOR ) + ( 768 * m_nFLASHLIGHT ) + ( 1536 * m_nSELFILLUM_ENVMAPMASK_ALPHA ) + ( 3072 * m_nDETAIL_BLEND_MODE ) + ( 30720 * m_nSEAMLESS_BASE ) + ( 61440 * m_nSEAMLESS_DETAIL ) + ( 122880 * m_nDISTANCEALPHA ) + ( 245760 * m_nDISTANCEALPHAFROMDETAIL ) + ( 491520 * m_nSOFT_MASK ) + ( 983040 * m_nOUTLINE ) + ( 1966080 * m_nOUTER_GLOW ) + ( 3932160 * m_nBLENDTINTBYBASEALPHA ) + ( 7864320 * m_nCUBEMAP_SPHERE_LEGACY ) + 0;
+ }
+};
+#define shaderStaticTest_vertexlit_and_unlit_generic_ps20 psh_forgot_to_set_static_DETAILTEXTURE + psh_forgot_to_set_static_CUBEMAP + psh_forgot_to_set_static_DIFFUSELIGHTING + psh_forgot_to_set_static_ENVMAPMASK + psh_forgot_to_set_static_BASEALPHAENVMAPMASK + psh_forgot_to_set_static_SELFILLUM + psh_forgot_to_set_static_VERTEXCOLOR + psh_forgot_to_set_static_FLASHLIGHT + psh_forgot_to_set_static_SELFILLUM_ENVMAPMASK_ALPHA + psh_forgot_to_set_static_DETAIL_BLEND_MODE + psh_forgot_to_set_static_SEAMLESS_BASE + psh_forgot_to_set_static_SEAMLESS_DETAIL + psh_forgot_to_set_static_DISTANCEALPHA + psh_forgot_to_set_static_DISTANCEALPHAFROMDETAIL + psh_forgot_to_set_static_SOFT_MASK + psh_forgot_to_set_static_OUTLINE + psh_forgot_to_set_static_OUTER_GLOW + psh_forgot_to_set_static_BLENDTINTBYBASEALPHA + psh_forgot_to_set_static_CUBEMAP_SPHERE_LEGACY + 0
+class vertexlit_and_unlit_generic_ps20_Dynamic_Index
+{
+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 <= 2 );
+ 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_nSTATIC_LIGHT_LIGHTMAP;
+#ifdef _DEBUG
+ bool m_bSTATIC_LIGHT_LIGHTMAP;
+#endif
+public:
+ void SetSTATIC_LIGHT_LIGHTMAP( int i )
+ {
+ Assert( i >= 0 && i <= 0 );
+ m_nSTATIC_LIGHT_LIGHTMAP = i;
+#ifdef _DEBUG
+ m_bSTATIC_LIGHT_LIGHTMAP = true;
+#endif
+ }
+ void SetSTATIC_LIGHT_LIGHTMAP( bool i )
+ {
+ m_nSTATIC_LIGHT_LIGHTMAP = i ? 1 : 0;
+#ifdef _DEBUG
+ m_bSTATIC_LIGHT_LIGHTMAP = true;
+#endif
+ }
+public:
+ vertexlit_and_unlit_generic_ps20_Dynamic_Index()
+ {
+#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_bSTATIC_LIGHT_LIGHTMAP = false;
+#endif // _DEBUG
+ m_nSTATIC_LIGHT_LIGHTMAP = 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_bPIXELFOGTYPE && m_bLIGHTING_PREVIEW && m_bSTATIC_LIGHT_LIGHTMAP;
+ Assert( bAllDynamicVarsDefined );
+#endif // _DEBUG
+ return ( 1 * m_nPIXELFOGTYPE ) + ( 2 * m_nLIGHTING_PREVIEW ) + ( 6 * m_nSTATIC_LIGHT_LIGHTMAP ) + 0;
+ }
+};
+#define shaderDynamicTest_vertexlit_and_unlit_generic_ps20 psh_forgot_to_set_dynamic_PIXELFOGTYPE + psh_forgot_to_set_dynamic_LIGHTING_PREVIEW + psh_forgot_to_set_dynamic_STATIC_LIGHT_LIGHTMAP + 0
diff --git a/materialsystem/stdshaders/fxctmp9/vertexlit_and_unlit_generic_ps20b.inc b/materialsystem/stdshaders/fxctmp9/vertexlit_and_unlit_generic_ps20b.inc
new file mode 100644
index 0000000..ee4f714
--- /dev/null
+++ b/materialsystem/stdshaders/fxctmp9/vertexlit_and_unlit_generic_ps20b.inc
@@ -0,0 +1,687 @@
+#include "shaderlib/cshader.h"
+class vertexlit_and_unlit_generic_ps20b_Static_Index
+{
+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_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_nDIFFUSELIGHTING;
+#ifdef _DEBUG
+ bool m_bDIFFUSELIGHTING;
+#endif
+public:
+ void SetDIFFUSELIGHTING( int i )
+ {
+ Assert( i >= 0 && i <= 1 );
+ m_nDIFFUSELIGHTING = i;
+#ifdef _DEBUG
+ m_bDIFFUSELIGHTING = true;
+#endif
+ }
+ void SetDIFFUSELIGHTING( bool i )
+ {
+ m_nDIFFUSELIGHTING = i ? 1 : 0;
+#ifdef _DEBUG
+ m_bDIFFUSELIGHTING = 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_nVERTEXCOLOR;
+#ifdef _DEBUG
+ bool m_bVERTEXCOLOR;
+#endif
+public:
+ void SetVERTEXCOLOR( int i )
+ {
+ Assert( i >= 0 && i <= 1 );
+ m_nVERTEXCOLOR = i;
+#ifdef _DEBUG
+ m_bVERTEXCOLOR = true;
+#endif
+ }
+ void SetVERTEXCOLOR( bool i )
+ {
+ m_nVERTEXCOLOR = i ? 1 : 0;
+#ifdef _DEBUG
+ m_bVERTEXCOLOR = 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
+ }
+private:
+ int m_nSELFILLUM_ENVMAPMASK_ALPHA;
+#ifdef _DEBUG
+ bool m_bSELFILLUM_ENVMAPMASK_ALPHA;
+#endif
+public:
+ void SetSELFILLUM_ENVMAPMASK_ALPHA( int i )
+ {
+ Assert( i >= 0 && i <= 1 );
+ m_nSELFILLUM_ENVMAPMASK_ALPHA = i;
+#ifdef _DEBUG
+ m_bSELFILLUM_ENVMAPMASK_ALPHA = true;
+#endif
+ }
+ void SetSELFILLUM_ENVMAPMASK_ALPHA( bool i )
+ {
+ m_nSELFILLUM_ENVMAPMASK_ALPHA = i ? 1 : 0;
+#ifdef _DEBUG
+ m_bSELFILLUM_ENVMAPMASK_ALPHA = 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 <= 9 );
+ 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_nSEAMLESS_BASE;
+#ifdef _DEBUG
+ bool m_bSEAMLESS_BASE;
+#endif
+public:
+ void SetSEAMLESS_BASE( int i )
+ {
+ Assert( i >= 0 && i <= 1 );
+ m_nSEAMLESS_BASE = i;
+#ifdef _DEBUG
+ m_bSEAMLESS_BASE = true;
+#endif
+ }
+ void SetSEAMLESS_BASE( bool i )
+ {
+ m_nSEAMLESS_BASE = i ? 1 : 0;
+#ifdef _DEBUG
+ m_bSEAMLESS_BASE = true;
+#endif
+ }
+private:
+ int m_nSEAMLESS_DETAIL;
+#ifdef _DEBUG
+ bool m_bSEAMLESS_DETAIL;
+#endif
+public:
+ void SetSEAMLESS_DETAIL( int i )
+ {
+ Assert( i >= 0 && i <= 1 );
+ m_nSEAMLESS_DETAIL = i;
+#ifdef _DEBUG
+ m_bSEAMLESS_DETAIL = true;
+#endif
+ }
+ void SetSEAMLESS_DETAIL( bool i )
+ {
+ m_nSEAMLESS_DETAIL = i ? 1 : 0;
+#ifdef _DEBUG
+ m_bSEAMLESS_DETAIL = true;
+#endif
+ }
+private:
+ int m_nDISTANCEALPHA;
+#ifdef _DEBUG
+ bool m_bDISTANCEALPHA;
+#endif
+public:
+ void SetDISTANCEALPHA( int i )
+ {
+ Assert( i >= 0 && i <= 1 );
+ m_nDISTANCEALPHA = i;
+#ifdef _DEBUG
+ m_bDISTANCEALPHA = true;
+#endif
+ }
+ void SetDISTANCEALPHA( bool i )
+ {
+ m_nDISTANCEALPHA = i ? 1 : 0;
+#ifdef _DEBUG
+ m_bDISTANCEALPHA = true;
+#endif
+ }
+private:
+ int m_nDISTANCEALPHAFROMDETAIL;
+#ifdef _DEBUG
+ bool m_bDISTANCEALPHAFROMDETAIL;
+#endif
+public:
+ void SetDISTANCEALPHAFROMDETAIL( int i )
+ {
+ Assert( i >= 0 && i <= 1 );
+ m_nDISTANCEALPHAFROMDETAIL = i;
+#ifdef _DEBUG
+ m_bDISTANCEALPHAFROMDETAIL = true;
+#endif
+ }
+ void SetDISTANCEALPHAFROMDETAIL( bool i )
+ {
+ m_nDISTANCEALPHAFROMDETAIL = i ? 1 : 0;
+#ifdef _DEBUG
+ m_bDISTANCEALPHAFROMDETAIL = true;
+#endif
+ }
+private:
+ int m_nSOFT_MASK;
+#ifdef _DEBUG
+ bool m_bSOFT_MASK;
+#endif
+public:
+ void SetSOFT_MASK( int i )
+ {
+ Assert( i >= 0 && i <= 1 );
+ m_nSOFT_MASK = i;
+#ifdef _DEBUG
+ m_bSOFT_MASK = true;
+#endif
+ }
+ void SetSOFT_MASK( bool i )
+ {
+ m_nSOFT_MASK = i ? 1 : 0;
+#ifdef _DEBUG
+ m_bSOFT_MASK = 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_nOUTER_GLOW;
+#ifdef _DEBUG
+ bool m_bOUTER_GLOW;
+#endif
+public:
+ void SetOUTER_GLOW( int i )
+ {
+ Assert( i >= 0 && i <= 1 );
+ m_nOUTER_GLOW = i;
+#ifdef _DEBUG
+ m_bOUTER_GLOW = true;
+#endif
+ }
+ void SetOUTER_GLOW( bool i )
+ {
+ m_nOUTER_GLOW = i ? 1 : 0;
+#ifdef _DEBUG
+ m_bOUTER_GLOW = true;
+#endif
+ }
+private:
+ int m_nFLASHLIGHTDEPTHFILTERMODE;
+#ifdef _DEBUG
+ bool m_bFLASHLIGHTDEPTHFILTERMODE;
+#endif
+public:
+ void SetFLASHLIGHTDEPTHFILTERMODE( int i )
+ {
+ Assert( i >= 0 && i <= 2 );
+ m_nFLASHLIGHTDEPTHFILTERMODE = i;
+#ifdef _DEBUG
+ m_bFLASHLIGHTDEPTHFILTERMODE = true;
+#endif
+ }
+ void SetFLASHLIGHTDEPTHFILTERMODE( bool i )
+ {
+ m_nFLASHLIGHTDEPTHFILTERMODE = i ? 1 : 0;
+#ifdef _DEBUG
+ m_bFLASHLIGHTDEPTHFILTERMODE = true;
+#endif
+ }
+private:
+ int m_nDEPTHBLEND;
+#ifdef _DEBUG
+ bool m_bDEPTHBLEND;
+#endif
+public:
+ void SetDEPTHBLEND( int i )
+ {
+ Assert( i >= 0 && i <= 1 );
+ m_nDEPTHBLEND = i;
+#ifdef _DEBUG
+ m_bDEPTHBLEND = true;
+#endif
+ }
+ void SetDEPTHBLEND( bool i )
+ {
+ m_nDEPTHBLEND = i ? 1 : 0;
+#ifdef _DEBUG
+ m_bDEPTHBLEND = true;
+#endif
+ }
+private:
+ int m_nBLENDTINTBYBASEALPHA;
+#ifdef _DEBUG
+ bool m_bBLENDTINTBYBASEALPHA;
+#endif
+public:
+ void SetBLENDTINTBYBASEALPHA( int i )
+ {
+ Assert( i >= 0 && i <= 1 );
+ m_nBLENDTINTBYBASEALPHA = i;
+#ifdef _DEBUG
+ m_bBLENDTINTBYBASEALPHA = true;
+#endif
+ }
+ void SetBLENDTINTBYBASEALPHA( bool i )
+ {
+ m_nBLENDTINTBYBASEALPHA = i ? 1 : 0;
+#ifdef _DEBUG
+ m_bBLENDTINTBYBASEALPHA = true;
+#endif
+ }
+private:
+ int m_nSRGB_INPUT_ADAPTER;
+#ifdef _DEBUG
+ bool m_bSRGB_INPUT_ADAPTER;
+#endif
+public:
+ void SetSRGB_INPUT_ADAPTER( int i )
+ {
+ Assert( i >= 0 && i <= 1 );
+ m_nSRGB_INPUT_ADAPTER = i;
+#ifdef _DEBUG
+ m_bSRGB_INPUT_ADAPTER = true;
+#endif
+ }
+ void SetSRGB_INPUT_ADAPTER( bool i )
+ {
+ m_nSRGB_INPUT_ADAPTER = i ? 1 : 0;
+#ifdef _DEBUG
+ m_bSRGB_INPUT_ADAPTER = true;
+#endif
+ }
+private:
+ int m_nCUBEMAP_SPHERE_LEGACY;
+#ifdef _DEBUG
+ bool m_bCUBEMAP_SPHERE_LEGACY;
+#endif
+public:
+ void SetCUBEMAP_SPHERE_LEGACY( int i )
+ {
+ Assert( i >= 0 && i <= 1 );
+ m_nCUBEMAP_SPHERE_LEGACY = i;
+#ifdef _DEBUG
+ m_bCUBEMAP_SPHERE_LEGACY = true;
+#endif
+ }
+ void SetCUBEMAP_SPHERE_LEGACY( bool i )
+ {
+ m_nCUBEMAP_SPHERE_LEGACY = i ? 1 : 0;
+#ifdef _DEBUG
+ m_bCUBEMAP_SPHERE_LEGACY = true;
+#endif
+ }
+public:
+ vertexlit_and_unlit_generic_ps20b_Static_Index( )
+ {
+#ifdef _DEBUG
+ m_bDETAILTEXTURE = false;
+#endif // _DEBUG
+ m_nDETAILTEXTURE = 0;
+#ifdef _DEBUG
+ m_bCUBEMAP = false;
+#endif // _DEBUG
+ m_nCUBEMAP = 0;
+#ifdef _DEBUG
+ m_bDIFFUSELIGHTING = false;
+#endif // _DEBUG
+ m_nDIFFUSELIGHTING = 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_bVERTEXCOLOR = false;
+#endif // _DEBUG
+ m_nVERTEXCOLOR = 0;
+#ifdef _DEBUG
+ m_bFLASHLIGHT = false;
+#endif // _DEBUG
+ m_nFLASHLIGHT = 0;
+#ifdef _DEBUG
+ m_bSELFILLUM_ENVMAPMASK_ALPHA = false;
+#endif // _DEBUG
+ m_nSELFILLUM_ENVMAPMASK_ALPHA = 0;
+#ifdef _DEBUG
+ m_bDETAIL_BLEND_MODE = false;
+#endif // _DEBUG
+ m_nDETAIL_BLEND_MODE = 0;
+#ifdef _DEBUG
+ m_bSEAMLESS_BASE = false;
+#endif // _DEBUG
+ m_nSEAMLESS_BASE = 0;
+#ifdef _DEBUG
+ m_bSEAMLESS_DETAIL = false;
+#endif // _DEBUG
+ m_nSEAMLESS_DETAIL = 0;
+#ifdef _DEBUG
+ m_bDISTANCEALPHA = false;
+#endif // _DEBUG
+ m_nDISTANCEALPHA = 0;
+#ifdef _DEBUG
+ m_bDISTANCEALPHAFROMDETAIL = false;
+#endif // _DEBUG
+ m_nDISTANCEALPHAFROMDETAIL = 0;
+#ifdef _DEBUG
+ m_bSOFT_MASK = false;
+#endif // _DEBUG
+ m_nSOFT_MASK = 0;
+#ifdef _DEBUG
+ m_bOUTLINE = false;
+#endif // _DEBUG
+ m_nOUTLINE = 0;
+#ifdef _DEBUG
+ m_bOUTER_GLOW = false;
+#endif // _DEBUG
+ m_nOUTER_GLOW = 0;
+#ifdef _DEBUG
+ m_bFLASHLIGHTDEPTHFILTERMODE = false;
+#endif // _DEBUG
+ m_nFLASHLIGHTDEPTHFILTERMODE = 0;
+#ifdef _DEBUG
+ m_bDEPTHBLEND = false;
+#endif // _DEBUG
+ m_nDEPTHBLEND = 0;
+#ifdef _DEBUG
+ m_bBLENDTINTBYBASEALPHA = false;
+#endif // _DEBUG
+ m_nBLENDTINTBYBASEALPHA = 0;
+#ifdef _DEBUG
+ m_bSRGB_INPUT_ADAPTER = false;
+#endif // _DEBUG
+ m_nSRGB_INPUT_ADAPTER = 0;
+#ifdef _DEBUG
+ m_bCUBEMAP_SPHERE_LEGACY = false;
+#endif // _DEBUG
+ m_nCUBEMAP_SPHERE_LEGACY = 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_bDETAILTEXTURE && m_bCUBEMAP && m_bDIFFUSELIGHTING && m_bENVMAPMASK && m_bBASEALPHAENVMAPMASK && m_bSELFILLUM && m_bVERTEXCOLOR && m_bFLASHLIGHT && m_bSELFILLUM_ENVMAPMASK_ALPHA && m_bDETAIL_BLEND_MODE && m_bSEAMLESS_BASE && m_bSEAMLESS_DETAIL && m_bDISTANCEALPHA && m_bDISTANCEALPHAFROMDETAIL && m_bSOFT_MASK && m_bOUTLINE && m_bOUTER_GLOW && m_bFLASHLIGHTDEPTHFILTERMODE && m_bDEPTHBLEND && m_bBLENDTINTBYBASEALPHA && m_bSRGB_INPUT_ADAPTER && m_bCUBEMAP_SPHERE_LEGACY;
+ Assert( bAllStaticVarsDefined );
+#endif // _DEBUG
+ return ( 24 * m_nDETAILTEXTURE ) + ( 48 * m_nCUBEMAP ) + ( 96 * m_nDIFFUSELIGHTING ) + ( 192 * m_nENVMAPMASK ) + ( 384 * m_nBASEALPHAENVMAPMASK ) + ( 768 * m_nSELFILLUM ) + ( 1536 * m_nVERTEXCOLOR ) + ( 3072 * m_nFLASHLIGHT ) + ( 6144 * m_nSELFILLUM_ENVMAPMASK_ALPHA ) + ( 12288 * m_nDETAIL_BLEND_MODE ) + ( 122880 * m_nSEAMLESS_BASE ) + ( 245760 * m_nSEAMLESS_DETAIL ) + ( 491520 * m_nDISTANCEALPHA ) + ( 983040 * m_nDISTANCEALPHAFROMDETAIL ) + ( 1966080 * m_nSOFT_MASK ) + ( 3932160 * m_nOUTLINE ) + ( 7864320 * m_nOUTER_GLOW ) + ( 15728640 * m_nFLASHLIGHTDEPTHFILTERMODE ) + ( 47185920 * m_nDEPTHBLEND ) + ( 94371840 * m_nBLENDTINTBYBASEALPHA ) + ( 188743680 * m_nSRGB_INPUT_ADAPTER ) + ( 377487360 * m_nCUBEMAP_SPHERE_LEGACY ) + 0;
+ }
+};
+#define shaderStaticTest_vertexlit_and_unlit_generic_ps20b psh_forgot_to_set_static_DETAILTEXTURE + psh_forgot_to_set_static_CUBEMAP + psh_forgot_to_set_static_DIFFUSELIGHTING + psh_forgot_to_set_static_ENVMAPMASK + psh_forgot_to_set_static_BASEALPHAENVMAPMASK + psh_forgot_to_set_static_SELFILLUM + psh_forgot_to_set_static_VERTEXCOLOR + psh_forgot_to_set_static_FLASHLIGHT + psh_forgot_to_set_static_SELFILLUM_ENVMAPMASK_ALPHA + psh_forgot_to_set_static_DETAIL_BLEND_MODE + psh_forgot_to_set_static_SEAMLESS_BASE + psh_forgot_to_set_static_SEAMLESS_DETAIL + psh_forgot_to_set_static_DISTANCEALPHA + psh_forgot_to_set_static_DISTANCEALPHAFROMDETAIL + psh_forgot_to_set_static_SOFT_MASK + psh_forgot_to_set_static_OUTLINE + psh_forgot_to_set_static_OUTER_GLOW + psh_forgot_to_set_static_FLASHLIGHTDEPTHFILTERMODE + psh_forgot_to_set_static_DEPTHBLEND + psh_forgot_to_set_static_BLENDTINTBYBASEALPHA + psh_forgot_to_set_static_SRGB_INPUT_ADAPTER + psh_forgot_to_set_static_CUBEMAP_SPHERE_LEGACY + 0
+class vertexlit_and_unlit_generic_ps20b_Dynamic_Index
+{
+private:
+ int m_nLIGHTING_PREVIEW;
+#ifdef _DEBUG
+ bool m_bLIGHTING_PREVIEW;
+#endif
+public:
+ void SetLIGHTING_PREVIEW( int i )
+ {
+ Assert( i >= 0 && i <= 2 );
+ 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_nFLASHLIGHTSHADOWS;
+#ifdef _DEBUG
+ bool m_bFLASHLIGHTSHADOWS;
+#endif
+public:
+ void SetFLASHLIGHTSHADOWS( int i )
+ {
+ Assert( i >= 0 && i <= 1 );
+ m_nFLASHLIGHTSHADOWS = i;
+#ifdef _DEBUG
+ m_bFLASHLIGHTSHADOWS = true;
+#endif
+ }
+ void SetFLASHLIGHTSHADOWS( bool i )
+ {
+ m_nFLASHLIGHTSHADOWS = i ? 1 : 0;
+#ifdef _DEBUG
+ m_bFLASHLIGHTSHADOWS = true;
+#endif
+ }
+private:
+ int m_nSTATIC_LIGHT_LIGHTMAP;
+#ifdef _DEBUG
+ bool m_bSTATIC_LIGHT_LIGHTMAP;
+#endif
+public:
+ void SetSTATIC_LIGHT_LIGHTMAP( int i )
+ {
+ Assert( i >= 0 && i <= 1 );
+ m_nSTATIC_LIGHT_LIGHTMAP = i;
+#ifdef _DEBUG
+ m_bSTATIC_LIGHT_LIGHTMAP = true;
+#endif
+ }
+ void SetSTATIC_LIGHT_LIGHTMAP( bool i )
+ {
+ m_nSTATIC_LIGHT_LIGHTMAP = i ? 1 : 0;
+#ifdef _DEBUG
+ m_bSTATIC_LIGHT_LIGHTMAP = true;
+#endif
+ }
+private:
+ int m_nDEBUG_LUXELS;
+#ifdef _DEBUG
+ bool m_bDEBUG_LUXELS;
+#endif
+public:
+ void SetDEBUG_LUXELS( int i )
+ {
+ Assert( i >= 0 && i <= 1 );
+ m_nDEBUG_LUXELS = i;
+#ifdef _DEBUG
+ m_bDEBUG_LUXELS = true;
+#endif
+ }
+ void SetDEBUG_LUXELS( bool i )
+ {
+ m_nDEBUG_LUXELS = i ? 1 : 0;
+#ifdef _DEBUG
+ m_bDEBUG_LUXELS = true;
+#endif
+ }
+public:
+ vertexlit_and_unlit_generic_ps20b_Dynamic_Index()
+ {
+#ifdef _DEBUG
+ m_bLIGHTING_PREVIEW = false;
+#endif // _DEBUG
+ m_nLIGHTING_PREVIEW = 0;
+#ifdef _DEBUG
+ m_bFLASHLIGHTSHADOWS = false;
+#endif // _DEBUG
+ m_nFLASHLIGHTSHADOWS = 0;
+#ifdef _DEBUG
+ m_bSTATIC_LIGHT_LIGHTMAP = false;
+#endif // _DEBUG
+ m_nSTATIC_LIGHT_LIGHTMAP = 0;
+#ifdef _DEBUG
+ m_bDEBUG_LUXELS = false;
+#endif // _DEBUG
+ m_nDEBUG_LUXELS = 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_bLIGHTING_PREVIEW && m_bFLASHLIGHTSHADOWS && m_bSTATIC_LIGHT_LIGHTMAP && m_bDEBUG_LUXELS;
+ Assert( bAllDynamicVarsDefined );
+#endif // _DEBUG
+ return ( 1 * m_nLIGHTING_PREVIEW ) + ( 3 * m_nFLASHLIGHTSHADOWS ) + ( 6 * m_nSTATIC_LIGHT_LIGHTMAP ) + ( 12 * m_nDEBUG_LUXELS ) + 0;
+ }
+};
+#define shaderDynamicTest_vertexlit_and_unlit_generic_ps20b psh_forgot_to_set_dynamic_LIGHTING_PREVIEW + psh_forgot_to_set_dynamic_FLASHLIGHTSHADOWS + psh_forgot_to_set_dynamic_STATIC_LIGHT_LIGHTMAP + psh_forgot_to_set_dynamic_DEBUG_LUXELS + 0
diff --git a/materialsystem/stdshaders/fxctmp9/vertexlit_and_unlit_generic_ps30.inc b/materialsystem/stdshaders/fxctmp9/vertexlit_and_unlit_generic_ps30.inc
new file mode 100644
index 0000000..ce1c6f9
--- /dev/null
+++ b/materialsystem/stdshaders/fxctmp9/vertexlit_and_unlit_generic_ps30.inc
@@ -0,0 +1,662 @@
+#include "shaderlib/cshader.h"
+class vertexlit_and_unlit_generic_ps30_Static_Index
+{
+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_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_nDIFFUSELIGHTING;
+#ifdef _DEBUG
+ bool m_bDIFFUSELIGHTING;
+#endif
+public:
+ void SetDIFFUSELIGHTING( int i )
+ {
+ Assert( i >= 0 && i <= 1 );
+ m_nDIFFUSELIGHTING = i;
+#ifdef _DEBUG
+ m_bDIFFUSELIGHTING = true;
+#endif
+ }
+ void SetDIFFUSELIGHTING( bool i )
+ {
+ m_nDIFFUSELIGHTING = i ? 1 : 0;
+#ifdef _DEBUG
+ m_bDIFFUSELIGHTING = 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_nVERTEXCOLOR;
+#ifdef _DEBUG
+ bool m_bVERTEXCOLOR;
+#endif
+public:
+ void SetVERTEXCOLOR( int i )
+ {
+ Assert( i >= 0 && i <= 1 );
+ m_nVERTEXCOLOR = i;
+#ifdef _DEBUG
+ m_bVERTEXCOLOR = true;
+#endif
+ }
+ void SetVERTEXCOLOR( bool i )
+ {
+ m_nVERTEXCOLOR = i ? 1 : 0;
+#ifdef _DEBUG
+ m_bVERTEXCOLOR = 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
+ }
+private:
+ int m_nSELFILLUM_ENVMAPMASK_ALPHA;
+#ifdef _DEBUG
+ bool m_bSELFILLUM_ENVMAPMASK_ALPHA;
+#endif
+public:
+ void SetSELFILLUM_ENVMAPMASK_ALPHA( int i )
+ {
+ Assert( i >= 0 && i <= 1 );
+ m_nSELFILLUM_ENVMAPMASK_ALPHA = i;
+#ifdef _DEBUG
+ m_bSELFILLUM_ENVMAPMASK_ALPHA = true;
+#endif
+ }
+ void SetSELFILLUM_ENVMAPMASK_ALPHA( bool i )
+ {
+ m_nSELFILLUM_ENVMAPMASK_ALPHA = i ? 1 : 0;
+#ifdef _DEBUG
+ m_bSELFILLUM_ENVMAPMASK_ALPHA = 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 <= 9 );
+ 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_nSEAMLESS_BASE;
+#ifdef _DEBUG
+ bool m_bSEAMLESS_BASE;
+#endif
+public:
+ void SetSEAMLESS_BASE( int i )
+ {
+ Assert( i >= 0 && i <= 1 );
+ m_nSEAMLESS_BASE = i;
+#ifdef _DEBUG
+ m_bSEAMLESS_BASE = true;
+#endif
+ }
+ void SetSEAMLESS_BASE( bool i )
+ {
+ m_nSEAMLESS_BASE = i ? 1 : 0;
+#ifdef _DEBUG
+ m_bSEAMLESS_BASE = true;
+#endif
+ }
+private:
+ int m_nSEAMLESS_DETAIL;
+#ifdef _DEBUG
+ bool m_bSEAMLESS_DETAIL;
+#endif
+public:
+ void SetSEAMLESS_DETAIL( int i )
+ {
+ Assert( i >= 0 && i <= 1 );
+ m_nSEAMLESS_DETAIL = i;
+#ifdef _DEBUG
+ m_bSEAMLESS_DETAIL = true;
+#endif
+ }
+ void SetSEAMLESS_DETAIL( bool i )
+ {
+ m_nSEAMLESS_DETAIL = i ? 1 : 0;
+#ifdef _DEBUG
+ m_bSEAMLESS_DETAIL = true;
+#endif
+ }
+private:
+ int m_nDISTANCEALPHA;
+#ifdef _DEBUG
+ bool m_bDISTANCEALPHA;
+#endif
+public:
+ void SetDISTANCEALPHA( int i )
+ {
+ Assert( i >= 0 && i <= 1 );
+ m_nDISTANCEALPHA = i;
+#ifdef _DEBUG
+ m_bDISTANCEALPHA = true;
+#endif
+ }
+ void SetDISTANCEALPHA( bool i )
+ {
+ m_nDISTANCEALPHA = i ? 1 : 0;
+#ifdef _DEBUG
+ m_bDISTANCEALPHA = true;
+#endif
+ }
+private:
+ int m_nDISTANCEALPHAFROMDETAIL;
+#ifdef _DEBUG
+ bool m_bDISTANCEALPHAFROMDETAIL;
+#endif
+public:
+ void SetDISTANCEALPHAFROMDETAIL( int i )
+ {
+ Assert( i >= 0 && i <= 1 );
+ m_nDISTANCEALPHAFROMDETAIL = i;
+#ifdef _DEBUG
+ m_bDISTANCEALPHAFROMDETAIL = true;
+#endif
+ }
+ void SetDISTANCEALPHAFROMDETAIL( bool i )
+ {
+ m_nDISTANCEALPHAFROMDETAIL = i ? 1 : 0;
+#ifdef _DEBUG
+ m_bDISTANCEALPHAFROMDETAIL = true;
+#endif
+ }
+private:
+ int m_nSOFT_MASK;
+#ifdef _DEBUG
+ bool m_bSOFT_MASK;
+#endif
+public:
+ void SetSOFT_MASK( int i )
+ {
+ Assert( i >= 0 && i <= 1 );
+ m_nSOFT_MASK = i;
+#ifdef _DEBUG
+ m_bSOFT_MASK = true;
+#endif
+ }
+ void SetSOFT_MASK( bool i )
+ {
+ m_nSOFT_MASK = i ? 1 : 0;
+#ifdef _DEBUG
+ m_bSOFT_MASK = 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_nOUTER_GLOW;
+#ifdef _DEBUG
+ bool m_bOUTER_GLOW;
+#endif
+public:
+ void SetOUTER_GLOW( int i )
+ {
+ Assert( i >= 0 && i <= 1 );
+ m_nOUTER_GLOW = i;
+#ifdef _DEBUG
+ m_bOUTER_GLOW = true;
+#endif
+ }
+ void SetOUTER_GLOW( bool i )
+ {
+ m_nOUTER_GLOW = i ? 1 : 0;
+#ifdef _DEBUG
+ m_bOUTER_GLOW = true;
+#endif
+ }
+private:
+ int m_nFLASHLIGHTDEPTHFILTERMODE;
+#ifdef _DEBUG
+ bool m_bFLASHLIGHTDEPTHFILTERMODE;
+#endif
+public:
+ void SetFLASHLIGHTDEPTHFILTERMODE( int i )
+ {
+ Assert( i >= 0 && i <= 2 );
+ m_nFLASHLIGHTDEPTHFILTERMODE = i;
+#ifdef _DEBUG
+ m_bFLASHLIGHTDEPTHFILTERMODE = true;
+#endif
+ }
+ void SetFLASHLIGHTDEPTHFILTERMODE( bool i )
+ {
+ m_nFLASHLIGHTDEPTHFILTERMODE = i ? 1 : 0;
+#ifdef _DEBUG
+ m_bFLASHLIGHTDEPTHFILTERMODE = true;
+#endif
+ }
+private:
+ int m_nDEPTHBLEND;
+#ifdef _DEBUG
+ bool m_bDEPTHBLEND;
+#endif
+public:
+ void SetDEPTHBLEND( int i )
+ {
+ Assert( i >= 0 && i <= 1 );
+ m_nDEPTHBLEND = i;
+#ifdef _DEBUG
+ m_bDEPTHBLEND = true;
+#endif
+ }
+ void SetDEPTHBLEND( bool i )
+ {
+ m_nDEPTHBLEND = i ? 1 : 0;
+#ifdef _DEBUG
+ m_bDEPTHBLEND = true;
+#endif
+ }
+private:
+ int m_nBLENDTINTBYBASEALPHA;
+#ifdef _DEBUG
+ bool m_bBLENDTINTBYBASEALPHA;
+#endif
+public:
+ void SetBLENDTINTBYBASEALPHA( int i )
+ {
+ Assert( i >= 0 && i <= 1 );
+ m_nBLENDTINTBYBASEALPHA = i;
+#ifdef _DEBUG
+ m_bBLENDTINTBYBASEALPHA = true;
+#endif
+ }
+ void SetBLENDTINTBYBASEALPHA( bool i )
+ {
+ m_nBLENDTINTBYBASEALPHA = i ? 1 : 0;
+#ifdef _DEBUG
+ m_bBLENDTINTBYBASEALPHA = true;
+#endif
+ }
+private:
+ int m_nCUBEMAP_SPHERE_LEGACY;
+#ifdef _DEBUG
+ bool m_bCUBEMAP_SPHERE_LEGACY;
+#endif
+public:
+ void SetCUBEMAP_SPHERE_LEGACY( int i )
+ {
+ Assert( i >= 0 && i <= 1 );
+ m_nCUBEMAP_SPHERE_LEGACY = i;
+#ifdef _DEBUG
+ m_bCUBEMAP_SPHERE_LEGACY = true;
+#endif
+ }
+ void SetCUBEMAP_SPHERE_LEGACY( bool i )
+ {
+ m_nCUBEMAP_SPHERE_LEGACY = i ? 1 : 0;
+#ifdef _DEBUG
+ m_bCUBEMAP_SPHERE_LEGACY = true;
+#endif
+ }
+public:
+ vertexlit_and_unlit_generic_ps30_Static_Index( )
+ {
+#ifdef _DEBUG
+ m_bDETAILTEXTURE = false;
+#endif // _DEBUG
+ m_nDETAILTEXTURE = 0;
+#ifdef _DEBUG
+ m_bCUBEMAP = false;
+#endif // _DEBUG
+ m_nCUBEMAP = 0;
+#ifdef _DEBUG
+ m_bDIFFUSELIGHTING = false;
+#endif // _DEBUG
+ m_nDIFFUSELIGHTING = 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_bVERTEXCOLOR = false;
+#endif // _DEBUG
+ m_nVERTEXCOLOR = 0;
+#ifdef _DEBUG
+ m_bFLASHLIGHT = false;
+#endif // _DEBUG
+ m_nFLASHLIGHT = 0;
+#ifdef _DEBUG
+ m_bSELFILLUM_ENVMAPMASK_ALPHA = false;
+#endif // _DEBUG
+ m_nSELFILLUM_ENVMAPMASK_ALPHA = 0;
+#ifdef _DEBUG
+ m_bDETAIL_BLEND_MODE = false;
+#endif // _DEBUG
+ m_nDETAIL_BLEND_MODE = 0;
+#ifdef _DEBUG
+ m_bSEAMLESS_BASE = false;
+#endif // _DEBUG
+ m_nSEAMLESS_BASE = 0;
+#ifdef _DEBUG
+ m_bSEAMLESS_DETAIL = false;
+#endif // _DEBUG
+ m_nSEAMLESS_DETAIL = 0;
+#ifdef _DEBUG
+ m_bDISTANCEALPHA = false;
+#endif // _DEBUG
+ m_nDISTANCEALPHA = 0;
+#ifdef _DEBUG
+ m_bDISTANCEALPHAFROMDETAIL = false;
+#endif // _DEBUG
+ m_nDISTANCEALPHAFROMDETAIL = 0;
+#ifdef _DEBUG
+ m_bSOFT_MASK = false;
+#endif // _DEBUG
+ m_nSOFT_MASK = 0;
+#ifdef _DEBUG
+ m_bOUTLINE = false;
+#endif // _DEBUG
+ m_nOUTLINE = 0;
+#ifdef _DEBUG
+ m_bOUTER_GLOW = false;
+#endif // _DEBUG
+ m_nOUTER_GLOW = 0;
+#ifdef _DEBUG
+ m_bFLASHLIGHTDEPTHFILTERMODE = false;
+#endif // _DEBUG
+ m_nFLASHLIGHTDEPTHFILTERMODE = 0;
+#ifdef _DEBUG
+ m_bDEPTHBLEND = false;
+#endif // _DEBUG
+ m_nDEPTHBLEND = 0;
+#ifdef _DEBUG
+ m_bBLENDTINTBYBASEALPHA = false;
+#endif // _DEBUG
+ m_nBLENDTINTBYBASEALPHA = 0;
+#ifdef _DEBUG
+ m_bCUBEMAP_SPHERE_LEGACY = false;
+#endif // _DEBUG
+ m_nCUBEMAP_SPHERE_LEGACY = 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_bDETAILTEXTURE && m_bCUBEMAP && m_bDIFFUSELIGHTING && m_bENVMAPMASK && m_bBASEALPHAENVMAPMASK && m_bSELFILLUM && m_bVERTEXCOLOR && m_bFLASHLIGHT && m_bSELFILLUM_ENVMAPMASK_ALPHA && m_bDETAIL_BLEND_MODE && m_bSEAMLESS_BASE && m_bSEAMLESS_DETAIL && m_bDISTANCEALPHA && m_bDISTANCEALPHAFROMDETAIL && m_bSOFT_MASK && m_bOUTLINE && m_bOUTER_GLOW && m_bFLASHLIGHTDEPTHFILTERMODE && m_bDEPTHBLEND && m_bBLENDTINTBYBASEALPHA && m_bCUBEMAP_SPHERE_LEGACY;
+ Assert( bAllStaticVarsDefined );
+#endif // _DEBUG
+ return ( 24 * m_nDETAILTEXTURE ) + ( 48 * m_nCUBEMAP ) + ( 96 * m_nDIFFUSELIGHTING ) + ( 192 * m_nENVMAPMASK ) + ( 384 * m_nBASEALPHAENVMAPMASK ) + ( 768 * m_nSELFILLUM ) + ( 1536 * m_nVERTEXCOLOR ) + ( 3072 * m_nFLASHLIGHT ) + ( 6144 * m_nSELFILLUM_ENVMAPMASK_ALPHA ) + ( 12288 * m_nDETAIL_BLEND_MODE ) + ( 122880 * m_nSEAMLESS_BASE ) + ( 245760 * m_nSEAMLESS_DETAIL ) + ( 491520 * m_nDISTANCEALPHA ) + ( 983040 * m_nDISTANCEALPHAFROMDETAIL ) + ( 1966080 * m_nSOFT_MASK ) + ( 3932160 * m_nOUTLINE ) + ( 7864320 * m_nOUTER_GLOW ) + ( 15728640 * m_nFLASHLIGHTDEPTHFILTERMODE ) + ( 47185920 * m_nDEPTHBLEND ) + ( 94371840 * m_nBLENDTINTBYBASEALPHA ) + ( 188743680 * m_nCUBEMAP_SPHERE_LEGACY ) + 0;
+ }
+};
+#define shaderStaticTest_vertexlit_and_unlit_generic_ps30 psh_forgot_to_set_static_DETAILTEXTURE + psh_forgot_to_set_static_CUBEMAP + psh_forgot_to_set_static_DIFFUSELIGHTING + psh_forgot_to_set_static_ENVMAPMASK + psh_forgot_to_set_static_BASEALPHAENVMAPMASK + psh_forgot_to_set_static_SELFILLUM + psh_forgot_to_set_static_VERTEXCOLOR + psh_forgot_to_set_static_FLASHLIGHT + psh_forgot_to_set_static_SELFILLUM_ENVMAPMASK_ALPHA + psh_forgot_to_set_static_DETAIL_BLEND_MODE + psh_forgot_to_set_static_SEAMLESS_BASE + psh_forgot_to_set_static_SEAMLESS_DETAIL + psh_forgot_to_set_static_DISTANCEALPHA + psh_forgot_to_set_static_DISTANCEALPHAFROMDETAIL + psh_forgot_to_set_static_SOFT_MASK + psh_forgot_to_set_static_OUTLINE + psh_forgot_to_set_static_OUTER_GLOW + psh_forgot_to_set_static_FLASHLIGHTDEPTHFILTERMODE + psh_forgot_to_set_static_DEPTHBLEND + psh_forgot_to_set_static_BLENDTINTBYBASEALPHA + psh_forgot_to_set_static_CUBEMAP_SPHERE_LEGACY + 0
+class vertexlit_and_unlit_generic_ps30_Dynamic_Index
+{
+private:
+ int m_nLIGHTING_PREVIEW;
+#ifdef _DEBUG
+ bool m_bLIGHTING_PREVIEW;
+#endif
+public:
+ void SetLIGHTING_PREVIEW( int i )
+ {
+ Assert( i >= 0 && i <= 2 );
+ 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_nFLASHLIGHTSHADOWS;
+#ifdef _DEBUG
+ bool m_bFLASHLIGHTSHADOWS;
+#endif
+public:
+ void SetFLASHLIGHTSHADOWS( int i )
+ {
+ Assert( i >= 0 && i <= 1 );
+ m_nFLASHLIGHTSHADOWS = i;
+#ifdef _DEBUG
+ m_bFLASHLIGHTSHADOWS = true;
+#endif
+ }
+ void SetFLASHLIGHTSHADOWS( bool i )
+ {
+ m_nFLASHLIGHTSHADOWS = i ? 1 : 0;
+#ifdef _DEBUG
+ m_bFLASHLIGHTSHADOWS = true;
+#endif
+ }
+private:
+ int m_nSTATIC_LIGHT_LIGHTMAP;
+#ifdef _DEBUG
+ bool m_bSTATIC_LIGHT_LIGHTMAP;
+#endif
+public:
+ void SetSTATIC_LIGHT_LIGHTMAP( int i )
+ {
+ Assert( i >= 0 && i <= 1 );
+ m_nSTATIC_LIGHT_LIGHTMAP = i;
+#ifdef _DEBUG
+ m_bSTATIC_LIGHT_LIGHTMAP = true;
+#endif
+ }
+ void SetSTATIC_LIGHT_LIGHTMAP( bool i )
+ {
+ m_nSTATIC_LIGHT_LIGHTMAP = i ? 1 : 0;
+#ifdef _DEBUG
+ m_bSTATIC_LIGHT_LIGHTMAP = true;
+#endif
+ }
+private:
+ int m_nDEBUG_LUXELS;
+#ifdef _DEBUG
+ bool m_bDEBUG_LUXELS;
+#endif
+public:
+ void SetDEBUG_LUXELS( int i )
+ {
+ Assert( i >= 0 && i <= 1 );
+ m_nDEBUG_LUXELS = i;
+#ifdef _DEBUG
+ m_bDEBUG_LUXELS = true;
+#endif
+ }
+ void SetDEBUG_LUXELS( bool i )
+ {
+ m_nDEBUG_LUXELS = i ? 1 : 0;
+#ifdef _DEBUG
+ m_bDEBUG_LUXELS = true;
+#endif
+ }
+public:
+ vertexlit_and_unlit_generic_ps30_Dynamic_Index()
+ {
+#ifdef _DEBUG
+ m_bLIGHTING_PREVIEW = false;
+#endif // _DEBUG
+ m_nLIGHTING_PREVIEW = 0;
+#ifdef _DEBUG
+ m_bFLASHLIGHTSHADOWS = false;
+#endif // _DEBUG
+ m_nFLASHLIGHTSHADOWS = 0;
+#ifdef _DEBUG
+ m_bSTATIC_LIGHT_LIGHTMAP = false;
+#endif // _DEBUG
+ m_nSTATIC_LIGHT_LIGHTMAP = 0;
+#ifdef _DEBUG
+ m_bDEBUG_LUXELS = false;
+#endif // _DEBUG
+ m_nDEBUG_LUXELS = 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_bLIGHTING_PREVIEW && m_bFLASHLIGHTSHADOWS && m_bSTATIC_LIGHT_LIGHTMAP && m_bDEBUG_LUXELS;
+ Assert( bAllDynamicVarsDefined );
+#endif // _DEBUG
+ return ( 1 * m_nLIGHTING_PREVIEW ) + ( 3 * m_nFLASHLIGHTSHADOWS ) + ( 6 * m_nSTATIC_LIGHT_LIGHTMAP ) + ( 12 * m_nDEBUG_LUXELS ) + 0;
+ }
+};
+#define shaderDynamicTest_vertexlit_and_unlit_generic_ps30 psh_forgot_to_set_dynamic_LIGHTING_PREVIEW + psh_forgot_to_set_dynamic_FLASHLIGHTSHADOWS + psh_forgot_to_set_dynamic_STATIC_LIGHT_LIGHTMAP + psh_forgot_to_set_dynamic_DEBUG_LUXELS + 0
diff --git a/materialsystem/stdshaders/fxctmp9/vertexlit_and_unlit_generic_vs30.inc b/materialsystem/stdshaders/fxctmp9/vertexlit_and_unlit_generic_vs30.inc
new file mode 100644
index 0000000..7473d29
--- /dev/null
+++ b/materialsystem/stdshaders/fxctmp9/vertexlit_and_unlit_generic_vs30.inc
@@ -0,0 +1,462 @@
+#include "shaderlib/cshader.h"
+class vertexlit_and_unlit_generic_vs30_Static_Index
+{
+private:
+ int m_nVERTEXCOLOR;
+#ifdef _DEBUG
+ bool m_bVERTEXCOLOR;
+#endif
+public:
+ void SetVERTEXCOLOR( int i )
+ {
+ Assert( i >= 0 && i <= 1 );
+ m_nVERTEXCOLOR = i;
+#ifdef _DEBUG
+ m_bVERTEXCOLOR = true;
+#endif
+ }
+ void SetVERTEXCOLOR( bool i )
+ {
+ m_nVERTEXCOLOR = i ? 1 : 0;
+#ifdef _DEBUG
+ m_bVERTEXCOLOR = 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_nHALFLAMBERT;
+#ifdef _DEBUG
+ bool m_bHALFLAMBERT;
+#endif
+public:
+ void SetHALFLAMBERT( int i )
+ {
+ Assert( i >= 0 && i <= 1 );
+ m_nHALFLAMBERT = i;
+#ifdef _DEBUG
+ m_bHALFLAMBERT = true;
+#endif
+ }
+ void SetHALFLAMBERT( bool i )
+ {
+ m_nHALFLAMBERT = i ? 1 : 0;
+#ifdef _DEBUG
+ m_bHALFLAMBERT = 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
+ }
+private:
+ int m_nSEAMLESS_BASE;
+#ifdef _DEBUG
+ bool m_bSEAMLESS_BASE;
+#endif
+public:
+ void SetSEAMLESS_BASE( int i )
+ {
+ Assert( i >= 0 && i <= 1 );
+ m_nSEAMLESS_BASE = i;
+#ifdef _DEBUG
+ m_bSEAMLESS_BASE = true;
+#endif
+ }
+ void SetSEAMLESS_BASE( bool i )
+ {
+ m_nSEAMLESS_BASE = i ? 1 : 0;
+#ifdef _DEBUG
+ m_bSEAMLESS_BASE = true;
+#endif
+ }
+private:
+ int m_nSEAMLESS_DETAIL;
+#ifdef _DEBUG
+ bool m_bSEAMLESS_DETAIL;
+#endif
+public:
+ void SetSEAMLESS_DETAIL( int i )
+ {
+ Assert( i >= 0 && i <= 1 );
+ m_nSEAMLESS_DETAIL = i;
+#ifdef _DEBUG
+ m_bSEAMLESS_DETAIL = true;
+#endif
+ }
+ void SetSEAMLESS_DETAIL( bool i )
+ {
+ m_nSEAMLESS_DETAIL = i ? 1 : 0;
+#ifdef _DEBUG
+ m_bSEAMLESS_DETAIL = true;
+#endif
+ }
+private:
+ int m_nSEPARATE_DETAIL_UVS;
+#ifdef _DEBUG
+ bool m_bSEPARATE_DETAIL_UVS;
+#endif
+public:
+ void SetSEPARATE_DETAIL_UVS( int i )
+ {
+ Assert( i >= 0 && i <= 1 );
+ m_nSEPARATE_DETAIL_UVS = i;
+#ifdef _DEBUG
+ m_bSEPARATE_DETAIL_UVS = true;
+#endif
+ }
+ void SetSEPARATE_DETAIL_UVS( bool i )
+ {
+ m_nSEPARATE_DETAIL_UVS = i ? 1 : 0;
+#ifdef _DEBUG
+ m_bSEPARATE_DETAIL_UVS = true;
+#endif
+ }
+private:
+ int m_nDECAL;
+#ifdef _DEBUG
+ bool m_bDECAL;
+#endif
+public:
+ void SetDECAL( int i )
+ {
+ Assert( i >= 0 && i <= 1 );
+ m_nDECAL = i;
+#ifdef _DEBUG
+ m_bDECAL = true;
+#endif
+ }
+ void SetDECAL( bool i )
+ {
+ m_nDECAL = i ? 1 : 0;
+#ifdef _DEBUG
+ m_bDECAL = true;
+#endif
+ }
+private:
+ int m_nDONT_GAMMA_CONVERT_VERTEX_COLOR;
+#ifdef _DEBUG
+ bool m_bDONT_GAMMA_CONVERT_VERTEX_COLOR;
+#endif
+public:
+ void SetDONT_GAMMA_CONVERT_VERTEX_COLOR( int i )
+ {
+ Assert( i >= 0 && i <= 1 );
+ m_nDONT_GAMMA_CONVERT_VERTEX_COLOR = i;
+#ifdef _DEBUG
+ m_bDONT_GAMMA_CONVERT_VERTEX_COLOR = true;
+#endif
+ }
+ void SetDONT_GAMMA_CONVERT_VERTEX_COLOR( bool i )
+ {
+ m_nDONT_GAMMA_CONVERT_VERTEX_COLOR = i ? 1 : 0;
+#ifdef _DEBUG
+ m_bDONT_GAMMA_CONVERT_VERTEX_COLOR = true;
+#endif
+ }
+public:
+ vertexlit_and_unlit_generic_vs30_Static_Index( )
+ {
+#ifdef _DEBUG
+ m_bVERTEXCOLOR = false;
+#endif // _DEBUG
+ m_nVERTEXCOLOR = 0;
+#ifdef _DEBUG
+ m_bCUBEMAP = false;
+#endif // _DEBUG
+ m_nCUBEMAP = 0;
+#ifdef _DEBUG
+ m_bHALFLAMBERT = false;
+#endif // _DEBUG
+ m_nHALFLAMBERT = 0;
+#ifdef _DEBUG
+ m_bFLASHLIGHT = false;
+#endif // _DEBUG
+ m_nFLASHLIGHT = 0;
+#ifdef _DEBUG
+ m_bSEAMLESS_BASE = false;
+#endif // _DEBUG
+ m_nSEAMLESS_BASE = 0;
+#ifdef _DEBUG
+ m_bSEAMLESS_DETAIL = false;
+#endif // _DEBUG
+ m_nSEAMLESS_DETAIL = 0;
+#ifdef _DEBUG
+ m_bSEPARATE_DETAIL_UVS = false;
+#endif // _DEBUG
+ m_nSEPARATE_DETAIL_UVS = 0;
+#ifdef _DEBUG
+ m_bDECAL = false;
+#endif // _DEBUG
+ m_nDECAL = 0;
+#ifdef _DEBUG
+ m_bDONT_GAMMA_CONVERT_VERTEX_COLOR = false;
+#endif // _DEBUG
+ m_nDONT_GAMMA_CONVERT_VERTEX_COLOR = 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_bVERTEXCOLOR && m_bCUBEMAP && m_bHALFLAMBERT && m_bFLASHLIGHT && m_bSEAMLESS_BASE && m_bSEAMLESS_DETAIL && m_bSEPARATE_DETAIL_UVS && m_bDECAL && m_bDONT_GAMMA_CONVERT_VERTEX_COLOR;
+ Assert( bAllStaticVarsDefined );
+#endif // _DEBUG
+ return ( 256 * m_nVERTEXCOLOR ) + ( 512 * m_nCUBEMAP ) + ( 1024 * m_nHALFLAMBERT ) + ( 2048 * m_nFLASHLIGHT ) + ( 4096 * m_nSEAMLESS_BASE ) + ( 8192 * m_nSEAMLESS_DETAIL ) + ( 16384 * m_nSEPARATE_DETAIL_UVS ) + ( 32768 * m_nDECAL ) + ( 65536 * m_nDONT_GAMMA_CONVERT_VERTEX_COLOR ) + 0;
+ }
+};
+#define shaderStaticTest_vertexlit_and_unlit_generic_vs30 vsh_forgot_to_set_static_VERTEXCOLOR + vsh_forgot_to_set_static_CUBEMAP + vsh_forgot_to_set_static_HALFLAMBERT + vsh_forgot_to_set_static_FLASHLIGHT + vsh_forgot_to_set_static_SEAMLESS_BASE + vsh_forgot_to_set_static_SEAMLESS_DETAIL + vsh_forgot_to_set_static_SEPARATE_DETAIL_UVS + vsh_forgot_to_set_static_DECAL + vsh_forgot_to_set_static_DONT_GAMMA_CONVERT_VERTEX_COLOR + 0
+class vertexlit_and_unlit_generic_vs30_Dynamic_Index
+{
+private:
+ int m_nCOMPRESSED_VERTS;
+#ifdef _DEBUG
+ bool m_bCOMPRESSED_VERTS;
+#endif
+public:
+ void SetCOMPRESSED_VERTS( int i )
+ {
+ Assert( i >= 0 && i <= 1 );
+ m_nCOMPRESSED_VERTS = i;
+#ifdef _DEBUG
+ m_bCOMPRESSED_VERTS = true;
+#endif
+ }
+ void SetCOMPRESSED_VERTS( bool i )
+ {
+ m_nCOMPRESSED_VERTS = i ? 1 : 0;
+#ifdef _DEBUG
+ m_bCOMPRESSED_VERTS = true;
+#endif
+ }
+private:
+ int m_nDYNAMIC_LIGHT;
+#ifdef _DEBUG
+ bool m_bDYNAMIC_LIGHT;
+#endif
+public:
+ void SetDYNAMIC_LIGHT( int i )
+ {
+ Assert( i >= 0 && i <= 1 );
+ m_nDYNAMIC_LIGHT = i;
+#ifdef _DEBUG
+ m_bDYNAMIC_LIGHT = true;
+#endif
+ }
+ void SetDYNAMIC_LIGHT( bool i )
+ {
+ m_nDYNAMIC_LIGHT = i ? 1 : 0;
+#ifdef _DEBUG
+ m_bDYNAMIC_LIGHT = true;
+#endif
+ }
+private:
+ int m_nSTATIC_LIGHT_VERTEX;
+#ifdef _DEBUG
+ bool m_bSTATIC_LIGHT_VERTEX;
+#endif
+public:
+ void SetSTATIC_LIGHT_VERTEX( int i )
+ {
+ Assert( i >= 0 && i <= 1 );
+ m_nSTATIC_LIGHT_VERTEX = i;
+#ifdef _DEBUG
+ m_bSTATIC_LIGHT_VERTEX = true;
+#endif
+ }
+ void SetSTATIC_LIGHT_VERTEX( bool i )
+ {
+ m_nSTATIC_LIGHT_VERTEX = i ? 1 : 0;
+#ifdef _DEBUG
+ m_bSTATIC_LIGHT_VERTEX = true;
+#endif
+ }
+private:
+ int m_nSTATIC_LIGHT_LIGHTMAP;
+#ifdef _DEBUG
+ bool m_bSTATIC_LIGHT_LIGHTMAP;
+#endif
+public:
+ void SetSTATIC_LIGHT_LIGHTMAP( int i )
+ {
+ Assert( i >= 0 && i <= 1 );
+ m_nSTATIC_LIGHT_LIGHTMAP = i;
+#ifdef _DEBUG
+ m_bSTATIC_LIGHT_LIGHTMAP = true;
+#endif
+ }
+ void SetSTATIC_LIGHT_LIGHTMAP( bool i )
+ {
+ m_nSTATIC_LIGHT_LIGHTMAP = i ? 1 : 0;
+#ifdef _DEBUG
+ m_bSTATIC_LIGHT_LIGHTMAP = true;
+#endif
+ }
+private:
+ int m_nDOWATERFOG;
+#ifdef _DEBUG
+ bool m_bDOWATERFOG;
+#endif
+public:
+ void SetDOWATERFOG( int i )
+ {
+ Assert( i >= 0 && i <= 1 );
+ m_nDOWATERFOG = i;
+#ifdef _DEBUG
+ m_bDOWATERFOG = true;
+#endif
+ }
+ void SetDOWATERFOG( bool i )
+ {
+ m_nDOWATERFOG = i ? 1 : 0;
+#ifdef _DEBUG
+ m_bDOWATERFOG = true;
+#endif
+ }
+private:
+ int m_nSKINNING;
+#ifdef _DEBUG
+ bool m_bSKINNING;
+#endif
+public:
+ void SetSKINNING( int i )
+ {
+ Assert( i >= 0 && i <= 1 );
+ m_nSKINNING = i;
+#ifdef _DEBUG
+ m_bSKINNING = true;
+#endif
+ }
+ void SetSKINNING( bool i )
+ {
+ m_nSKINNING = i ? 1 : 0;
+#ifdef _DEBUG
+ m_bSKINNING = true;
+#endif
+ }
+private:
+ int m_nLIGHTING_PREVIEW;
+#ifdef _DEBUG
+ bool m_bLIGHTING_PREVIEW;
+#endif
+public:
+ void SetLIGHTING_PREVIEW( int i )
+ {
+ Assert( i >= 0 && i <= 1 );
+ 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_nMORPHING;
+#ifdef _DEBUG
+ bool m_bMORPHING;
+#endif
+public:
+ void SetMORPHING( int i )
+ {
+ Assert( i >= 0 && i <= 1 );
+ m_nMORPHING = i;
+#ifdef _DEBUG
+ m_bMORPHING = true;
+#endif
+ }
+ void SetMORPHING( bool i )
+ {
+ m_nMORPHING = i ? 1 : 0;
+#ifdef _DEBUG
+ m_bMORPHING = true;
+#endif
+ }
+public:
+ vertexlit_and_unlit_generic_vs30_Dynamic_Index()
+ {
+#ifdef _DEBUG
+ m_bCOMPRESSED_VERTS = false;
+#endif // _DEBUG
+ m_nCOMPRESSED_VERTS = 0;
+#ifdef _DEBUG
+ m_bDYNAMIC_LIGHT = false;
+#endif // _DEBUG
+ m_nDYNAMIC_LIGHT = 0;
+#ifdef _DEBUG
+ m_bSTATIC_LIGHT_VERTEX = false;
+#endif // _DEBUG
+ m_nSTATIC_LIGHT_VERTEX = 0;
+#ifdef _DEBUG
+ m_bSTATIC_LIGHT_LIGHTMAP = false;
+#endif // _DEBUG
+ m_nSTATIC_LIGHT_LIGHTMAP = 0;
+#ifdef _DEBUG
+ m_bDOWATERFOG = false;
+#endif // _DEBUG
+ m_nDOWATERFOG = 0;
+#ifdef _DEBUG
+ m_bSKINNING = false;
+#endif // _DEBUG
+ m_nSKINNING = 0;
+#ifdef _DEBUG
+ m_bLIGHTING_PREVIEW = false;
+#endif // _DEBUG
+ m_nLIGHTING_PREVIEW = 0;
+#ifdef _DEBUG
+ m_bMORPHING = false;
+#endif // _DEBUG
+ m_nMORPHING = 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_bCOMPRESSED_VERTS && m_bDYNAMIC_LIGHT && m_bSTATIC_LIGHT_VERTEX && m_bSTATIC_LIGHT_LIGHTMAP && m_bDOWATERFOG && m_bSKINNING && m_bLIGHTING_PREVIEW && m_bMORPHING;
+ Assert( bAllDynamicVarsDefined );
+#endif // _DEBUG
+ return ( 1 * m_nCOMPRESSED_VERTS ) + ( 2 * m_nDYNAMIC_LIGHT ) + ( 4 * m_nSTATIC_LIGHT_VERTEX ) + ( 8 * m_nSTATIC_LIGHT_LIGHTMAP ) + ( 16 * m_nDOWATERFOG ) + ( 32 * m_nSKINNING ) + ( 64 * m_nLIGHTING_PREVIEW ) + ( 128 * m_nMORPHING ) + 0;
+ }
+};
+#define shaderDynamicTest_vertexlit_and_unlit_generic_vs30 vsh_forgot_to_set_dynamic_COMPRESSED_VERTS + vsh_forgot_to_set_dynamic_DYNAMIC_LIGHT + vsh_forgot_to_set_dynamic_STATIC_LIGHT_VERTEX + vsh_forgot_to_set_dynamic_STATIC_LIGHT_LIGHTMAP + vsh_forgot_to_set_dynamic_DOWATERFOG + vsh_forgot_to_set_dynamic_SKINNING + vsh_forgot_to_set_dynamic_LIGHTING_PREVIEW + vsh_forgot_to_set_dynamic_MORPHING + 0
diff --git a/materialsystem/stdshaders/fxctmp9/vertexlit_lighting_only_ps20.inc b/materialsystem/stdshaders/fxctmp9/vertexlit_lighting_only_ps20.inc
new file mode 100644
index 0000000..7634f65
--- /dev/null
+++ b/materialsystem/stdshaders/fxctmp9/vertexlit_lighting_only_ps20.inc
@@ -0,0 +1,137 @@
+#include "shaderlib/cshader.h"
+class vertexlit_lighting_only_ps20_Static_Index
+{
+private:
+ int m_nDIFFUSELIGHTING;
+#ifdef _DEBUG
+ bool m_bDIFFUSELIGHTING;
+#endif
+public:
+ void SetDIFFUSELIGHTING( int i )
+ {
+ Assert( i >= 0 && i <= 1 );
+ m_nDIFFUSELIGHTING = i;
+#ifdef _DEBUG
+ m_bDIFFUSELIGHTING = true;
+#endif
+ }
+ void SetDIFFUSELIGHTING( bool i )
+ {
+ m_nDIFFUSELIGHTING = i ? 1 : 0;
+#ifdef _DEBUG
+ m_bDIFFUSELIGHTING = true;
+#endif
+ }
+private:
+ int m_nHALFLAMBERT;
+#ifdef _DEBUG
+ bool m_bHALFLAMBERT;
+#endif
+public:
+ void SetHALFLAMBERT( int i )
+ {
+ Assert( i >= 0 && i <= 1 );
+ m_nHALFLAMBERT = i;
+#ifdef _DEBUG
+ m_bHALFLAMBERT = true;
+#endif
+ }
+ void SetHALFLAMBERT( bool i )
+ {
+ m_nHALFLAMBERT = i ? 1 : 0;
+#ifdef _DEBUG
+ m_bHALFLAMBERT = true;
+#endif
+ }
+public:
+ vertexlit_lighting_only_ps20_Static_Index( )
+ {
+#ifdef _DEBUG
+ m_bDIFFUSELIGHTING = false;
+#endif // _DEBUG
+ m_nDIFFUSELIGHTING = 0;
+#ifdef _DEBUG
+ m_bHALFLAMBERT = false;
+#endif // _DEBUG
+ m_nHALFLAMBERT = 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_bDIFFUSELIGHTING && m_bHALFLAMBERT;
+ Assert( bAllStaticVarsDefined );
+#endif // _DEBUG
+ return ( 6 * m_nDIFFUSELIGHTING ) + ( 12 * m_nHALFLAMBERT ) + 0;
+ }
+};
+#define shaderStaticTest_vertexlit_lighting_only_ps20 psh_forgot_to_set_static_DIFFUSELIGHTING + psh_forgot_to_set_static_HALFLAMBERT + 0
+class vertexlit_lighting_only_ps20_Dynamic_Index
+{
+private:
+ int m_nAMBIENT_LIGHT;
+#ifdef _DEBUG
+ bool m_bAMBIENT_LIGHT;
+#endif
+public:
+ void SetAMBIENT_LIGHT( int i )
+ {
+ Assert( i >= 0 && i <= 1 );
+ m_nAMBIENT_LIGHT = i;
+#ifdef _DEBUG
+ m_bAMBIENT_LIGHT = true;
+#endif
+ }
+ void SetAMBIENT_LIGHT( bool i )
+ {
+ m_nAMBIENT_LIGHT = i ? 1 : 0;
+#ifdef _DEBUG
+ m_bAMBIENT_LIGHT = true;
+#endif
+ }
+private:
+ int m_nNUM_LIGHTS;
+#ifdef _DEBUG
+ bool m_bNUM_LIGHTS;
+#endif
+public:
+ void SetNUM_LIGHTS( int i )
+ {
+ Assert( i >= 0 && i <= 2 );
+ m_nNUM_LIGHTS = i;
+#ifdef _DEBUG
+ m_bNUM_LIGHTS = true;
+#endif
+ }
+ void SetNUM_LIGHTS( bool i )
+ {
+ m_nNUM_LIGHTS = i ? 1 : 0;
+#ifdef _DEBUG
+ m_bNUM_LIGHTS = true;
+#endif
+ }
+public:
+ vertexlit_lighting_only_ps20_Dynamic_Index()
+ {
+#ifdef _DEBUG
+ m_bAMBIENT_LIGHT = false;
+#endif // _DEBUG
+ m_nAMBIENT_LIGHT = 0;
+#ifdef _DEBUG
+ m_bNUM_LIGHTS = false;
+#endif // _DEBUG
+ m_nNUM_LIGHTS = 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_bAMBIENT_LIGHT && m_bNUM_LIGHTS;
+ Assert( bAllDynamicVarsDefined );
+#endif // _DEBUG
+ return ( 1 * m_nAMBIENT_LIGHT ) + ( 2 * m_nNUM_LIGHTS ) + 0;
+ }
+};
+#define shaderDynamicTest_vertexlit_lighting_only_ps20 psh_forgot_to_set_dynamic_AMBIENT_LIGHT + psh_forgot_to_set_dynamic_NUM_LIGHTS + 0
diff --git a/materialsystem/stdshaders/fxctmp9/vertexlit_lighting_only_ps20b.inc b/materialsystem/stdshaders/fxctmp9/vertexlit_lighting_only_ps20b.inc
new file mode 100644
index 0000000..cc1bfb3
--- /dev/null
+++ b/materialsystem/stdshaders/fxctmp9/vertexlit_lighting_only_ps20b.inc
@@ -0,0 +1,162 @@
+#include "shaderlib/cshader.h"
+class vertexlit_lighting_only_ps20b_Static_Index
+{
+private:
+ int m_nCONVERT_TO_SRGB;
+#ifdef _DEBUG
+ bool m_bCONVERT_TO_SRGB;
+#endif
+public:
+ void SetCONVERT_TO_SRGB( int i )
+ {
+ Assert( i >= 0 && i <= 1 );
+ m_nCONVERT_TO_SRGB = i;
+#ifdef _DEBUG
+ m_bCONVERT_TO_SRGB = true;
+#endif
+ }
+ void SetCONVERT_TO_SRGB( bool i )
+ {
+ m_nCONVERT_TO_SRGB = i ? 1 : 0;
+#ifdef _DEBUG
+ m_bCONVERT_TO_SRGB = true;
+#endif
+ }
+private:
+ int m_nDIFFUSELIGHTING;
+#ifdef _DEBUG
+ bool m_bDIFFUSELIGHTING;
+#endif
+public:
+ void SetDIFFUSELIGHTING( int i )
+ {
+ Assert( i >= 0 && i <= 1 );
+ m_nDIFFUSELIGHTING = i;
+#ifdef _DEBUG
+ m_bDIFFUSELIGHTING = true;
+#endif
+ }
+ void SetDIFFUSELIGHTING( bool i )
+ {
+ m_nDIFFUSELIGHTING = i ? 1 : 0;
+#ifdef _DEBUG
+ m_bDIFFUSELIGHTING = true;
+#endif
+ }
+private:
+ int m_nHALFLAMBERT;
+#ifdef _DEBUG
+ bool m_bHALFLAMBERT;
+#endif
+public:
+ void SetHALFLAMBERT( int i )
+ {
+ Assert( i >= 0 && i <= 1 );
+ m_nHALFLAMBERT = i;
+#ifdef _DEBUG
+ m_bHALFLAMBERT = true;
+#endif
+ }
+ void SetHALFLAMBERT( bool i )
+ {
+ m_nHALFLAMBERT = i ? 1 : 0;
+#ifdef _DEBUG
+ m_bHALFLAMBERT = true;
+#endif
+ }
+public:
+ vertexlit_lighting_only_ps20b_Static_Index( )
+ {
+#ifdef _DEBUG
+ m_bCONVERT_TO_SRGB = true;
+#endif // _DEBUG
+ m_nCONVERT_TO_SRGB = g_pHardwareConfig->NeedsShaderSRGBConversion();
+#ifdef _DEBUG
+ m_bDIFFUSELIGHTING = false;
+#endif // _DEBUG
+ m_nDIFFUSELIGHTING = 0;
+#ifdef _DEBUG
+ m_bHALFLAMBERT = false;
+#endif // _DEBUG
+ m_nHALFLAMBERT = 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_bCONVERT_TO_SRGB && m_bDIFFUSELIGHTING && m_bHALFLAMBERT;
+ Assert( bAllStaticVarsDefined );
+#endif // _DEBUG
+ return ( 10 * m_nCONVERT_TO_SRGB ) + ( 20 * m_nDIFFUSELIGHTING ) + ( 40 * m_nHALFLAMBERT ) + 0;
+ }
+};
+#define shaderStaticTest_vertexlit_lighting_only_ps20b psh_forgot_to_set_static_DIFFUSELIGHTING + psh_forgot_to_set_static_HALFLAMBERT + 0
+class vertexlit_lighting_only_ps20b_Dynamic_Index
+{
+private:
+ int m_nAMBIENT_LIGHT;
+#ifdef _DEBUG
+ bool m_bAMBIENT_LIGHT;
+#endif
+public:
+ void SetAMBIENT_LIGHT( int i )
+ {
+ Assert( i >= 0 && i <= 1 );
+ m_nAMBIENT_LIGHT = i;
+#ifdef _DEBUG
+ m_bAMBIENT_LIGHT = true;
+#endif
+ }
+ void SetAMBIENT_LIGHT( bool i )
+ {
+ m_nAMBIENT_LIGHT = i ? 1 : 0;
+#ifdef _DEBUG
+ m_bAMBIENT_LIGHT = true;
+#endif
+ }
+private:
+ int m_nNUM_LIGHTS;
+#ifdef _DEBUG
+ bool m_bNUM_LIGHTS;
+#endif
+public:
+ void SetNUM_LIGHTS( int i )
+ {
+ Assert( i >= 0 && i <= 4 );
+ m_nNUM_LIGHTS = i;
+#ifdef _DEBUG
+ m_bNUM_LIGHTS = true;
+#endif
+ }
+ void SetNUM_LIGHTS( bool i )
+ {
+ m_nNUM_LIGHTS = i ? 1 : 0;
+#ifdef _DEBUG
+ m_bNUM_LIGHTS = true;
+#endif
+ }
+public:
+ vertexlit_lighting_only_ps20b_Dynamic_Index()
+ {
+#ifdef _DEBUG
+ m_bAMBIENT_LIGHT = false;
+#endif // _DEBUG
+ m_nAMBIENT_LIGHT = 0;
+#ifdef _DEBUG
+ m_bNUM_LIGHTS = false;
+#endif // _DEBUG
+ m_nNUM_LIGHTS = 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_bAMBIENT_LIGHT && m_bNUM_LIGHTS;
+ Assert( bAllDynamicVarsDefined );
+#endif // _DEBUG
+ return ( 1 * m_nAMBIENT_LIGHT ) + ( 2 * m_nNUM_LIGHTS ) + 0;
+ }
+};
+#define shaderDynamicTest_vertexlit_lighting_only_ps20b psh_forgot_to_set_dynamic_AMBIENT_LIGHT + psh_forgot_to_set_dynamic_NUM_LIGHTS + 0
diff --git a/materialsystem/stdshaders/fxctmp9/vertexlitgeneric_lightingonly_overbright2_ps11.inc b/materialsystem/stdshaders/fxctmp9/vertexlitgeneric_lightingonly_overbright2_ps11.inc
new file mode 100644
index 0000000..7fc097a
--- /dev/null
+++ b/materialsystem/stdshaders/fxctmp9/vertexlitgeneric_lightingonly_overbright2_ps11.inc
@@ -0,0 +1,33 @@
+#include "shaderlib/cshader.h"
+class vertexlitgeneric_lightingonly_overbright2_ps11_Static_Index
+{
+public:
+ vertexlitgeneric_lightingonly_overbright2_ps11_Static_Index( )
+ {
+ }
+ 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
+#endif // _DEBUG
+ return 0;
+ }
+};
+#define shaderStaticTest_vertexlitgeneric_lightingonly_overbright2_ps11 0
+class vertexlitgeneric_lightingonly_overbright2_ps11_Dynamic_Index
+{
+public:
+ vertexlitgeneric_lightingonly_overbright2_ps11_Dynamic_Index()
+ {
+ }
+ 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
+#endif // _DEBUG
+ return 0;
+ }
+};
+#define shaderDynamicTest_vertexlitgeneric_lightingonly_overbright2_ps11 0
diff --git a/materialsystem/stdshaders/fxctmp9/volume_clouds_ps20.inc b/materialsystem/stdshaders/fxctmp9/volume_clouds_ps20.inc
new file mode 100644
index 0000000..4a79d14
--- /dev/null
+++ b/materialsystem/stdshaders/fxctmp9/volume_clouds_ps20.inc
@@ -0,0 +1,33 @@
+#include "shaderlib/cshader.h"
+class volume_clouds_ps20_Static_Index
+{
+public:
+ volume_clouds_ps20_Static_Index( )
+ {
+ }
+ 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
+#endif // _DEBUG
+ return 0;
+ }
+};
+#define shaderStaticTest_volume_clouds_ps20 0
+class volume_clouds_ps20_Dynamic_Index
+{
+public:
+ volume_clouds_ps20_Dynamic_Index()
+ {
+ }
+ 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
+#endif // _DEBUG
+ return 0;
+ }
+};
+#define shaderDynamicTest_volume_clouds_ps20 0
diff --git a/materialsystem/stdshaders/fxctmp9/volume_clouds_ps20b.inc b/materialsystem/stdshaders/fxctmp9/volume_clouds_ps20b.inc
new file mode 100644
index 0000000..6e4458a
--- /dev/null
+++ b/materialsystem/stdshaders/fxctmp9/volume_clouds_ps20b.inc
@@ -0,0 +1,60 @@
+#include "shaderlib/cshader.h"
+class volume_clouds_ps20b_Static_Index
+{
+private:
+ int m_nCONVERT_TO_SRGB;
+#ifdef _DEBUG
+ bool m_bCONVERT_TO_SRGB;
+#endif
+public:
+ void SetCONVERT_TO_SRGB( int i )
+ {
+ Assert( i >= 0 && i <= 1 );
+ m_nCONVERT_TO_SRGB = i;
+#ifdef _DEBUG
+ m_bCONVERT_TO_SRGB = true;
+#endif
+ }
+ void SetCONVERT_TO_SRGB( bool i )
+ {
+ m_nCONVERT_TO_SRGB = i ? 1 : 0;
+#ifdef _DEBUG
+ m_bCONVERT_TO_SRGB = true;
+#endif
+ }
+public:
+ volume_clouds_ps20b_Static_Index( )
+ {
+#ifdef _DEBUG
+ m_bCONVERT_TO_SRGB = true;
+#endif // _DEBUG
+ m_nCONVERT_TO_SRGB = g_pHardwareConfig->NeedsShaderSRGBConversion();
+ }
+ 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_bCONVERT_TO_SRGB;
+ Assert( bAllStaticVarsDefined );
+#endif // _DEBUG
+ return ( 1 * m_nCONVERT_TO_SRGB ) + 0;
+ }
+};
+#define shaderStaticTest_volume_clouds_ps20b 0
+class volume_clouds_ps20b_Dynamic_Index
+{
+public:
+ volume_clouds_ps20b_Dynamic_Index()
+ {
+ }
+ 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
+#endif // _DEBUG
+ return 0;
+ }
+};
+#define shaderDynamicTest_volume_clouds_ps20b 0
diff --git a/materialsystem/stdshaders/fxctmp9/volume_clouds_vs20.inc b/materialsystem/stdshaders/fxctmp9/volume_clouds_vs20.inc
new file mode 100644
index 0000000..d858334
--- /dev/null
+++ b/materialsystem/stdshaders/fxctmp9/volume_clouds_vs20.inc
@@ -0,0 +1,85 @@
+#include "shaderlib/cshader.h"
+class volume_clouds_vs20_Static_Index
+{
+public:
+ volume_clouds_vs20_Static_Index( )
+ {
+ }
+ 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
+#endif // _DEBUG
+ return 0;
+ }
+};
+#define shaderStaticTest_volume_clouds_vs20 0
+class volume_clouds_vs20_Dynamic_Index
+{
+private:
+ int m_nCOMPRESSED_VERTS;
+#ifdef _DEBUG
+ bool m_bCOMPRESSED_VERTS;
+#endif
+public:
+ void SetCOMPRESSED_VERTS( int i )
+ {
+ Assert( i >= 0 && i <= 1 );
+ m_nCOMPRESSED_VERTS = i;
+#ifdef _DEBUG
+ m_bCOMPRESSED_VERTS = true;
+#endif
+ }
+ void SetCOMPRESSED_VERTS( bool i )
+ {
+ m_nCOMPRESSED_VERTS = i ? 1 : 0;
+#ifdef _DEBUG
+ m_bCOMPRESSED_VERTS = true;
+#endif
+ }
+private:
+ int m_nSKINNING;
+#ifdef _DEBUG
+ bool m_bSKINNING;
+#endif
+public:
+ void SetSKINNING( int i )
+ {
+ Assert( i >= 0 && i <= 1 );
+ m_nSKINNING = i;
+#ifdef _DEBUG
+ m_bSKINNING = true;
+#endif
+ }
+ void SetSKINNING( bool i )
+ {
+ m_nSKINNING = i ? 1 : 0;
+#ifdef _DEBUG
+ m_bSKINNING = true;
+#endif
+ }
+public:
+ volume_clouds_vs20_Dynamic_Index()
+ {
+#ifdef _DEBUG
+ m_bCOMPRESSED_VERTS = false;
+#endif // _DEBUG
+ m_nCOMPRESSED_VERTS = 0;
+#ifdef _DEBUG
+ m_bSKINNING = false;
+#endif // _DEBUG
+ m_nSKINNING = 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_bCOMPRESSED_VERTS && m_bSKINNING;
+ Assert( bAllDynamicVarsDefined );
+#endif // _DEBUG
+ return ( 1 * m_nCOMPRESSED_VERTS ) + ( 2 * m_nSKINNING ) + 0;
+ }
+};
+#define shaderDynamicTest_volume_clouds_vs20 vsh_forgot_to_set_dynamic_COMPRESSED_VERTS + vsh_forgot_to_set_dynamic_SKINNING + 0
diff --git a/materialsystem/stdshaders/fxctmp9/vortwarp_ps20.inc b/materialsystem/stdshaders/fxctmp9/vortwarp_ps20.inc
new file mode 100644
index 0000000..e10c6d7
--- /dev/null
+++ b/materialsystem/stdshaders/fxctmp9/vortwarp_ps20.inc
@@ -0,0 +1,337 @@
+#include "shaderlib/cshader.h"
+class vortwarp_ps20_Static_Index
+{
+private:
+ int m_nBASETEXTURE;
+#ifdef _DEBUG
+ bool m_bBASETEXTURE;
+#endif
+public:
+ void SetBASETEXTURE( int i )
+ {
+ Assert( i >= 0 && i <= 1 );
+ m_nBASETEXTURE = i;
+#ifdef _DEBUG
+ m_bBASETEXTURE = true;
+#endif
+ }
+ void SetBASETEXTURE( bool i )
+ {
+ m_nBASETEXTURE = i ? 1 : 0;
+#ifdef _DEBUG
+ m_bBASETEXTURE = 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_nDIFFUSELIGHTING;
+#ifdef _DEBUG
+ bool m_bDIFFUSELIGHTING;
+#endif
+public:
+ void SetDIFFUSELIGHTING( int i )
+ {
+ Assert( i >= 0 && i <= 1 );
+ m_nDIFFUSELIGHTING = i;
+#ifdef _DEBUG
+ m_bDIFFUSELIGHTING = true;
+#endif
+ }
+ void SetDIFFUSELIGHTING( bool i )
+ {
+ m_nDIFFUSELIGHTING = i ? 1 : 0;
+#ifdef _DEBUG
+ m_bDIFFUSELIGHTING = 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_nHALFLAMBERT;
+#ifdef _DEBUG
+ bool m_bHALFLAMBERT;
+#endif
+public:
+ void SetHALFLAMBERT( int i )
+ {
+ Assert( i >= 0 && i <= 1 );
+ m_nHALFLAMBERT = i;
+#ifdef _DEBUG
+ m_bHALFLAMBERT = true;
+#endif
+ }
+ void SetHALFLAMBERT( bool i )
+ {
+ m_nHALFLAMBERT = i ? 1 : 0;
+#ifdef _DEBUG
+ m_bHALFLAMBERT = 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
+ }
+private:
+ int m_nTRANSLUCENT;
+#ifdef _DEBUG
+ bool m_bTRANSLUCENT;
+#endif
+public:
+ void SetTRANSLUCENT( int i )
+ {
+ Assert( i >= 0 && i <= 1 );
+ m_nTRANSLUCENT = i;
+#ifdef _DEBUG
+ m_bTRANSLUCENT = true;
+#endif
+ }
+ void SetTRANSLUCENT( bool i )
+ {
+ m_nTRANSLUCENT = i ? 1 : 0;
+#ifdef _DEBUG
+ m_bTRANSLUCENT = true;
+#endif
+ }
+public:
+ vortwarp_ps20_Static_Index( )
+ {
+#ifdef _DEBUG
+ m_bBASETEXTURE = false;
+#endif // _DEBUG
+ m_nBASETEXTURE = 0;
+#ifdef _DEBUG
+ m_bCUBEMAP = false;
+#endif // _DEBUG
+ m_nCUBEMAP = 0;
+#ifdef _DEBUG
+ m_bDIFFUSELIGHTING = false;
+#endif // _DEBUG
+ m_nDIFFUSELIGHTING = 0;
+#ifdef _DEBUG
+ m_bNORMALMAPALPHAENVMAPMASK = false;
+#endif // _DEBUG
+ m_nNORMALMAPALPHAENVMAPMASK = 0;
+#ifdef _DEBUG
+ m_bHALFLAMBERT = false;
+#endif // _DEBUG
+ m_nHALFLAMBERT = 0;
+#ifdef _DEBUG
+ m_bFLASHLIGHT = false;
+#endif // _DEBUG
+ m_nFLASHLIGHT = 0;
+#ifdef _DEBUG
+ m_bTRANSLUCENT = false;
+#endif // _DEBUG
+ m_nTRANSLUCENT = 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_bBASETEXTURE && m_bCUBEMAP && m_bDIFFUSELIGHTING && m_bNORMALMAPALPHAENVMAPMASK && m_bHALFLAMBERT && m_bFLASHLIGHT && m_bTRANSLUCENT;
+ Assert( bAllStaticVarsDefined );
+#endif // _DEBUG
+ return ( 48 * m_nBASETEXTURE ) + ( 96 * m_nCUBEMAP ) + ( 192 * m_nDIFFUSELIGHTING ) + ( 384 * m_nNORMALMAPALPHAENVMAPMASK ) + ( 768 * m_nHALFLAMBERT ) + ( 1536 * m_nFLASHLIGHT ) + ( 3072 * m_nTRANSLUCENT ) + 0;
+ }
+};
+#define shaderStaticTest_vortwarp_ps20 psh_forgot_to_set_static_BASETEXTURE + psh_forgot_to_set_static_CUBEMAP + psh_forgot_to_set_static_DIFFUSELIGHTING + psh_forgot_to_set_static_NORMALMAPALPHAENVMAPMASK + psh_forgot_to_set_static_HALFLAMBERT + psh_forgot_to_set_static_FLASHLIGHT + psh_forgot_to_set_static_TRANSLUCENT + 0
+class vortwarp_ps20_Dynamic_Index
+{
+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_nWARPINGIN;
+#ifdef _DEBUG
+ bool m_bWARPINGIN;
+#endif
+public:
+ void SetWARPINGIN( int i )
+ {
+ Assert( i >= 0 && i <= 1 );
+ m_nWARPINGIN = i;
+#ifdef _DEBUG
+ m_bWARPINGIN = true;
+#endif
+ }
+ void SetWARPINGIN( bool i )
+ {
+ m_nWARPINGIN = i ? 1 : 0;
+#ifdef _DEBUG
+ m_bWARPINGIN = true;
+#endif
+ }
+private:
+ int m_nAMBIENT_LIGHT;
+#ifdef _DEBUG
+ bool m_bAMBIENT_LIGHT;
+#endif
+public:
+ void SetAMBIENT_LIGHT( int i )
+ {
+ Assert( i >= 0 && i <= 1 );
+ m_nAMBIENT_LIGHT = i;
+#ifdef _DEBUG
+ m_bAMBIENT_LIGHT = true;
+#endif
+ }
+ void SetAMBIENT_LIGHT( bool i )
+ {
+ m_nAMBIENT_LIGHT = i ? 1 : 0;
+#ifdef _DEBUG
+ m_bAMBIENT_LIGHT = true;
+#endif
+ }
+private:
+ int m_nNUM_LIGHTS;
+#ifdef _DEBUG
+ bool m_bNUM_LIGHTS;
+#endif
+public:
+ void SetNUM_LIGHTS( int i )
+ {
+ Assert( i >= 0 && i <= 2 );
+ m_nNUM_LIGHTS = i;
+#ifdef _DEBUG
+ m_bNUM_LIGHTS = true;
+#endif
+ }
+ void SetNUM_LIGHTS( bool i )
+ {
+ m_nNUM_LIGHTS = i ? 1 : 0;
+#ifdef _DEBUG
+ m_bNUM_LIGHTS = true;
+#endif
+ }
+public:
+ vortwarp_ps20_Dynamic_Index()
+ {
+#ifdef _DEBUG
+ m_bWRITEWATERFOGTODESTALPHA = false;
+#endif // _DEBUG
+ m_nWRITEWATERFOGTODESTALPHA = 0;
+#ifdef _DEBUG
+ m_bPIXELFOGTYPE = false;
+#endif // _DEBUG
+ m_nPIXELFOGTYPE = 0;
+#ifdef _DEBUG
+ m_bWARPINGIN = false;
+#endif // _DEBUG
+ m_nWARPINGIN = 0;
+#ifdef _DEBUG
+ m_bAMBIENT_LIGHT = false;
+#endif // _DEBUG
+ m_nAMBIENT_LIGHT = 0;
+#ifdef _DEBUG
+ m_bNUM_LIGHTS = false;
+#endif // _DEBUG
+ m_nNUM_LIGHTS = 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_bWRITEWATERFOGTODESTALPHA && m_bPIXELFOGTYPE && m_bWARPINGIN && m_bAMBIENT_LIGHT && m_bNUM_LIGHTS;
+ Assert( bAllDynamicVarsDefined );
+#endif // _DEBUG
+ return ( 1 * m_nWRITEWATERFOGTODESTALPHA ) + ( 2 * m_nPIXELFOGTYPE ) + ( 4 * m_nWARPINGIN ) + ( 8 * m_nAMBIENT_LIGHT ) + ( 16 * m_nNUM_LIGHTS ) + 0;
+ }
+};
+#define shaderDynamicTest_vortwarp_ps20 psh_forgot_to_set_dynamic_WRITEWATERFOGTODESTALPHA + psh_forgot_to_set_dynamic_PIXELFOGTYPE + psh_forgot_to_set_dynamic_WARPINGIN + psh_forgot_to_set_dynamic_AMBIENT_LIGHT + psh_forgot_to_set_dynamic_NUM_LIGHTS + 0
diff --git a/materialsystem/stdshaders/fxctmp9/vortwarp_ps20b.inc b/materialsystem/stdshaders/fxctmp9/vortwarp_ps20b.inc
new file mode 100644
index 0000000..1e79f66
--- /dev/null
+++ b/materialsystem/stdshaders/fxctmp9/vortwarp_ps20b.inc
@@ -0,0 +1,362 @@
+#include "shaderlib/cshader.h"
+class vortwarp_ps20b_Static_Index
+{
+private:
+ int m_nCONVERT_TO_SRGB;
+#ifdef _DEBUG
+ bool m_bCONVERT_TO_SRGB;
+#endif
+public:
+ void SetCONVERT_TO_SRGB( int i )
+ {
+ Assert( i >= 0 && i <= 1 );
+ m_nCONVERT_TO_SRGB = i;
+#ifdef _DEBUG
+ m_bCONVERT_TO_SRGB = true;
+#endif
+ }
+ void SetCONVERT_TO_SRGB( bool i )
+ {
+ m_nCONVERT_TO_SRGB = i ? 1 : 0;
+#ifdef _DEBUG
+ m_bCONVERT_TO_SRGB = true;
+#endif
+ }
+private:
+ int m_nBASETEXTURE;
+#ifdef _DEBUG
+ bool m_bBASETEXTURE;
+#endif
+public:
+ void SetBASETEXTURE( int i )
+ {
+ Assert( i >= 0 && i <= 1 );
+ m_nBASETEXTURE = i;
+#ifdef _DEBUG
+ m_bBASETEXTURE = true;
+#endif
+ }
+ void SetBASETEXTURE( bool i )
+ {
+ m_nBASETEXTURE = i ? 1 : 0;
+#ifdef _DEBUG
+ m_bBASETEXTURE = 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_nDIFFUSELIGHTING;
+#ifdef _DEBUG
+ bool m_bDIFFUSELIGHTING;
+#endif
+public:
+ void SetDIFFUSELIGHTING( int i )
+ {
+ Assert( i >= 0 && i <= 1 );
+ m_nDIFFUSELIGHTING = i;
+#ifdef _DEBUG
+ m_bDIFFUSELIGHTING = true;
+#endif
+ }
+ void SetDIFFUSELIGHTING( bool i )
+ {
+ m_nDIFFUSELIGHTING = i ? 1 : 0;
+#ifdef _DEBUG
+ m_bDIFFUSELIGHTING = 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_nHALFLAMBERT;
+#ifdef _DEBUG
+ bool m_bHALFLAMBERT;
+#endif
+public:
+ void SetHALFLAMBERT( int i )
+ {
+ Assert( i >= 0 && i <= 1 );
+ m_nHALFLAMBERT = i;
+#ifdef _DEBUG
+ m_bHALFLAMBERT = true;
+#endif
+ }
+ void SetHALFLAMBERT( bool i )
+ {
+ m_nHALFLAMBERT = i ? 1 : 0;
+#ifdef _DEBUG
+ m_bHALFLAMBERT = 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
+ }
+private:
+ int m_nTRANSLUCENT;
+#ifdef _DEBUG
+ bool m_bTRANSLUCENT;
+#endif
+public:
+ void SetTRANSLUCENT( int i )
+ {
+ Assert( i >= 0 && i <= 1 );
+ m_nTRANSLUCENT = i;
+#ifdef _DEBUG
+ m_bTRANSLUCENT = true;
+#endif
+ }
+ void SetTRANSLUCENT( bool i )
+ {
+ m_nTRANSLUCENT = i ? 1 : 0;
+#ifdef _DEBUG
+ m_bTRANSLUCENT = true;
+#endif
+ }
+public:
+ vortwarp_ps20b_Static_Index( )
+ {
+#ifdef _DEBUG
+ m_bCONVERT_TO_SRGB = true;
+#endif // _DEBUG
+ m_nCONVERT_TO_SRGB = g_pHardwareConfig->NeedsShaderSRGBConversion();
+#ifdef _DEBUG
+ m_bBASETEXTURE = false;
+#endif // _DEBUG
+ m_nBASETEXTURE = 0;
+#ifdef _DEBUG
+ m_bCUBEMAP = false;
+#endif // _DEBUG
+ m_nCUBEMAP = 0;
+#ifdef _DEBUG
+ m_bDIFFUSELIGHTING = false;
+#endif // _DEBUG
+ m_nDIFFUSELIGHTING = 0;
+#ifdef _DEBUG
+ m_bNORMALMAPALPHAENVMAPMASK = false;
+#endif // _DEBUG
+ m_nNORMALMAPALPHAENVMAPMASK = 0;
+#ifdef _DEBUG
+ m_bHALFLAMBERT = false;
+#endif // _DEBUG
+ m_nHALFLAMBERT = 0;
+#ifdef _DEBUG
+ m_bFLASHLIGHT = false;
+#endif // _DEBUG
+ m_nFLASHLIGHT = 0;
+#ifdef _DEBUG
+ m_bTRANSLUCENT = false;
+#endif // _DEBUG
+ m_nTRANSLUCENT = 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_bCONVERT_TO_SRGB && m_bBASETEXTURE && m_bCUBEMAP && m_bDIFFUSELIGHTING && m_bNORMALMAPALPHAENVMAPMASK && m_bHALFLAMBERT && m_bFLASHLIGHT && m_bTRANSLUCENT;
+ Assert( bAllStaticVarsDefined );
+#endif // _DEBUG
+ return ( 80 * m_nCONVERT_TO_SRGB ) + ( 160 * m_nBASETEXTURE ) + ( 320 * m_nCUBEMAP ) + ( 640 * m_nDIFFUSELIGHTING ) + ( 1280 * m_nNORMALMAPALPHAENVMAPMASK ) + ( 2560 * m_nHALFLAMBERT ) + ( 5120 * m_nFLASHLIGHT ) + ( 10240 * m_nTRANSLUCENT ) + 0;
+ }
+};
+#define shaderStaticTest_vortwarp_ps20b psh_forgot_to_set_static_BASETEXTURE + psh_forgot_to_set_static_CUBEMAP + psh_forgot_to_set_static_DIFFUSELIGHTING + psh_forgot_to_set_static_NORMALMAPALPHAENVMAPMASK + psh_forgot_to_set_static_HALFLAMBERT + psh_forgot_to_set_static_FLASHLIGHT + psh_forgot_to_set_static_TRANSLUCENT + 0
+class vortwarp_ps20b_Dynamic_Index
+{
+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_nWARPINGIN;
+#ifdef _DEBUG
+ bool m_bWARPINGIN;
+#endif
+public:
+ void SetWARPINGIN( int i )
+ {
+ Assert( i >= 0 && i <= 1 );
+ m_nWARPINGIN = i;
+#ifdef _DEBUG
+ m_bWARPINGIN = true;
+#endif
+ }
+ void SetWARPINGIN( bool i )
+ {
+ m_nWARPINGIN = i ? 1 : 0;
+#ifdef _DEBUG
+ m_bWARPINGIN = true;
+#endif
+ }
+private:
+ int m_nAMBIENT_LIGHT;
+#ifdef _DEBUG
+ bool m_bAMBIENT_LIGHT;
+#endif
+public:
+ void SetAMBIENT_LIGHT( int i )
+ {
+ Assert( i >= 0 && i <= 1 );
+ m_nAMBIENT_LIGHT = i;
+#ifdef _DEBUG
+ m_bAMBIENT_LIGHT = true;
+#endif
+ }
+ void SetAMBIENT_LIGHT( bool i )
+ {
+ m_nAMBIENT_LIGHT = i ? 1 : 0;
+#ifdef _DEBUG
+ m_bAMBIENT_LIGHT = true;
+#endif
+ }
+private:
+ int m_nNUM_LIGHTS;
+#ifdef _DEBUG
+ bool m_bNUM_LIGHTS;
+#endif
+public:
+ void SetNUM_LIGHTS( int i )
+ {
+ Assert( i >= 0 && i <= 4 );
+ m_nNUM_LIGHTS = i;
+#ifdef _DEBUG
+ m_bNUM_LIGHTS = true;
+#endif
+ }
+ void SetNUM_LIGHTS( bool i )
+ {
+ m_nNUM_LIGHTS = i ? 1 : 0;
+#ifdef _DEBUG
+ m_bNUM_LIGHTS = true;
+#endif
+ }
+public:
+ vortwarp_ps20b_Dynamic_Index()
+ {
+#ifdef _DEBUG
+ m_bWRITEWATERFOGTODESTALPHA = false;
+#endif // _DEBUG
+ m_nWRITEWATERFOGTODESTALPHA = 0;
+#ifdef _DEBUG
+ m_bPIXELFOGTYPE = false;
+#endif // _DEBUG
+ m_nPIXELFOGTYPE = 0;
+#ifdef _DEBUG
+ m_bWARPINGIN = false;
+#endif // _DEBUG
+ m_nWARPINGIN = 0;
+#ifdef _DEBUG
+ m_bAMBIENT_LIGHT = false;
+#endif // _DEBUG
+ m_nAMBIENT_LIGHT = 0;
+#ifdef _DEBUG
+ m_bNUM_LIGHTS = false;
+#endif // _DEBUG
+ m_nNUM_LIGHTS = 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_bWRITEWATERFOGTODESTALPHA && m_bPIXELFOGTYPE && m_bWARPINGIN && m_bAMBIENT_LIGHT && m_bNUM_LIGHTS;
+ Assert( bAllDynamicVarsDefined );
+#endif // _DEBUG
+ return ( 1 * m_nWRITEWATERFOGTODESTALPHA ) + ( 2 * m_nPIXELFOGTYPE ) + ( 4 * m_nWARPINGIN ) + ( 8 * m_nAMBIENT_LIGHT ) + ( 16 * m_nNUM_LIGHTS ) + 0;
+ }
+};
+#define shaderDynamicTest_vortwarp_ps20b psh_forgot_to_set_dynamic_WRITEWATERFOGTODESTALPHA + psh_forgot_to_set_dynamic_PIXELFOGTYPE + psh_forgot_to_set_dynamic_WARPINGIN + psh_forgot_to_set_dynamic_AMBIENT_LIGHT + psh_forgot_to_set_dynamic_NUM_LIGHTS + 0
diff --git a/materialsystem/stdshaders/fxctmp9/vortwarp_ps30.inc b/materialsystem/stdshaders/fxctmp9/vortwarp_ps30.inc
new file mode 100644
index 0000000..df00fc6
--- /dev/null
+++ b/materialsystem/stdshaders/fxctmp9/vortwarp_ps30.inc
@@ -0,0 +1,362 @@
+#include "shaderlib/cshader.h"
+class vortwarp_ps30_Static_Index
+{
+private:
+ int m_nCONVERT_TO_SRGB;
+#ifdef _DEBUG
+ bool m_bCONVERT_TO_SRGB;
+#endif
+public:
+ void SetCONVERT_TO_SRGB( int i )
+ {
+ Assert( i >= 0 && i <= 1 );
+ m_nCONVERT_TO_SRGB = i;
+#ifdef _DEBUG
+ m_bCONVERT_TO_SRGB = true;
+#endif
+ }
+ void SetCONVERT_TO_SRGB( bool i )
+ {
+ m_nCONVERT_TO_SRGB = i ? 1 : 0;
+#ifdef _DEBUG
+ m_bCONVERT_TO_SRGB = true;
+#endif
+ }
+private:
+ int m_nBASETEXTURE;
+#ifdef _DEBUG
+ bool m_bBASETEXTURE;
+#endif
+public:
+ void SetBASETEXTURE( int i )
+ {
+ Assert( i >= 0 && i <= 1 );
+ m_nBASETEXTURE = i;
+#ifdef _DEBUG
+ m_bBASETEXTURE = true;
+#endif
+ }
+ void SetBASETEXTURE( bool i )
+ {
+ m_nBASETEXTURE = i ? 1 : 0;
+#ifdef _DEBUG
+ m_bBASETEXTURE = 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_nDIFFUSELIGHTING;
+#ifdef _DEBUG
+ bool m_bDIFFUSELIGHTING;
+#endif
+public:
+ void SetDIFFUSELIGHTING( int i )
+ {
+ Assert( i >= 0 && i <= 1 );
+ m_nDIFFUSELIGHTING = i;
+#ifdef _DEBUG
+ m_bDIFFUSELIGHTING = true;
+#endif
+ }
+ void SetDIFFUSELIGHTING( bool i )
+ {
+ m_nDIFFUSELIGHTING = i ? 1 : 0;
+#ifdef _DEBUG
+ m_bDIFFUSELIGHTING = 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_nHALFLAMBERT;
+#ifdef _DEBUG
+ bool m_bHALFLAMBERT;
+#endif
+public:
+ void SetHALFLAMBERT( int i )
+ {
+ Assert( i >= 0 && i <= 1 );
+ m_nHALFLAMBERT = i;
+#ifdef _DEBUG
+ m_bHALFLAMBERT = true;
+#endif
+ }
+ void SetHALFLAMBERT( bool i )
+ {
+ m_nHALFLAMBERT = i ? 1 : 0;
+#ifdef _DEBUG
+ m_bHALFLAMBERT = 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
+ }
+private:
+ int m_nTRANSLUCENT;
+#ifdef _DEBUG
+ bool m_bTRANSLUCENT;
+#endif
+public:
+ void SetTRANSLUCENT( int i )
+ {
+ Assert( i >= 0 && i <= 1 );
+ m_nTRANSLUCENT = i;
+#ifdef _DEBUG
+ m_bTRANSLUCENT = true;
+#endif
+ }
+ void SetTRANSLUCENT( bool i )
+ {
+ m_nTRANSLUCENT = i ? 1 : 0;
+#ifdef _DEBUG
+ m_bTRANSLUCENT = true;
+#endif
+ }
+public:
+ vortwarp_ps30_Static_Index( )
+ {
+#ifdef _DEBUG
+ m_bCONVERT_TO_SRGB = true;
+#endif // _DEBUG
+ m_nCONVERT_TO_SRGB = g_pHardwareConfig->NeedsShaderSRGBConversion();
+#ifdef _DEBUG
+ m_bBASETEXTURE = false;
+#endif // _DEBUG
+ m_nBASETEXTURE = 0;
+#ifdef _DEBUG
+ m_bCUBEMAP = false;
+#endif // _DEBUG
+ m_nCUBEMAP = 0;
+#ifdef _DEBUG
+ m_bDIFFUSELIGHTING = false;
+#endif // _DEBUG
+ m_nDIFFUSELIGHTING = 0;
+#ifdef _DEBUG
+ m_bNORMALMAPALPHAENVMAPMASK = false;
+#endif // _DEBUG
+ m_nNORMALMAPALPHAENVMAPMASK = 0;
+#ifdef _DEBUG
+ m_bHALFLAMBERT = false;
+#endif // _DEBUG
+ m_nHALFLAMBERT = 0;
+#ifdef _DEBUG
+ m_bFLASHLIGHT = false;
+#endif // _DEBUG
+ m_nFLASHLIGHT = 0;
+#ifdef _DEBUG
+ m_bTRANSLUCENT = false;
+#endif // _DEBUG
+ m_nTRANSLUCENT = 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_bCONVERT_TO_SRGB && m_bBASETEXTURE && m_bCUBEMAP && m_bDIFFUSELIGHTING && m_bNORMALMAPALPHAENVMAPMASK && m_bHALFLAMBERT && m_bFLASHLIGHT && m_bTRANSLUCENT;
+ Assert( bAllStaticVarsDefined );
+#endif // _DEBUG
+ return ( 80 * m_nCONVERT_TO_SRGB ) + ( 160 * m_nBASETEXTURE ) + ( 320 * m_nCUBEMAP ) + ( 640 * m_nDIFFUSELIGHTING ) + ( 1280 * m_nNORMALMAPALPHAENVMAPMASK ) + ( 2560 * m_nHALFLAMBERT ) + ( 5120 * m_nFLASHLIGHT ) + ( 10240 * m_nTRANSLUCENT ) + 0;
+ }
+};
+#define shaderStaticTest_vortwarp_ps30 psh_forgot_to_set_static_BASETEXTURE + psh_forgot_to_set_static_CUBEMAP + psh_forgot_to_set_static_DIFFUSELIGHTING + psh_forgot_to_set_static_NORMALMAPALPHAENVMAPMASK + psh_forgot_to_set_static_HALFLAMBERT + psh_forgot_to_set_static_FLASHLIGHT + psh_forgot_to_set_static_TRANSLUCENT + 0
+class vortwarp_ps30_Dynamic_Index
+{
+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_nWARPINGIN;
+#ifdef _DEBUG
+ bool m_bWARPINGIN;
+#endif
+public:
+ void SetWARPINGIN( int i )
+ {
+ Assert( i >= 0 && i <= 1 );
+ m_nWARPINGIN = i;
+#ifdef _DEBUG
+ m_bWARPINGIN = true;
+#endif
+ }
+ void SetWARPINGIN( bool i )
+ {
+ m_nWARPINGIN = i ? 1 : 0;
+#ifdef _DEBUG
+ m_bWARPINGIN = true;
+#endif
+ }
+private:
+ int m_nAMBIENT_LIGHT;
+#ifdef _DEBUG
+ bool m_bAMBIENT_LIGHT;
+#endif
+public:
+ void SetAMBIENT_LIGHT( int i )
+ {
+ Assert( i >= 0 && i <= 1 );
+ m_nAMBIENT_LIGHT = i;
+#ifdef _DEBUG
+ m_bAMBIENT_LIGHT = true;
+#endif
+ }
+ void SetAMBIENT_LIGHT( bool i )
+ {
+ m_nAMBIENT_LIGHT = i ? 1 : 0;
+#ifdef _DEBUG
+ m_bAMBIENT_LIGHT = true;
+#endif
+ }
+private:
+ int m_nNUM_LIGHTS;
+#ifdef _DEBUG
+ bool m_bNUM_LIGHTS;
+#endif
+public:
+ void SetNUM_LIGHTS( int i )
+ {
+ Assert( i >= 0 && i <= 4 );
+ m_nNUM_LIGHTS = i;
+#ifdef _DEBUG
+ m_bNUM_LIGHTS = true;
+#endif
+ }
+ void SetNUM_LIGHTS( bool i )
+ {
+ m_nNUM_LIGHTS = i ? 1 : 0;
+#ifdef _DEBUG
+ m_bNUM_LIGHTS = true;
+#endif
+ }
+public:
+ vortwarp_ps30_Dynamic_Index()
+ {
+#ifdef _DEBUG
+ m_bWRITEWATERFOGTODESTALPHA = false;
+#endif // _DEBUG
+ m_nWRITEWATERFOGTODESTALPHA = 0;
+#ifdef _DEBUG
+ m_bPIXELFOGTYPE = false;
+#endif // _DEBUG
+ m_nPIXELFOGTYPE = 0;
+#ifdef _DEBUG
+ m_bWARPINGIN = false;
+#endif // _DEBUG
+ m_nWARPINGIN = 0;
+#ifdef _DEBUG
+ m_bAMBIENT_LIGHT = false;
+#endif // _DEBUG
+ m_nAMBIENT_LIGHT = 0;
+#ifdef _DEBUG
+ m_bNUM_LIGHTS = false;
+#endif // _DEBUG
+ m_nNUM_LIGHTS = 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_bWRITEWATERFOGTODESTALPHA && m_bPIXELFOGTYPE && m_bWARPINGIN && m_bAMBIENT_LIGHT && m_bNUM_LIGHTS;
+ Assert( bAllDynamicVarsDefined );
+#endif // _DEBUG
+ return ( 1 * m_nWRITEWATERFOGTODESTALPHA ) + ( 2 * m_nPIXELFOGTYPE ) + ( 4 * m_nWARPINGIN ) + ( 8 * m_nAMBIENT_LIGHT ) + ( 16 * m_nNUM_LIGHTS ) + 0;
+ }
+};
+#define shaderDynamicTest_vortwarp_ps30 psh_forgot_to_set_dynamic_WRITEWATERFOGTODESTALPHA + psh_forgot_to_set_dynamic_PIXELFOGTYPE + psh_forgot_to_set_dynamic_WARPINGIN + psh_forgot_to_set_dynamic_AMBIENT_LIGHT + psh_forgot_to_set_dynamic_NUM_LIGHTS + 0
diff --git a/materialsystem/stdshaders/fxctmp9/vortwarp_vs20.inc b/materialsystem/stdshaders/fxctmp9/vortwarp_vs20.inc
new file mode 100644
index 0000000..1c45cab
--- /dev/null
+++ b/materialsystem/stdshaders/fxctmp9/vortwarp_vs20.inc
@@ -0,0 +1,187 @@
+#include "shaderlib/cshader.h"
+class vortwarp_vs20_Static_Index
+{
+private:
+ int m_nHALFLAMBERT;
+#ifdef _DEBUG
+ bool m_bHALFLAMBERT;
+#endif
+public:
+ void SetHALFLAMBERT( int i )
+ {
+ Assert( i >= 0 && i <= 1 );
+ m_nHALFLAMBERT = i;
+#ifdef _DEBUG
+ m_bHALFLAMBERT = true;
+#endif
+ }
+ void SetHALFLAMBERT( bool i )
+ {
+ m_nHALFLAMBERT = i ? 1 : 0;
+#ifdef _DEBUG
+ m_bHALFLAMBERT = true;
+#endif
+ }
+private:
+ int m_nUSE_STATIC_CONTROL_FLOW;
+#ifdef _DEBUG
+ bool m_bUSE_STATIC_CONTROL_FLOW;
+#endif
+public:
+ void SetUSE_STATIC_CONTROL_FLOW( int i )
+ {
+ Assert( i >= 0 && i <= 1 );
+ m_nUSE_STATIC_CONTROL_FLOW = i;
+#ifdef _DEBUG
+ m_bUSE_STATIC_CONTROL_FLOW = true;
+#endif
+ }
+ void SetUSE_STATIC_CONTROL_FLOW( bool i )
+ {
+ m_nUSE_STATIC_CONTROL_FLOW = i ? 1 : 0;
+#ifdef _DEBUG
+ m_bUSE_STATIC_CONTROL_FLOW = true;
+#endif
+ }
+public:
+ vortwarp_vs20_Static_Index( )
+ {
+#ifdef _DEBUG
+ m_bHALFLAMBERT = false;
+#endif // _DEBUG
+ m_nHALFLAMBERT = 0;
+#ifdef _DEBUG
+ m_bUSE_STATIC_CONTROL_FLOW = false;
+#endif // _DEBUG
+ m_nUSE_STATIC_CONTROL_FLOW = 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_bHALFLAMBERT && m_bUSE_STATIC_CONTROL_FLOW;
+ Assert( bAllStaticVarsDefined );
+#endif // _DEBUG
+ return ( 24 * m_nHALFLAMBERT ) + ( 48 * m_nUSE_STATIC_CONTROL_FLOW ) + 0;
+ }
+};
+#define shaderStaticTest_vortwarp_vs20 vsh_forgot_to_set_static_HALFLAMBERT + vsh_forgot_to_set_static_USE_STATIC_CONTROL_FLOW + 0
+class vortwarp_vs20_Dynamic_Index
+{
+private:
+ int m_nCOMPRESSED_VERTS;
+#ifdef _DEBUG
+ bool m_bCOMPRESSED_VERTS;
+#endif
+public:
+ void SetCOMPRESSED_VERTS( int i )
+ {
+ Assert( i >= 0 && i <= 1 );
+ m_nCOMPRESSED_VERTS = i;
+#ifdef _DEBUG
+ m_bCOMPRESSED_VERTS = true;
+#endif
+ }
+ void SetCOMPRESSED_VERTS( bool i )
+ {
+ m_nCOMPRESSED_VERTS = i ? 1 : 0;
+#ifdef _DEBUG
+ m_bCOMPRESSED_VERTS = true;
+#endif
+ }
+private:
+ int m_nDOWATERFOG;
+#ifdef _DEBUG
+ bool m_bDOWATERFOG;
+#endif
+public:
+ void SetDOWATERFOG( int i )
+ {
+ Assert( i >= 0 && i <= 1 );
+ m_nDOWATERFOG = i;
+#ifdef _DEBUG
+ m_bDOWATERFOG = true;
+#endif
+ }
+ void SetDOWATERFOG( bool i )
+ {
+ m_nDOWATERFOG = i ? 1 : 0;
+#ifdef _DEBUG
+ m_bDOWATERFOG = true;
+#endif
+ }
+private:
+ int m_nSKINNING;
+#ifdef _DEBUG
+ bool m_bSKINNING;
+#endif
+public:
+ void SetSKINNING( int i )
+ {
+ Assert( i >= 0 && i <= 1 );
+ m_nSKINNING = i;
+#ifdef _DEBUG
+ m_bSKINNING = true;
+#endif
+ }
+ void SetSKINNING( bool i )
+ {
+ m_nSKINNING = i ? 1 : 0;
+#ifdef _DEBUG
+ m_bSKINNING = true;
+#endif
+ }
+private:
+ int m_nNUM_LIGHTS;
+#ifdef _DEBUG
+ bool m_bNUM_LIGHTS;
+#endif
+public:
+ void SetNUM_LIGHTS( int i )
+ {
+ Assert( i >= 0 && i <= 2 );
+ m_nNUM_LIGHTS = i;
+#ifdef _DEBUG
+ m_bNUM_LIGHTS = true;
+#endif
+ }
+ void SetNUM_LIGHTS( bool i )
+ {
+ m_nNUM_LIGHTS = i ? 1 : 0;
+#ifdef _DEBUG
+ m_bNUM_LIGHTS = true;
+#endif
+ }
+public:
+ vortwarp_vs20_Dynamic_Index()
+ {
+#ifdef _DEBUG
+ m_bCOMPRESSED_VERTS = false;
+#endif // _DEBUG
+ m_nCOMPRESSED_VERTS = 0;
+#ifdef _DEBUG
+ m_bDOWATERFOG = false;
+#endif // _DEBUG
+ m_nDOWATERFOG = 0;
+#ifdef _DEBUG
+ m_bSKINNING = false;
+#endif // _DEBUG
+ m_nSKINNING = 0;
+#ifdef _DEBUG
+ m_bNUM_LIGHTS = false;
+#endif // _DEBUG
+ m_nNUM_LIGHTS = 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_bCOMPRESSED_VERTS && m_bDOWATERFOG && m_bSKINNING && m_bNUM_LIGHTS;
+ Assert( bAllDynamicVarsDefined );
+#endif // _DEBUG
+ return ( 1 * m_nCOMPRESSED_VERTS ) + ( 2 * m_nDOWATERFOG ) + ( 4 * m_nSKINNING ) + ( 8 * m_nNUM_LIGHTS ) + 0;
+ }
+};
+#define shaderDynamicTest_vortwarp_vs20 vsh_forgot_to_set_dynamic_COMPRESSED_VERTS + vsh_forgot_to_set_dynamic_DOWATERFOG + vsh_forgot_to_set_dynamic_SKINNING + vsh_forgot_to_set_dynamic_NUM_LIGHTS + 0
diff --git a/materialsystem/stdshaders/fxctmp9/vortwarp_vs30.inc b/materialsystem/stdshaders/fxctmp9/vortwarp_vs30.inc
new file mode 100644
index 0000000..c92406a
--- /dev/null
+++ b/materialsystem/stdshaders/fxctmp9/vortwarp_vs30.inc
@@ -0,0 +1,162 @@
+#include "shaderlib/cshader.h"
+class vortwarp_vs30_Static_Index
+{
+private:
+ int m_nHALFLAMBERT;
+#ifdef _DEBUG
+ bool m_bHALFLAMBERT;
+#endif
+public:
+ void SetHALFLAMBERT( int i )
+ {
+ Assert( i >= 0 && i <= 1 );
+ m_nHALFLAMBERT = i;
+#ifdef _DEBUG
+ m_bHALFLAMBERT = true;
+#endif
+ }
+ void SetHALFLAMBERT( bool i )
+ {
+ m_nHALFLAMBERT = i ? 1 : 0;
+#ifdef _DEBUG
+ m_bHALFLAMBERT = true;
+#endif
+ }
+public:
+ vortwarp_vs30_Static_Index( )
+ {
+#ifdef _DEBUG
+ m_bHALFLAMBERT = false;
+#endif // _DEBUG
+ m_nHALFLAMBERT = 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_bHALFLAMBERT;
+ Assert( bAllStaticVarsDefined );
+#endif // _DEBUG
+ return ( 16 * m_nHALFLAMBERT ) + 0;
+ }
+};
+#define shaderStaticTest_vortwarp_vs30 vsh_forgot_to_set_static_HALFLAMBERT + 0
+class vortwarp_vs30_Dynamic_Index
+{
+private:
+ int m_nCOMPRESSED_VERTS;
+#ifdef _DEBUG
+ bool m_bCOMPRESSED_VERTS;
+#endif
+public:
+ void SetCOMPRESSED_VERTS( int i )
+ {
+ Assert( i >= 0 && i <= 1 );
+ m_nCOMPRESSED_VERTS = i;
+#ifdef _DEBUG
+ m_bCOMPRESSED_VERTS = true;
+#endif
+ }
+ void SetCOMPRESSED_VERTS( bool i )
+ {
+ m_nCOMPRESSED_VERTS = i ? 1 : 0;
+#ifdef _DEBUG
+ m_bCOMPRESSED_VERTS = true;
+#endif
+ }
+private:
+ int m_nDOWATERFOG;
+#ifdef _DEBUG
+ bool m_bDOWATERFOG;
+#endif
+public:
+ void SetDOWATERFOG( int i )
+ {
+ Assert( i >= 0 && i <= 1 );
+ m_nDOWATERFOG = i;
+#ifdef _DEBUG
+ m_bDOWATERFOG = true;
+#endif
+ }
+ void SetDOWATERFOG( bool i )
+ {
+ m_nDOWATERFOG = i ? 1 : 0;
+#ifdef _DEBUG
+ m_bDOWATERFOG = true;
+#endif
+ }
+private:
+ int m_nSKINNING;
+#ifdef _DEBUG
+ bool m_bSKINNING;
+#endif
+public:
+ void SetSKINNING( int i )
+ {
+ Assert( i >= 0 && i <= 1 );
+ m_nSKINNING = i;
+#ifdef _DEBUG
+ m_bSKINNING = true;
+#endif
+ }
+ void SetSKINNING( bool i )
+ {
+ m_nSKINNING = i ? 1 : 0;
+#ifdef _DEBUG
+ m_bSKINNING = true;
+#endif
+ }
+private:
+ int m_nMORPHING;
+#ifdef _DEBUG
+ bool m_bMORPHING;
+#endif
+public:
+ void SetMORPHING( int i )
+ {
+ Assert( i >= 0 && i <= 1 );
+ m_nMORPHING = i;
+#ifdef _DEBUG
+ m_bMORPHING = true;
+#endif
+ }
+ void SetMORPHING( bool i )
+ {
+ m_nMORPHING = i ? 1 : 0;
+#ifdef _DEBUG
+ m_bMORPHING = true;
+#endif
+ }
+public:
+ vortwarp_vs30_Dynamic_Index()
+ {
+#ifdef _DEBUG
+ m_bCOMPRESSED_VERTS = false;
+#endif // _DEBUG
+ m_nCOMPRESSED_VERTS = 0;
+#ifdef _DEBUG
+ m_bDOWATERFOG = false;
+#endif // _DEBUG
+ m_nDOWATERFOG = 0;
+#ifdef _DEBUG
+ m_bSKINNING = false;
+#endif // _DEBUG
+ m_nSKINNING = 0;
+#ifdef _DEBUG
+ m_bMORPHING = false;
+#endif // _DEBUG
+ m_nMORPHING = 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_bCOMPRESSED_VERTS && m_bDOWATERFOG && m_bSKINNING && m_bMORPHING;
+ Assert( bAllDynamicVarsDefined );
+#endif // _DEBUG
+ return ( 1 * m_nCOMPRESSED_VERTS ) + ( 2 * m_nDOWATERFOG ) + ( 4 * m_nSKINNING ) + ( 8 * m_nMORPHING ) + 0;
+ }
+};
+#define shaderDynamicTest_vortwarp_vs30 vsh_forgot_to_set_dynamic_COMPRESSED_VERTS + vsh_forgot_to_set_dynamic_DOWATERFOG + vsh_forgot_to_set_dynamic_SKINNING + vsh_forgot_to_set_dynamic_MORPHING + 0
diff --git a/materialsystem/stdshaders/fxctmp9/vr_distort_hud_ps20.inc b/materialsystem/stdshaders/fxctmp9/vr_distort_hud_ps20.inc
new file mode 100644
index 0000000..5447055
--- /dev/null
+++ b/materialsystem/stdshaders/fxctmp9/vr_distort_hud_ps20.inc
@@ -0,0 +1,60 @@
+#include "shaderlib/cshader.h"
+class vr_distort_hud_ps20_Static_Index
+{
+public:
+ vr_distort_hud_ps20_Static_Index( )
+ {
+ }
+ 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
+#endif // _DEBUG
+ return 0;
+ }
+};
+#define shaderStaticTest_vr_distort_hud_ps20 0
+class vr_distort_hud_ps20_Dynamic_Index
+{
+private:
+ int m_nCMBO_HUDUNDISTORT;
+#ifdef _DEBUG
+ bool m_bCMBO_HUDUNDISTORT;
+#endif
+public:
+ void SetCMBO_HUDUNDISTORT( int i )
+ {
+ Assert( i >= 0 && i <= 1 );
+ m_nCMBO_HUDUNDISTORT = i;
+#ifdef _DEBUG
+ m_bCMBO_HUDUNDISTORT = true;
+#endif
+ }
+ void SetCMBO_HUDUNDISTORT( bool i )
+ {
+ m_nCMBO_HUDUNDISTORT = i ? 1 : 0;
+#ifdef _DEBUG
+ m_bCMBO_HUDUNDISTORT = true;
+#endif
+ }
+public:
+ vr_distort_hud_ps20_Dynamic_Index()
+ {
+#ifdef _DEBUG
+ m_bCMBO_HUDUNDISTORT = false;
+#endif // _DEBUG
+ m_nCMBO_HUDUNDISTORT = 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_bCMBO_HUDUNDISTORT;
+ Assert( bAllDynamicVarsDefined );
+#endif // _DEBUG
+ return ( 1 * m_nCMBO_HUDUNDISTORT ) + 0;
+ }
+};
+#define shaderDynamicTest_vr_distort_hud_ps20 psh_forgot_to_set_dynamic_CMBO_HUDUNDISTORT + 0
diff --git a/materialsystem/stdshaders/fxctmp9/vr_distort_hud_ps20b.inc b/materialsystem/stdshaders/fxctmp9/vr_distort_hud_ps20b.inc
new file mode 100644
index 0000000..639a8c0
--- /dev/null
+++ b/materialsystem/stdshaders/fxctmp9/vr_distort_hud_ps20b.inc
@@ -0,0 +1,60 @@
+#include "shaderlib/cshader.h"
+class vr_distort_hud_ps20b_Static_Index
+{
+public:
+ vr_distort_hud_ps20b_Static_Index( )
+ {
+ }
+ 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
+#endif // _DEBUG
+ return 0;
+ }
+};
+#define shaderStaticTest_vr_distort_hud_ps20b 0
+class vr_distort_hud_ps20b_Dynamic_Index
+{
+private:
+ int m_nCMBO_HUDUNDISTORT;
+#ifdef _DEBUG
+ bool m_bCMBO_HUDUNDISTORT;
+#endif
+public:
+ void SetCMBO_HUDUNDISTORT( int i )
+ {
+ Assert( i >= 0 && i <= 1 );
+ m_nCMBO_HUDUNDISTORT = i;
+#ifdef _DEBUG
+ m_bCMBO_HUDUNDISTORT = true;
+#endif
+ }
+ void SetCMBO_HUDUNDISTORT( bool i )
+ {
+ m_nCMBO_HUDUNDISTORT = i ? 1 : 0;
+#ifdef _DEBUG
+ m_bCMBO_HUDUNDISTORT = true;
+#endif
+ }
+public:
+ vr_distort_hud_ps20b_Dynamic_Index()
+ {
+#ifdef _DEBUG
+ m_bCMBO_HUDUNDISTORT = false;
+#endif // _DEBUG
+ m_nCMBO_HUDUNDISTORT = 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_bCMBO_HUDUNDISTORT;
+ Assert( bAllDynamicVarsDefined );
+#endif // _DEBUG
+ return ( 1 * m_nCMBO_HUDUNDISTORT ) + 0;
+ }
+};
+#define shaderDynamicTest_vr_distort_hud_ps20b psh_forgot_to_set_dynamic_CMBO_HUDUNDISTORT + 0
diff --git a/materialsystem/stdshaders/fxctmp9/vr_distort_hud_ps30.inc b/materialsystem/stdshaders/fxctmp9/vr_distort_hud_ps30.inc
new file mode 100644
index 0000000..6e20058
--- /dev/null
+++ b/materialsystem/stdshaders/fxctmp9/vr_distort_hud_ps30.inc
@@ -0,0 +1,60 @@
+#include "shaderlib/cshader.h"
+class vr_distort_hud_ps30_Static_Index
+{
+public:
+ vr_distort_hud_ps30_Static_Index( )
+ {
+ }
+ 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
+#endif // _DEBUG
+ return 0;
+ }
+};
+#define shaderStaticTest_vr_distort_hud_ps30 0
+class vr_distort_hud_ps30_Dynamic_Index
+{
+private:
+ int m_nCMBO_HUDUNDISTORT;
+#ifdef _DEBUG
+ bool m_bCMBO_HUDUNDISTORT;
+#endif
+public:
+ void SetCMBO_HUDUNDISTORT( int i )
+ {
+ Assert( i >= 0 && i <= 1 );
+ m_nCMBO_HUDUNDISTORT = i;
+#ifdef _DEBUG
+ m_bCMBO_HUDUNDISTORT = true;
+#endif
+ }
+ void SetCMBO_HUDUNDISTORT( bool i )
+ {
+ m_nCMBO_HUDUNDISTORT = i ? 1 : 0;
+#ifdef _DEBUG
+ m_bCMBO_HUDUNDISTORT = true;
+#endif
+ }
+public:
+ vr_distort_hud_ps30_Dynamic_Index()
+ {
+#ifdef _DEBUG
+ m_bCMBO_HUDUNDISTORT = false;
+#endif // _DEBUG
+ m_nCMBO_HUDUNDISTORT = 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_bCMBO_HUDUNDISTORT;
+ Assert( bAllDynamicVarsDefined );
+#endif // _DEBUG
+ return ( 1 * m_nCMBO_HUDUNDISTORT ) + 0;
+ }
+};
+#define shaderDynamicTest_vr_distort_hud_ps30 psh_forgot_to_set_dynamic_CMBO_HUDUNDISTORT + 0
diff --git a/materialsystem/stdshaders/fxctmp9/vr_distort_hud_vs20.inc b/materialsystem/stdshaders/fxctmp9/vr_distort_hud_vs20.inc
new file mode 100644
index 0000000..d448ab0
--- /dev/null
+++ b/materialsystem/stdshaders/fxctmp9/vr_distort_hud_vs20.inc
@@ -0,0 +1,33 @@
+#include "shaderlib/cshader.h"
+class vr_distort_hud_vs20_Static_Index
+{
+public:
+ vr_distort_hud_vs20_Static_Index( )
+ {
+ }
+ 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
+#endif // _DEBUG
+ return 0;
+ }
+};
+#define shaderStaticTest_vr_distort_hud_vs20 0
+class vr_distort_hud_vs20_Dynamic_Index
+{
+public:
+ vr_distort_hud_vs20_Dynamic_Index()
+ {
+ }
+ 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
+#endif // _DEBUG
+ return 0;
+ }
+};
+#define shaderDynamicTest_vr_distort_hud_vs20 0
diff --git a/materialsystem/stdshaders/fxctmp9/vr_distort_hud_vs30.inc b/materialsystem/stdshaders/fxctmp9/vr_distort_hud_vs30.inc
new file mode 100644
index 0000000..b2e5944
--- /dev/null
+++ b/materialsystem/stdshaders/fxctmp9/vr_distort_hud_vs30.inc
@@ -0,0 +1,33 @@
+#include "shaderlib/cshader.h"
+class vr_distort_hud_vs30_Static_Index
+{
+public:
+ vr_distort_hud_vs30_Static_Index( )
+ {
+ }
+ 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
+#endif // _DEBUG
+ return 0;
+ }
+};
+#define shaderStaticTest_vr_distort_hud_vs30 0
+class vr_distort_hud_vs30_Dynamic_Index
+{
+public:
+ vr_distort_hud_vs30_Dynamic_Index()
+ {
+ }
+ 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
+#endif // _DEBUG
+ return 0;
+ }
+};
+#define shaderDynamicTest_vr_distort_hud_vs30 0
diff --git a/materialsystem/stdshaders/fxctmp9/vr_distort_texture_ps20.inc b/materialsystem/stdshaders/fxctmp9/vr_distort_texture_ps20.inc
new file mode 100644
index 0000000..4cf0dee
--- /dev/null
+++ b/materialsystem/stdshaders/fxctmp9/vr_distort_texture_ps20.inc
@@ -0,0 +1,60 @@
+#include "shaderlib/cshader.h"
+class vr_distort_texture_ps20_Static_Index
+{
+public:
+ vr_distort_texture_ps20_Static_Index( )
+ {
+ }
+ 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
+#endif // _DEBUG
+ return 0;
+ }
+};
+#define shaderStaticTest_vr_distort_texture_ps20 0
+class vr_distort_texture_ps20_Dynamic_Index
+{
+private:
+ int m_nCMBO_USERENDERTARGET;
+#ifdef _DEBUG
+ bool m_bCMBO_USERENDERTARGET;
+#endif
+public:
+ void SetCMBO_USERENDERTARGET( int i )
+ {
+ Assert( i >= 0 && i <= 1 );
+ m_nCMBO_USERENDERTARGET = i;
+#ifdef _DEBUG
+ m_bCMBO_USERENDERTARGET = true;
+#endif
+ }
+ void SetCMBO_USERENDERTARGET( bool i )
+ {
+ m_nCMBO_USERENDERTARGET = i ? 1 : 0;
+#ifdef _DEBUG
+ m_bCMBO_USERENDERTARGET = true;
+#endif
+ }
+public:
+ vr_distort_texture_ps20_Dynamic_Index()
+ {
+#ifdef _DEBUG
+ m_bCMBO_USERENDERTARGET = false;
+#endif // _DEBUG
+ m_nCMBO_USERENDERTARGET = 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_bCMBO_USERENDERTARGET;
+ Assert( bAllDynamicVarsDefined );
+#endif // _DEBUG
+ return ( 1 * m_nCMBO_USERENDERTARGET ) + 0;
+ }
+};
+#define shaderDynamicTest_vr_distort_texture_ps20 psh_forgot_to_set_dynamic_CMBO_USERENDERTARGET + 0
diff --git a/materialsystem/stdshaders/fxctmp9/vr_distort_texture_ps20b.inc b/materialsystem/stdshaders/fxctmp9/vr_distort_texture_ps20b.inc
new file mode 100644
index 0000000..fb658aa
--- /dev/null
+++ b/materialsystem/stdshaders/fxctmp9/vr_distort_texture_ps20b.inc
@@ -0,0 +1,60 @@
+#include "shaderlib/cshader.h"
+class vr_distort_texture_ps20b_Static_Index
+{
+public:
+ vr_distort_texture_ps20b_Static_Index( )
+ {
+ }
+ 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
+#endif // _DEBUG
+ return 0;
+ }
+};
+#define shaderStaticTest_vr_distort_texture_ps20b 0
+class vr_distort_texture_ps20b_Dynamic_Index
+{
+private:
+ int m_nCMBO_USERENDERTARGET;
+#ifdef _DEBUG
+ bool m_bCMBO_USERENDERTARGET;
+#endif
+public:
+ void SetCMBO_USERENDERTARGET( int i )
+ {
+ Assert( i >= 0 && i <= 1 );
+ m_nCMBO_USERENDERTARGET = i;
+#ifdef _DEBUG
+ m_bCMBO_USERENDERTARGET = true;
+#endif
+ }
+ void SetCMBO_USERENDERTARGET( bool i )
+ {
+ m_nCMBO_USERENDERTARGET = i ? 1 : 0;
+#ifdef _DEBUG
+ m_bCMBO_USERENDERTARGET = true;
+#endif
+ }
+public:
+ vr_distort_texture_ps20b_Dynamic_Index()
+ {
+#ifdef _DEBUG
+ m_bCMBO_USERENDERTARGET = false;
+#endif // _DEBUG
+ m_nCMBO_USERENDERTARGET = 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_bCMBO_USERENDERTARGET;
+ Assert( bAllDynamicVarsDefined );
+#endif // _DEBUG
+ return ( 1 * m_nCMBO_USERENDERTARGET ) + 0;
+ }
+};
+#define shaderDynamicTest_vr_distort_texture_ps20b psh_forgot_to_set_dynamic_CMBO_USERENDERTARGET + 0
diff --git a/materialsystem/stdshaders/fxctmp9/vr_distort_texture_ps30.inc b/materialsystem/stdshaders/fxctmp9/vr_distort_texture_ps30.inc
new file mode 100644
index 0000000..587b51c
--- /dev/null
+++ b/materialsystem/stdshaders/fxctmp9/vr_distort_texture_ps30.inc
@@ -0,0 +1,60 @@
+#include "shaderlib/cshader.h"
+class vr_distort_texture_ps30_Static_Index
+{
+public:
+ vr_distort_texture_ps30_Static_Index( )
+ {
+ }
+ 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
+#endif // _DEBUG
+ return 0;
+ }
+};
+#define shaderStaticTest_vr_distort_texture_ps30 0
+class vr_distort_texture_ps30_Dynamic_Index
+{
+private:
+ int m_nCMBO_USERENDERTARGET;
+#ifdef _DEBUG
+ bool m_bCMBO_USERENDERTARGET;
+#endif
+public:
+ void SetCMBO_USERENDERTARGET( int i )
+ {
+ Assert( i >= 0 && i <= 1 );
+ m_nCMBO_USERENDERTARGET = i;
+#ifdef _DEBUG
+ m_bCMBO_USERENDERTARGET = true;
+#endif
+ }
+ void SetCMBO_USERENDERTARGET( bool i )
+ {
+ m_nCMBO_USERENDERTARGET = i ? 1 : 0;
+#ifdef _DEBUG
+ m_bCMBO_USERENDERTARGET = true;
+#endif
+ }
+public:
+ vr_distort_texture_ps30_Dynamic_Index()
+ {
+#ifdef _DEBUG
+ m_bCMBO_USERENDERTARGET = false;
+#endif // _DEBUG
+ m_nCMBO_USERENDERTARGET = 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_bCMBO_USERENDERTARGET;
+ Assert( bAllDynamicVarsDefined );
+#endif // _DEBUG
+ return ( 1 * m_nCMBO_USERENDERTARGET ) + 0;
+ }
+};
+#define shaderDynamicTest_vr_distort_texture_ps30 psh_forgot_to_set_dynamic_CMBO_USERENDERTARGET + 0
diff --git a/materialsystem/stdshaders/fxctmp9/vr_distort_texture_vs20.inc b/materialsystem/stdshaders/fxctmp9/vr_distort_texture_vs20.inc
new file mode 100644
index 0000000..270150a
--- /dev/null
+++ b/materialsystem/stdshaders/fxctmp9/vr_distort_texture_vs20.inc
@@ -0,0 +1,33 @@
+#include "shaderlib/cshader.h"
+class vr_distort_texture_vs20_Static_Index
+{
+public:
+ vr_distort_texture_vs20_Static_Index( )
+ {
+ }
+ 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
+#endif // _DEBUG
+ return 0;
+ }
+};
+#define shaderStaticTest_vr_distort_texture_vs20 0
+class vr_distort_texture_vs20_Dynamic_Index
+{
+public:
+ vr_distort_texture_vs20_Dynamic_Index()
+ {
+ }
+ 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
+#endif // _DEBUG
+ return 0;
+ }
+};
+#define shaderDynamicTest_vr_distort_texture_vs20 0
diff --git a/materialsystem/stdshaders/fxctmp9/vr_distort_texture_vs30.inc b/materialsystem/stdshaders/fxctmp9/vr_distort_texture_vs30.inc
new file mode 100644
index 0000000..442f87a
--- /dev/null
+++ b/materialsystem/stdshaders/fxctmp9/vr_distort_texture_vs30.inc
@@ -0,0 +1,33 @@
+#include "shaderlib/cshader.h"
+class vr_distort_texture_vs30_Static_Index
+{
+public:
+ vr_distort_texture_vs30_Static_Index( )
+ {
+ }
+ 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
+#endif // _DEBUG
+ return 0;
+ }
+};
+#define shaderStaticTest_vr_distort_texture_vs30 0
+class vr_distort_texture_vs30_Dynamic_Index
+{
+public:
+ vr_distort_texture_vs30_Dynamic_Index()
+ {
+ }
+ 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
+#endif // _DEBUG
+ return 0;
+ }
+};
+#define shaderDynamicTest_vr_distort_texture_vs30 0
diff --git a/materialsystem/stdshaders/fxctmp9/warp_ps20.inc b/materialsystem/stdshaders/fxctmp9/warp_ps20.inc
new file mode 100644
index 0000000..b6dbc9c
--- /dev/null
+++ b/materialsystem/stdshaders/fxctmp9/warp_ps20.inc
@@ -0,0 +1,60 @@
+#include "shaderlib/cshader.h"
+class warp_ps20_Static_Index
+{
+public:
+ warp_ps20_Static_Index( )
+ {
+ }
+ 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
+#endif // _DEBUG
+ return 0;
+ }
+};
+#define shaderStaticTest_warp_ps20 0
+class warp_ps20_Dynamic_Index
+{
+private:
+ int m_nDISTORT_TYPE;
+#ifdef _DEBUG
+ bool m_bDISTORT_TYPE;
+#endif
+public:
+ void SetDISTORT_TYPE( int i )
+ {
+ Assert( i >= 0 && i <= 2 );
+ m_nDISTORT_TYPE = i;
+#ifdef _DEBUG
+ m_bDISTORT_TYPE = true;
+#endif
+ }
+ void SetDISTORT_TYPE( bool i )
+ {
+ m_nDISTORT_TYPE = i ? 1 : 0;
+#ifdef _DEBUG
+ m_bDISTORT_TYPE = true;
+#endif
+ }
+public:
+ warp_ps20_Dynamic_Index()
+ {
+#ifdef _DEBUG
+ m_bDISTORT_TYPE = false;
+#endif // _DEBUG
+ m_nDISTORT_TYPE = 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_bDISTORT_TYPE;
+ Assert( bAllDynamicVarsDefined );
+#endif // _DEBUG
+ return ( 1 * m_nDISTORT_TYPE ) + 0;
+ }
+};
+#define shaderDynamicTest_warp_ps20 psh_forgot_to_set_dynamic_DISTORT_TYPE + 0
diff --git a/materialsystem/stdshaders/fxctmp9/warp_ps20b.inc b/materialsystem/stdshaders/fxctmp9/warp_ps20b.inc
new file mode 100644
index 0000000..d699f96
--- /dev/null
+++ b/materialsystem/stdshaders/fxctmp9/warp_ps20b.inc
@@ -0,0 +1,60 @@
+#include "shaderlib/cshader.h"
+class warp_ps20b_Static_Index
+{
+public:
+ warp_ps20b_Static_Index( )
+ {
+ }
+ 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
+#endif // _DEBUG
+ return 0;
+ }
+};
+#define shaderStaticTest_warp_ps20b 0
+class warp_ps20b_Dynamic_Index
+{
+private:
+ int m_nDISTORT_TYPE;
+#ifdef _DEBUG
+ bool m_bDISTORT_TYPE;
+#endif
+public:
+ void SetDISTORT_TYPE( int i )
+ {
+ Assert( i >= 0 && i <= 2 );
+ m_nDISTORT_TYPE = i;
+#ifdef _DEBUG
+ m_bDISTORT_TYPE = true;
+#endif
+ }
+ void SetDISTORT_TYPE( bool i )
+ {
+ m_nDISTORT_TYPE = i ? 1 : 0;
+#ifdef _DEBUG
+ m_bDISTORT_TYPE = true;
+#endif
+ }
+public:
+ warp_ps20b_Dynamic_Index()
+ {
+#ifdef _DEBUG
+ m_bDISTORT_TYPE = false;
+#endif // _DEBUG
+ m_nDISTORT_TYPE = 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_bDISTORT_TYPE;
+ Assert( bAllDynamicVarsDefined );
+#endif // _DEBUG
+ return ( 1 * m_nDISTORT_TYPE ) + 0;
+ }
+};
+#define shaderDynamicTest_warp_ps20b psh_forgot_to_set_dynamic_DISTORT_TYPE + 0
diff --git a/materialsystem/stdshaders/fxctmp9/warp_ps30.inc b/materialsystem/stdshaders/fxctmp9/warp_ps30.inc
new file mode 100644
index 0000000..6c18adb
--- /dev/null
+++ b/materialsystem/stdshaders/fxctmp9/warp_ps30.inc
@@ -0,0 +1,60 @@
+#include "shaderlib/cshader.h"
+class warp_ps30_Static_Index
+{
+public:
+ warp_ps30_Static_Index( )
+ {
+ }
+ 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
+#endif // _DEBUG
+ return 0;
+ }
+};
+#define shaderStaticTest_warp_ps30 0
+class warp_ps30_Dynamic_Index
+{
+private:
+ int m_nDISTORT_TYPE;
+#ifdef _DEBUG
+ bool m_bDISTORT_TYPE;
+#endif
+public:
+ void SetDISTORT_TYPE( int i )
+ {
+ Assert( i >= 0 && i <= 2 );
+ m_nDISTORT_TYPE = i;
+#ifdef _DEBUG
+ m_bDISTORT_TYPE = true;
+#endif
+ }
+ void SetDISTORT_TYPE( bool i )
+ {
+ m_nDISTORT_TYPE = i ? 1 : 0;
+#ifdef _DEBUG
+ m_bDISTORT_TYPE = true;
+#endif
+ }
+public:
+ warp_ps30_Dynamic_Index()
+ {
+#ifdef _DEBUG
+ m_bDISTORT_TYPE = false;
+#endif // _DEBUG
+ m_nDISTORT_TYPE = 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_bDISTORT_TYPE;
+ Assert( bAllDynamicVarsDefined );
+#endif // _DEBUG
+ return ( 1 * m_nDISTORT_TYPE ) + 0;
+ }
+};
+#define shaderDynamicTest_warp_ps30 psh_forgot_to_set_dynamic_DISTORT_TYPE + 0
diff --git a/materialsystem/stdshaders/fxctmp9/warp_vs20.inc b/materialsystem/stdshaders/fxctmp9/warp_vs20.inc
new file mode 100644
index 0000000..6caee99
--- /dev/null
+++ b/materialsystem/stdshaders/fxctmp9/warp_vs20.inc
@@ -0,0 +1,33 @@
+#include "shaderlib/cshader.h"
+class warp_vs20_Static_Index
+{
+public:
+ warp_vs20_Static_Index( )
+ {
+ }
+ 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
+#endif // _DEBUG
+ return 0;
+ }
+};
+#define shaderStaticTest_warp_vs20 0
+class warp_vs20_Dynamic_Index
+{
+public:
+ warp_vs20_Dynamic_Index()
+ {
+ }
+ 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
+#endif // _DEBUG
+ return 0;
+ }
+};
+#define shaderDynamicTest_warp_vs20 0
diff --git a/materialsystem/stdshaders/fxctmp9/warp_vs30.inc b/materialsystem/stdshaders/fxctmp9/warp_vs30.inc
new file mode 100644
index 0000000..3a4aeda
--- /dev/null
+++ b/materialsystem/stdshaders/fxctmp9/warp_vs30.inc
@@ -0,0 +1,33 @@
+#include "shaderlib/cshader.h"
+class warp_vs30_Static_Index
+{
+public:
+ warp_vs30_Static_Index( )
+ {
+ }
+ 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
+#endif // _DEBUG
+ return 0;
+ }
+};
+#define shaderStaticTest_warp_vs30 0
+class warp_vs30_Dynamic_Index
+{
+public:
+ warp_vs30_Dynamic_Index()
+ {
+ }
+ 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
+#endif // _DEBUG
+ return 0;
+ }
+};
+#define shaderDynamicTest_warp_vs30 0
diff --git a/materialsystem/stdshaders/fxctmp9/water_ps20b.inc b/materialsystem/stdshaders/fxctmp9/water_ps20b.inc
new file mode 100644
index 0000000..c7f0fad
--- /dev/null
+++ b/materialsystem/stdshaders/fxctmp9/water_ps20b.inc
@@ -0,0 +1,287 @@
+#include "shaderlib/cshader.h"
+class water_ps20b_Static_Index
+{
+private:
+ int m_nCONVERT_TO_SRGB;
+#ifdef _DEBUG
+ bool m_bCONVERT_TO_SRGB;
+#endif
+public:
+ void SetCONVERT_TO_SRGB( int i )
+ {
+ Assert( i >= 0 && i <= 1 );
+ m_nCONVERT_TO_SRGB = i;
+#ifdef _DEBUG
+ m_bCONVERT_TO_SRGB = true;
+#endif
+ }
+ void SetCONVERT_TO_SRGB( bool i )
+ {
+ m_nCONVERT_TO_SRGB = i ? 1 : 0;
+#ifdef _DEBUG
+ m_bCONVERT_TO_SRGB = true;
+#endif
+ }
+private:
+ int m_nBASETEXTURE;
+#ifdef _DEBUG
+ bool m_bBASETEXTURE;
+#endif
+public:
+ void SetBASETEXTURE( int i )
+ {
+ Assert( i >= 0 && i <= 1 );
+ m_nBASETEXTURE = i;
+#ifdef _DEBUG
+ m_bBASETEXTURE = true;
+#endif
+ }
+ void SetBASETEXTURE( bool i )
+ {
+ m_nBASETEXTURE = i ? 1 : 0;
+#ifdef _DEBUG
+ m_bBASETEXTURE = true;
+#endif
+ }
+private:
+ int m_nMULTITEXTURE;
+#ifdef _DEBUG
+ bool m_bMULTITEXTURE;
+#endif
+public:
+ void SetMULTITEXTURE( int i )
+ {
+ Assert( i >= 0 && i <= 1 );
+ m_nMULTITEXTURE = i;
+#ifdef _DEBUG
+ m_bMULTITEXTURE = true;
+#endif
+ }
+ void SetMULTITEXTURE( bool i )
+ {
+ m_nMULTITEXTURE = i ? 1 : 0;
+#ifdef _DEBUG
+ m_bMULTITEXTURE = true;
+#endif
+ }
+private:
+ int m_nREFLECT;
+#ifdef _DEBUG
+ bool m_bREFLECT;
+#endif
+public:
+ void SetREFLECT( int i )
+ {
+ Assert( i >= 0 && i <= 1 );
+ m_nREFLECT = i;
+#ifdef _DEBUG
+ m_bREFLECT = true;
+#endif
+ }
+ void SetREFLECT( bool i )
+ {
+ m_nREFLECT = i ? 1 : 0;
+#ifdef _DEBUG
+ m_bREFLECT = true;
+#endif
+ }
+private:
+ int m_nREFRACT;
+#ifdef _DEBUG
+ bool m_bREFRACT;
+#endif
+public:
+ void SetREFRACT( int i )
+ {
+ Assert( i >= 0 && i <= 1 );
+ m_nREFRACT = i;
+#ifdef _DEBUG
+ m_bREFRACT = true;
+#endif
+ }
+ void SetREFRACT( bool i )
+ {
+ m_nREFRACT = i ? 1 : 0;
+#ifdef _DEBUG
+ m_bREFRACT = true;
+#endif
+ }
+private:
+ int m_nABOVEWATER;
+#ifdef _DEBUG
+ bool m_bABOVEWATER;
+#endif
+public:
+ void SetABOVEWATER( int i )
+ {
+ Assert( i >= 0 && i <= 1 );
+ m_nABOVEWATER = i;
+#ifdef _DEBUG
+ m_bABOVEWATER = true;
+#endif
+ }
+ void SetABOVEWATER( bool i )
+ {
+ m_nABOVEWATER = i ? 1 : 0;
+#ifdef _DEBUG
+ m_bABOVEWATER = true;
+#endif
+ }
+private:
+ int m_nBLURRY_REFRACT;
+#ifdef _DEBUG
+ bool m_bBLURRY_REFRACT;
+#endif
+public:
+ void SetBLURRY_REFRACT( int i )
+ {
+ Assert( i >= 0 && i <= 1 );
+ m_nBLURRY_REFRACT = i;
+#ifdef _DEBUG
+ m_bBLURRY_REFRACT = true;
+#endif
+ }
+ void SetBLURRY_REFRACT( bool i )
+ {
+ m_nBLURRY_REFRACT = i ? 1 : 0;
+#ifdef _DEBUG
+ m_bBLURRY_REFRACT = 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
+ }
+public:
+ water_ps20b_Static_Index( )
+ {
+#ifdef _DEBUG
+ m_bCONVERT_TO_SRGB = true;
+#endif // _DEBUG
+ m_nCONVERT_TO_SRGB = g_pHardwareConfig->NeedsShaderSRGBConversion();
+#ifdef _DEBUG
+ m_bBASETEXTURE = false;
+#endif // _DEBUG
+ m_nBASETEXTURE = 0;
+#ifdef _DEBUG
+ m_bMULTITEXTURE = false;
+#endif // _DEBUG
+ m_nMULTITEXTURE = 0;
+#ifdef _DEBUG
+ m_bREFLECT = false;
+#endif // _DEBUG
+ m_nREFLECT = 0;
+#ifdef _DEBUG
+ m_bREFRACT = false;
+#endif // _DEBUG
+ m_nREFRACT = 0;
+#ifdef _DEBUG
+ m_bABOVEWATER = false;
+#endif // _DEBUG
+ m_nABOVEWATER = 0;
+#ifdef _DEBUG
+ m_bBLURRY_REFRACT = false;
+#endif // _DEBUG
+ m_nBLURRY_REFRACT = 0;
+#ifdef _DEBUG
+ m_bNORMAL_DECODE_MODE = false;
+#endif // _DEBUG
+ m_nNORMAL_DECODE_MODE = 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_bCONVERT_TO_SRGB && m_bBASETEXTURE && m_bMULTITEXTURE && m_bREFLECT && m_bREFRACT && m_bABOVEWATER && m_bBLURRY_REFRACT && m_bNORMAL_DECODE_MODE;
+ Assert( bAllStaticVarsDefined );
+#endif // _DEBUG
+ return ( 4 * m_nCONVERT_TO_SRGB ) + ( 8 * m_nBASETEXTURE ) + ( 16 * m_nMULTITEXTURE ) + ( 32 * m_nREFLECT ) + ( 64 * m_nREFRACT ) + ( 128 * m_nABOVEWATER ) + ( 256 * m_nBLURRY_REFRACT ) + ( 512 * m_nNORMAL_DECODE_MODE ) + 0;
+ }
+};
+#define shaderStaticTest_water_ps20b psh_forgot_to_set_static_BASETEXTURE + psh_forgot_to_set_static_MULTITEXTURE + psh_forgot_to_set_static_REFLECT + psh_forgot_to_set_static_REFRACT + psh_forgot_to_set_static_ABOVEWATER + psh_forgot_to_set_static_BLURRY_REFRACT + psh_forgot_to_set_static_NORMAL_DECODE_MODE + 0
+class water_ps20b_Dynamic_Index
+{
+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_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 <= 1 );
+ 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:
+ water_ps20b_Dynamic_Index()
+ {
+#ifdef _DEBUG
+ m_bPIXELFOGTYPE = false;
+#endif // _DEBUG
+ m_nPIXELFOGTYPE = 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_bPIXELFOGTYPE && m_bWRITE_DEPTH_TO_DESTALPHA;
+ Assert( bAllDynamicVarsDefined );
+#endif // _DEBUG
+ return ( 1 * m_nPIXELFOGTYPE ) + ( 2 * m_nWRITE_DEPTH_TO_DESTALPHA ) + 0;
+ }
+};
+#define shaderDynamicTest_water_ps20b psh_forgot_to_set_dynamic_PIXELFOGTYPE + psh_forgot_to_set_dynamic_WRITE_DEPTH_TO_DESTALPHA + 0
diff --git a/materialsystem/stdshaders/fxctmp9/weapon_sheen_pass_ps20.inc b/materialsystem/stdshaders/fxctmp9/weapon_sheen_pass_ps20.inc
new file mode 100644
index 0000000..cb90bc6
--- /dev/null
+++ b/materialsystem/stdshaders/fxctmp9/weapon_sheen_pass_ps20.inc
@@ -0,0 +1,60 @@
+#include "shaderlib/cshader.h"
+class weapon_sheen_pass_ps20_Static_Index
+{
+private:
+ int m_nBUMPMAP;
+#ifdef _DEBUG
+ bool m_bBUMPMAP;
+#endif
+public:
+ void SetBUMPMAP( int i )
+ {
+ Assert( i >= 0 && i <= 1 );
+ m_nBUMPMAP = i;
+#ifdef _DEBUG
+ m_bBUMPMAP = true;
+#endif
+ }
+ void SetBUMPMAP( bool i )
+ {
+ m_nBUMPMAP = i ? 1 : 0;
+#ifdef _DEBUG
+ m_bBUMPMAP = true;
+#endif
+ }
+public:
+ weapon_sheen_pass_ps20_Static_Index( )
+ {
+#ifdef _DEBUG
+ m_bBUMPMAP = false;
+#endif // _DEBUG
+ m_nBUMPMAP = 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_bBUMPMAP;
+ Assert( bAllStaticVarsDefined );
+#endif // _DEBUG
+ return ( 1 * m_nBUMPMAP ) + 0;
+ }
+};
+#define shaderStaticTest_weapon_sheen_pass_ps20 psh_forgot_to_set_static_BUMPMAP + 0
+class weapon_sheen_pass_ps20_Dynamic_Index
+{
+public:
+ weapon_sheen_pass_ps20_Dynamic_Index()
+ {
+ }
+ 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
+#endif // _DEBUG
+ return 0;
+ }
+};
+#define shaderDynamicTest_weapon_sheen_pass_ps20 0
diff --git a/materialsystem/stdshaders/fxctmp9/weapon_sheen_pass_ps20b.inc b/materialsystem/stdshaders/fxctmp9/weapon_sheen_pass_ps20b.inc
new file mode 100644
index 0000000..9351118
--- /dev/null
+++ b/materialsystem/stdshaders/fxctmp9/weapon_sheen_pass_ps20b.inc
@@ -0,0 +1,85 @@
+#include "shaderlib/cshader.h"
+class weapon_sheen_pass_ps20b_Static_Index
+{
+private:
+ int m_nCONVERT_TO_SRGB;
+#ifdef _DEBUG
+ bool m_bCONVERT_TO_SRGB;
+#endif
+public:
+ void SetCONVERT_TO_SRGB( int i )
+ {
+ Assert( i >= 0 && i <= 1 );
+ m_nCONVERT_TO_SRGB = i;
+#ifdef _DEBUG
+ m_bCONVERT_TO_SRGB = true;
+#endif
+ }
+ void SetCONVERT_TO_SRGB( bool i )
+ {
+ m_nCONVERT_TO_SRGB = i ? 1 : 0;
+#ifdef _DEBUG
+ m_bCONVERT_TO_SRGB = true;
+#endif
+ }
+private:
+ int m_nBUMPMAP;
+#ifdef _DEBUG
+ bool m_bBUMPMAP;
+#endif
+public:
+ void SetBUMPMAP( int i )
+ {
+ Assert( i >= 0 && i <= 1 );
+ m_nBUMPMAP = i;
+#ifdef _DEBUG
+ m_bBUMPMAP = true;
+#endif
+ }
+ void SetBUMPMAP( bool i )
+ {
+ m_nBUMPMAP = i ? 1 : 0;
+#ifdef _DEBUG
+ m_bBUMPMAP = true;
+#endif
+ }
+public:
+ weapon_sheen_pass_ps20b_Static_Index( )
+ {
+#ifdef _DEBUG
+ m_bCONVERT_TO_SRGB = true;
+#endif // _DEBUG
+ m_nCONVERT_TO_SRGB = g_pHardwareConfig->NeedsShaderSRGBConversion();
+#ifdef _DEBUG
+ m_bBUMPMAP = false;
+#endif // _DEBUG
+ m_nBUMPMAP = 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_bCONVERT_TO_SRGB && m_bBUMPMAP;
+ Assert( bAllStaticVarsDefined );
+#endif // _DEBUG
+ return ( 1 * m_nCONVERT_TO_SRGB ) + ( 2 * m_nBUMPMAP ) + 0;
+ }
+};
+#define shaderStaticTest_weapon_sheen_pass_ps20b psh_forgot_to_set_static_BUMPMAP + 0
+class weapon_sheen_pass_ps20b_Dynamic_Index
+{
+public:
+ weapon_sheen_pass_ps20b_Dynamic_Index()
+ {
+ }
+ 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
+#endif // _DEBUG
+ return 0;
+ }
+};
+#define shaderDynamicTest_weapon_sheen_pass_ps20b 0
diff --git a/materialsystem/stdshaders/fxctmp9/weapon_sheen_pass_ps30.inc b/materialsystem/stdshaders/fxctmp9/weapon_sheen_pass_ps30.inc
new file mode 100644
index 0000000..884c90c
--- /dev/null
+++ b/materialsystem/stdshaders/fxctmp9/weapon_sheen_pass_ps30.inc
@@ -0,0 +1,85 @@
+#include "shaderlib/cshader.h"
+class weapon_sheen_pass_ps30_Static_Index
+{
+private:
+ int m_nCONVERT_TO_SRGB;
+#ifdef _DEBUG
+ bool m_bCONVERT_TO_SRGB;
+#endif
+public:
+ void SetCONVERT_TO_SRGB( int i )
+ {
+ Assert( i >= 0 && i <= 1 );
+ m_nCONVERT_TO_SRGB = i;
+#ifdef _DEBUG
+ m_bCONVERT_TO_SRGB = true;
+#endif
+ }
+ void SetCONVERT_TO_SRGB( bool i )
+ {
+ m_nCONVERT_TO_SRGB = i ? 1 : 0;
+#ifdef _DEBUG
+ m_bCONVERT_TO_SRGB = true;
+#endif
+ }
+private:
+ int m_nBUMPMAP;
+#ifdef _DEBUG
+ bool m_bBUMPMAP;
+#endif
+public:
+ void SetBUMPMAP( int i )
+ {
+ Assert( i >= 0 && i <= 1 );
+ m_nBUMPMAP = i;
+#ifdef _DEBUG
+ m_bBUMPMAP = true;
+#endif
+ }
+ void SetBUMPMAP( bool i )
+ {
+ m_nBUMPMAP = i ? 1 : 0;
+#ifdef _DEBUG
+ m_bBUMPMAP = true;
+#endif
+ }
+public:
+ weapon_sheen_pass_ps30_Static_Index( )
+ {
+#ifdef _DEBUG
+ m_bCONVERT_TO_SRGB = true;
+#endif // _DEBUG
+ m_nCONVERT_TO_SRGB = g_pHardwareConfig->NeedsShaderSRGBConversion();
+#ifdef _DEBUG
+ m_bBUMPMAP = false;
+#endif // _DEBUG
+ m_nBUMPMAP = 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_bCONVERT_TO_SRGB && m_bBUMPMAP;
+ Assert( bAllStaticVarsDefined );
+#endif // _DEBUG
+ return ( 1 * m_nCONVERT_TO_SRGB ) + ( 2 * m_nBUMPMAP ) + 0;
+ }
+};
+#define shaderStaticTest_weapon_sheen_pass_ps30 psh_forgot_to_set_static_BUMPMAP + 0
+class weapon_sheen_pass_ps30_Dynamic_Index
+{
+public:
+ weapon_sheen_pass_ps30_Dynamic_Index()
+ {
+ }
+ 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
+#endif // _DEBUG
+ return 0;
+ }
+};
+#define shaderDynamicTest_weapon_sheen_pass_ps30 0
diff --git a/materialsystem/stdshaders/fxctmp9/weapon_sheen_pass_vs20.inc b/materialsystem/stdshaders/fxctmp9/weapon_sheen_pass_vs20.inc
new file mode 100644
index 0000000..76106b8
--- /dev/null
+++ b/materialsystem/stdshaders/fxctmp9/weapon_sheen_pass_vs20.inc
@@ -0,0 +1,112 @@
+#include "shaderlib/cshader.h"
+class weapon_sheen_pass_vs20_Static_Index
+{
+private:
+ int m_nBUMPMAP;
+#ifdef _DEBUG
+ bool m_bBUMPMAP;
+#endif
+public:
+ void SetBUMPMAP( int i )
+ {
+ Assert( i >= 0 && i <= 1 );
+ m_nBUMPMAP = i;
+#ifdef _DEBUG
+ m_bBUMPMAP = true;
+#endif
+ }
+ void SetBUMPMAP( bool i )
+ {
+ m_nBUMPMAP = i ? 1 : 0;
+#ifdef _DEBUG
+ m_bBUMPMAP = true;
+#endif
+ }
+public:
+ weapon_sheen_pass_vs20_Static_Index( )
+ {
+#ifdef _DEBUG
+ m_bBUMPMAP = false;
+#endif // _DEBUG
+ m_nBUMPMAP = 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_bBUMPMAP;
+ Assert( bAllStaticVarsDefined );
+#endif // _DEBUG
+ return ( 4 * m_nBUMPMAP ) + 0;
+ }
+};
+#define shaderStaticTest_weapon_sheen_pass_vs20 vsh_forgot_to_set_static_BUMPMAP + 0
+class weapon_sheen_pass_vs20_Dynamic_Index
+{
+private:
+ int m_nCOMPRESSED_VERTS;
+#ifdef _DEBUG
+ bool m_bCOMPRESSED_VERTS;
+#endif
+public:
+ void SetCOMPRESSED_VERTS( int i )
+ {
+ Assert( i >= 0 && i <= 1 );
+ m_nCOMPRESSED_VERTS = i;
+#ifdef _DEBUG
+ m_bCOMPRESSED_VERTS = true;
+#endif
+ }
+ void SetCOMPRESSED_VERTS( bool i )
+ {
+ m_nCOMPRESSED_VERTS = i ? 1 : 0;
+#ifdef _DEBUG
+ m_bCOMPRESSED_VERTS = true;
+#endif
+ }
+private:
+ int m_nSKINNING;
+#ifdef _DEBUG
+ bool m_bSKINNING;
+#endif
+public:
+ void SetSKINNING( int i )
+ {
+ Assert( i >= 0 && i <= 1 );
+ m_nSKINNING = i;
+#ifdef _DEBUG
+ m_bSKINNING = true;
+#endif
+ }
+ void SetSKINNING( bool i )
+ {
+ m_nSKINNING = i ? 1 : 0;
+#ifdef _DEBUG
+ m_bSKINNING = true;
+#endif
+ }
+public:
+ weapon_sheen_pass_vs20_Dynamic_Index()
+ {
+#ifdef _DEBUG
+ m_bCOMPRESSED_VERTS = false;
+#endif // _DEBUG
+ m_nCOMPRESSED_VERTS = 0;
+#ifdef _DEBUG
+ m_bSKINNING = false;
+#endif // _DEBUG
+ m_nSKINNING = 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_bCOMPRESSED_VERTS && m_bSKINNING;
+ Assert( bAllDynamicVarsDefined );
+#endif // _DEBUG
+ return ( 1 * m_nCOMPRESSED_VERTS ) + ( 2 * m_nSKINNING ) + 0;
+ }
+};
+#define shaderDynamicTest_weapon_sheen_pass_vs20 vsh_forgot_to_set_dynamic_COMPRESSED_VERTS + vsh_forgot_to_set_dynamic_SKINNING + 0
diff --git a/materialsystem/stdshaders/fxctmp9/weapon_sheen_pass_vs30.inc b/materialsystem/stdshaders/fxctmp9/weapon_sheen_pass_vs30.inc
new file mode 100644
index 0000000..3620db5
--- /dev/null
+++ b/materialsystem/stdshaders/fxctmp9/weapon_sheen_pass_vs30.inc
@@ -0,0 +1,137 @@
+#include "shaderlib/cshader.h"
+class weapon_sheen_pass_vs30_Static_Index
+{
+private:
+ int m_nBUMPMAP;
+#ifdef _DEBUG
+ bool m_bBUMPMAP;
+#endif
+public:
+ void SetBUMPMAP( int i )
+ {
+ Assert( i >= 0 && i <= 1 );
+ m_nBUMPMAP = i;
+#ifdef _DEBUG
+ m_bBUMPMAP = true;
+#endif
+ }
+ void SetBUMPMAP( bool i )
+ {
+ m_nBUMPMAP = i ? 1 : 0;
+#ifdef _DEBUG
+ m_bBUMPMAP = true;
+#endif
+ }
+public:
+ weapon_sheen_pass_vs30_Static_Index( )
+ {
+#ifdef _DEBUG
+ m_bBUMPMAP = false;
+#endif // _DEBUG
+ m_nBUMPMAP = 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_bBUMPMAP;
+ Assert( bAllStaticVarsDefined );
+#endif // _DEBUG
+ return ( 8 * m_nBUMPMAP ) + 0;
+ }
+};
+#define shaderStaticTest_weapon_sheen_pass_vs30 vsh_forgot_to_set_static_BUMPMAP + 0
+class weapon_sheen_pass_vs30_Dynamic_Index
+{
+private:
+ int m_nCOMPRESSED_VERTS;
+#ifdef _DEBUG
+ bool m_bCOMPRESSED_VERTS;
+#endif
+public:
+ void SetCOMPRESSED_VERTS( int i )
+ {
+ Assert( i >= 0 && i <= 1 );
+ m_nCOMPRESSED_VERTS = i;
+#ifdef _DEBUG
+ m_bCOMPRESSED_VERTS = true;
+#endif
+ }
+ void SetCOMPRESSED_VERTS( bool i )
+ {
+ m_nCOMPRESSED_VERTS = i ? 1 : 0;
+#ifdef _DEBUG
+ m_bCOMPRESSED_VERTS = true;
+#endif
+ }
+private:
+ int m_nSKINNING;
+#ifdef _DEBUG
+ bool m_bSKINNING;
+#endif
+public:
+ void SetSKINNING( int i )
+ {
+ Assert( i >= 0 && i <= 1 );
+ m_nSKINNING = i;
+#ifdef _DEBUG
+ m_bSKINNING = true;
+#endif
+ }
+ void SetSKINNING( bool i )
+ {
+ m_nSKINNING = i ? 1 : 0;
+#ifdef _DEBUG
+ m_bSKINNING = true;
+#endif
+ }
+private:
+ int m_nMORPHING;
+#ifdef _DEBUG
+ bool m_bMORPHING;
+#endif
+public:
+ void SetMORPHING( int i )
+ {
+ Assert( i >= 0 && i <= 1 );
+ m_nMORPHING = i;
+#ifdef _DEBUG
+ m_bMORPHING = true;
+#endif
+ }
+ void SetMORPHING( bool i )
+ {
+ m_nMORPHING = i ? 1 : 0;
+#ifdef _DEBUG
+ m_bMORPHING = true;
+#endif
+ }
+public:
+ weapon_sheen_pass_vs30_Dynamic_Index()
+ {
+#ifdef _DEBUG
+ m_bCOMPRESSED_VERTS = false;
+#endif // _DEBUG
+ m_nCOMPRESSED_VERTS = 0;
+#ifdef _DEBUG
+ m_bSKINNING = false;
+#endif // _DEBUG
+ m_nSKINNING = 0;
+#ifdef _DEBUG
+ m_bMORPHING = false;
+#endif // _DEBUG
+ m_nMORPHING = 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_bCOMPRESSED_VERTS && m_bSKINNING && m_bMORPHING;
+ Assert( bAllDynamicVarsDefined );
+#endif // _DEBUG
+ return ( 1 * m_nCOMPRESSED_VERTS ) + ( 2 * m_nSKINNING ) + ( 4 * m_nMORPHING ) + 0;
+ }
+};
+#define shaderDynamicTest_weapon_sheen_pass_vs30 vsh_forgot_to_set_dynamic_COMPRESSED_VERTS + vsh_forgot_to_set_dynamic_SKINNING + vsh_forgot_to_set_dynamic_MORPHING + 0
diff --git a/materialsystem/stdshaders/fxctmp9/white_ps20.inc b/materialsystem/stdshaders/fxctmp9/white_ps20.inc
new file mode 100644
index 0000000..01a5578
--- /dev/null
+++ b/materialsystem/stdshaders/fxctmp9/white_ps20.inc
@@ -0,0 +1,33 @@
+#include "shaderlib/cshader.h"
+class white_ps20_Static_Index
+{
+public:
+ white_ps20_Static_Index( )
+ {
+ }
+ 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
+#endif // _DEBUG
+ return 0;
+ }
+};
+#define shaderStaticTest_white_ps20 0
+class white_ps20_Dynamic_Index
+{
+public:
+ white_ps20_Dynamic_Index()
+ {
+ }
+ 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
+#endif // _DEBUG
+ return 0;
+ }
+};
+#define shaderDynamicTest_white_ps20 0
diff --git a/materialsystem/stdshaders/fxctmp9/white_ps20b.inc b/materialsystem/stdshaders/fxctmp9/white_ps20b.inc
new file mode 100644
index 0000000..277a68c
--- /dev/null
+++ b/materialsystem/stdshaders/fxctmp9/white_ps20b.inc
@@ -0,0 +1,60 @@
+#include "shaderlib/cshader.h"
+class white_ps20b_Static_Index
+{
+private:
+ int m_nCONVERT_TO_SRGB;
+#ifdef _DEBUG
+ bool m_bCONVERT_TO_SRGB;
+#endif
+public:
+ void SetCONVERT_TO_SRGB( int i )
+ {
+ Assert( i >= 0 && i <= 1 );
+ m_nCONVERT_TO_SRGB = i;
+#ifdef _DEBUG
+ m_bCONVERT_TO_SRGB = true;
+#endif
+ }
+ void SetCONVERT_TO_SRGB( bool i )
+ {
+ m_nCONVERT_TO_SRGB = i ? 1 : 0;
+#ifdef _DEBUG
+ m_bCONVERT_TO_SRGB = true;
+#endif
+ }
+public:
+ white_ps20b_Static_Index( )
+ {
+#ifdef _DEBUG
+ m_bCONVERT_TO_SRGB = true;
+#endif // _DEBUG
+ m_nCONVERT_TO_SRGB = g_pHardwareConfig->NeedsShaderSRGBConversion();
+ }
+ 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_bCONVERT_TO_SRGB;
+ Assert( bAllStaticVarsDefined );
+#endif // _DEBUG
+ return ( 1 * m_nCONVERT_TO_SRGB ) + 0;
+ }
+};
+#define shaderStaticTest_white_ps20b 0
+class white_ps20b_Dynamic_Index
+{
+public:
+ white_ps20b_Dynamic_Index()
+ {
+ }
+ 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
+#endif // _DEBUG
+ return 0;
+ }
+};
+#define shaderDynamicTest_white_ps20b 0
diff --git a/materialsystem/stdshaders/fxctmp9/windowimposter_ps11.inc b/materialsystem/stdshaders/fxctmp9/windowimposter_ps11.inc
new file mode 100644
index 0000000..1e46457
--- /dev/null
+++ b/materialsystem/stdshaders/fxctmp9/windowimposter_ps11.inc
@@ -0,0 +1,33 @@
+#include "shaderlib/cshader.h"
+class windowimposter_ps11_Static_Index
+{
+public:
+ windowimposter_ps11_Static_Index( )
+ {
+ }
+ 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
+#endif // _DEBUG
+ return 0;
+ }
+};
+#define shaderStaticTest_windowimposter_ps11 0
+class windowimposter_ps11_Dynamic_Index
+{
+public:
+ windowimposter_ps11_Dynamic_Index()
+ {
+ }
+ 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
+#endif // _DEBUG
+ return 0;
+ }
+};
+#define shaderDynamicTest_windowimposter_ps11 0
diff --git a/materialsystem/stdshaders/fxctmp9/windowimposter_ps20.inc b/materialsystem/stdshaders/fxctmp9/windowimposter_ps20.inc
new file mode 100644
index 0000000..babed49
--- /dev/null
+++ b/materialsystem/stdshaders/fxctmp9/windowimposter_ps20.inc
@@ -0,0 +1,60 @@
+#include "shaderlib/cshader.h"
+class windowimposter_ps20_Static_Index
+{
+public:
+ windowimposter_ps20_Static_Index( )
+ {
+ }
+ 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
+#endif // _DEBUG
+ return 0;
+ }
+};
+#define shaderStaticTest_windowimposter_ps20 0
+class windowimposter_ps20_Dynamic_Index
+{
+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
+ }
+public:
+ windowimposter_ps20_Dynamic_Index()
+ {
+#ifdef _DEBUG
+ m_bPIXELFOGTYPE = false;
+#endif // _DEBUG
+ m_nPIXELFOGTYPE = 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_bPIXELFOGTYPE;
+ Assert( bAllDynamicVarsDefined );
+#endif // _DEBUG
+ return ( 1 * m_nPIXELFOGTYPE ) + 0;
+ }
+};
+#define shaderDynamicTest_windowimposter_ps20 psh_forgot_to_set_dynamic_PIXELFOGTYPE + 0
diff --git a/materialsystem/stdshaders/fxctmp9/windowimposter_ps20b.inc b/materialsystem/stdshaders/fxctmp9/windowimposter_ps20b.inc
new file mode 100644
index 0000000..e8a1b46
--- /dev/null
+++ b/materialsystem/stdshaders/fxctmp9/windowimposter_ps20b.inc
@@ -0,0 +1,87 @@
+#include "shaderlib/cshader.h"
+class windowimposter_ps20b_Static_Index
+{
+private:
+ int m_nCONVERT_TO_SRGB;
+#ifdef _DEBUG
+ bool m_bCONVERT_TO_SRGB;
+#endif
+public:
+ void SetCONVERT_TO_SRGB( int i )
+ {
+ Assert( i >= 0 && i <= 1 );
+ m_nCONVERT_TO_SRGB = i;
+#ifdef _DEBUG
+ m_bCONVERT_TO_SRGB = true;
+#endif
+ }
+ void SetCONVERT_TO_SRGB( bool i )
+ {
+ m_nCONVERT_TO_SRGB = i ? 1 : 0;
+#ifdef _DEBUG
+ m_bCONVERT_TO_SRGB = true;
+#endif
+ }
+public:
+ windowimposter_ps20b_Static_Index( )
+ {
+#ifdef _DEBUG
+ m_bCONVERT_TO_SRGB = true;
+#endif // _DEBUG
+ m_nCONVERT_TO_SRGB = g_pHardwareConfig->NeedsShaderSRGBConversion();
+ }
+ 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_bCONVERT_TO_SRGB;
+ Assert( bAllStaticVarsDefined );
+#endif // _DEBUG
+ return ( 2 * m_nCONVERT_TO_SRGB ) + 0;
+ }
+};
+#define shaderStaticTest_windowimposter_ps20b 0
+class windowimposter_ps20b_Dynamic_Index
+{
+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
+ }
+public:
+ windowimposter_ps20b_Dynamic_Index()
+ {
+#ifdef _DEBUG
+ m_bPIXELFOGTYPE = false;
+#endif // _DEBUG
+ m_nPIXELFOGTYPE = 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_bPIXELFOGTYPE;
+ Assert( bAllDynamicVarsDefined );
+#endif // _DEBUG
+ return ( 1 * m_nPIXELFOGTYPE ) + 0;
+ }
+};
+#define shaderDynamicTest_windowimposter_ps20b psh_forgot_to_set_dynamic_PIXELFOGTYPE + 0
diff --git a/materialsystem/stdshaders/fxctmp9/windowimposter_vs11.inc b/materialsystem/stdshaders/fxctmp9/windowimposter_vs11.inc
new file mode 100644
index 0000000..0f8fe63
--- /dev/null
+++ b/materialsystem/stdshaders/fxctmp9/windowimposter_vs11.inc
@@ -0,0 +1,60 @@
+#include "shaderlib/cshader.h"
+class windowimposter_vs11_Static_Index
+{
+public:
+ windowimposter_vs11_Static_Index( )
+ {
+ }
+ 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
+#endif // _DEBUG
+ return 0;
+ }
+};
+#define shaderStaticTest_windowimposter_vs11 0
+class windowimposter_vs11_Dynamic_Index
+{
+private:
+ int m_nDOWATERFOG;
+#ifdef _DEBUG
+ bool m_bDOWATERFOG;
+#endif
+public:
+ void SetDOWATERFOG( int i )
+ {
+ Assert( i >= 0 && i <= 1 );
+ m_nDOWATERFOG = i;
+#ifdef _DEBUG
+ m_bDOWATERFOG = true;
+#endif
+ }
+ void SetDOWATERFOG( bool i )
+ {
+ m_nDOWATERFOG = i ? 1 : 0;
+#ifdef _DEBUG
+ m_bDOWATERFOG = true;
+#endif
+ }
+public:
+ windowimposter_vs11_Dynamic_Index()
+ {
+#ifdef _DEBUG
+ m_bDOWATERFOG = false;
+#endif // _DEBUG
+ m_nDOWATERFOG = 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_bDOWATERFOG;
+ Assert( bAllDynamicVarsDefined );
+#endif // _DEBUG
+ return ( 1 * m_nDOWATERFOG ) + 0;
+ }
+};
+#define shaderDynamicTest_windowimposter_vs11 vsh_forgot_to_set_dynamic_DOWATERFOG + 0
diff --git a/materialsystem/stdshaders/fxctmp9/windowimposter_vs20.inc b/materialsystem/stdshaders/fxctmp9/windowimposter_vs20.inc
new file mode 100644
index 0000000..b99a21a
--- /dev/null
+++ b/materialsystem/stdshaders/fxctmp9/windowimposter_vs20.inc
@@ -0,0 +1,60 @@
+#include "shaderlib/cshader.h"
+class windowimposter_vs20_Static_Index
+{
+public:
+ windowimposter_vs20_Static_Index( )
+ {
+ }
+ 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
+#endif // _DEBUG
+ return 0;
+ }
+};
+#define shaderStaticTest_windowimposter_vs20 0
+class windowimposter_vs20_Dynamic_Index
+{
+private:
+ int m_nDOWATERFOG;
+#ifdef _DEBUG
+ bool m_bDOWATERFOG;
+#endif
+public:
+ void SetDOWATERFOG( int i )
+ {
+ Assert( i >= 0 && i <= 1 );
+ m_nDOWATERFOG = i;
+#ifdef _DEBUG
+ m_bDOWATERFOG = true;
+#endif
+ }
+ void SetDOWATERFOG( bool i )
+ {
+ m_nDOWATERFOG = i ? 1 : 0;
+#ifdef _DEBUG
+ m_bDOWATERFOG = true;
+#endif
+ }
+public:
+ windowimposter_vs20_Dynamic_Index()
+ {
+#ifdef _DEBUG
+ m_bDOWATERFOG = false;
+#endif // _DEBUG
+ m_nDOWATERFOG = 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_bDOWATERFOG;
+ Assert( bAllDynamicVarsDefined );
+#endif // _DEBUG
+ return ( 1 * m_nDOWATERFOG ) + 0;
+ }
+};
+#define shaderDynamicTest_windowimposter_vs20 vsh_forgot_to_set_dynamic_DOWATERFOG + 0
diff --git a/materialsystem/stdshaders/fxctmp9/worldvertexalpha_ps20.inc b/materialsystem/stdshaders/fxctmp9/worldvertexalpha_ps20.inc
new file mode 100644
index 0000000..97b21d3
--- /dev/null
+++ b/materialsystem/stdshaders/fxctmp9/worldvertexalpha_ps20.inc
@@ -0,0 +1,60 @@
+#include "shaderlib/cshader.h"
+class worldvertexalpha_ps20_Static_Index
+{
+private:
+ int m_nPASS;
+#ifdef _DEBUG
+ bool m_bPASS;
+#endif
+public:
+ void SetPASS( int i )
+ {
+ Assert( i >= 0 && i <= 1 );
+ m_nPASS = i;
+#ifdef _DEBUG
+ m_bPASS = true;
+#endif
+ }
+ void SetPASS( bool i )
+ {
+ m_nPASS = i ? 1 : 0;
+#ifdef _DEBUG
+ m_bPASS = true;
+#endif
+ }
+public:
+ worldvertexalpha_ps20_Static_Index( )
+ {
+#ifdef _DEBUG
+ m_bPASS = false;
+#endif // _DEBUG
+ m_nPASS = 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_bPASS;
+ Assert( bAllStaticVarsDefined );
+#endif // _DEBUG
+ return ( 1 * m_nPASS ) + 0;
+ }
+};
+#define shaderStaticTest_worldvertexalpha_ps20 psh_forgot_to_set_static_PASS + 0
+class worldvertexalpha_ps20_Dynamic_Index
+{
+public:
+ worldvertexalpha_ps20_Dynamic_Index()
+ {
+ }
+ 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
+#endif // _DEBUG
+ return 0;
+ }
+};
+#define shaderDynamicTest_worldvertexalpha_ps20 0
diff --git a/materialsystem/stdshaders/fxctmp9/worldvertexalpha_ps20b.inc b/materialsystem/stdshaders/fxctmp9/worldvertexalpha_ps20b.inc
new file mode 100644
index 0000000..ff9f797
--- /dev/null
+++ b/materialsystem/stdshaders/fxctmp9/worldvertexalpha_ps20b.inc
@@ -0,0 +1,85 @@
+#include "shaderlib/cshader.h"
+class worldvertexalpha_ps20b_Static_Index
+{
+private:
+ int m_nCONVERT_TO_SRGB;
+#ifdef _DEBUG
+ bool m_bCONVERT_TO_SRGB;
+#endif
+public:
+ void SetCONVERT_TO_SRGB( int i )
+ {
+ Assert( i >= 0 && i <= 1 );
+ m_nCONVERT_TO_SRGB = i;
+#ifdef _DEBUG
+ m_bCONVERT_TO_SRGB = true;
+#endif
+ }
+ void SetCONVERT_TO_SRGB( bool i )
+ {
+ m_nCONVERT_TO_SRGB = i ? 1 : 0;
+#ifdef _DEBUG
+ m_bCONVERT_TO_SRGB = true;
+#endif
+ }
+private:
+ int m_nPASS;
+#ifdef _DEBUG
+ bool m_bPASS;
+#endif
+public:
+ void SetPASS( int i )
+ {
+ Assert( i >= 0 && i <= 1 );
+ m_nPASS = i;
+#ifdef _DEBUG
+ m_bPASS = true;
+#endif
+ }
+ void SetPASS( bool i )
+ {
+ m_nPASS = i ? 1 : 0;
+#ifdef _DEBUG
+ m_bPASS = true;
+#endif
+ }
+public:
+ worldvertexalpha_ps20b_Static_Index( )
+ {
+#ifdef _DEBUG
+ m_bCONVERT_TO_SRGB = true;
+#endif // _DEBUG
+ m_nCONVERT_TO_SRGB = g_pHardwareConfig->NeedsShaderSRGBConversion();
+#ifdef _DEBUG
+ m_bPASS = false;
+#endif // _DEBUG
+ m_nPASS = 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_bCONVERT_TO_SRGB && m_bPASS;
+ Assert( bAllStaticVarsDefined );
+#endif // _DEBUG
+ return ( 1 * m_nCONVERT_TO_SRGB ) + ( 2 * m_nPASS ) + 0;
+ }
+};
+#define shaderStaticTest_worldvertexalpha_ps20b psh_forgot_to_set_static_PASS + 0
+class worldvertexalpha_ps20b_Dynamic_Index
+{
+public:
+ worldvertexalpha_ps20b_Dynamic_Index()
+ {
+ }
+ 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
+#endif // _DEBUG
+ return 0;
+ }
+};
+#define shaderDynamicTest_worldvertexalpha_ps20b 0
diff --git a/materialsystem/stdshaders/fxctmp9/writevertexalphatodestalpha_ps11.inc b/materialsystem/stdshaders/fxctmp9/writevertexalphatodestalpha_ps11.inc
new file mode 100644
index 0000000..8185a31
--- /dev/null
+++ b/materialsystem/stdshaders/fxctmp9/writevertexalphatodestalpha_ps11.inc
@@ -0,0 +1,33 @@
+#include "shaderlib/cshader.h"
+class writevertexalphatodestalpha_ps11_Static_Index
+{
+public:
+ writevertexalphatodestalpha_ps11_Static_Index( )
+ {
+ }
+ 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
+#endif // _DEBUG
+ return 0;
+ }
+};
+#define shaderStaticTest_writevertexalphatodestalpha_ps11 0
+class writevertexalphatodestalpha_ps11_Dynamic_Index
+{
+public:
+ writevertexalphatodestalpha_ps11_Dynamic_Index()
+ {
+ }
+ 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
+#endif // _DEBUG
+ return 0;
+ }
+};
+#define shaderDynamicTest_writevertexalphatodestalpha_ps11 0
diff --git a/materialsystem/stdshaders/fxctmp9/writevertexalphatodestalpha_vs11.inc b/materialsystem/stdshaders/fxctmp9/writevertexalphatodestalpha_vs11.inc
new file mode 100644
index 0000000..07f29e0
--- /dev/null
+++ b/materialsystem/stdshaders/fxctmp9/writevertexalphatodestalpha_vs11.inc
@@ -0,0 +1,33 @@
+#include "shaderlib/cshader.h"
+class writevertexalphatodestalpha_vs11_Static_Index
+{
+public:
+ writevertexalphatodestalpha_vs11_Static_Index( )
+ {
+ }
+ 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
+#endif // _DEBUG
+ return 0;
+ }
+};
+#define shaderStaticTest_writevertexalphatodestalpha_vs11 0
+class writevertexalphatodestalpha_vs11_Dynamic_Index
+{
+public:
+ writevertexalphatodestalpha_vs11_Dynamic_Index()
+ {
+ }
+ 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
+#endif // _DEBUG
+ return 0;
+ }
+};
+#define shaderDynamicTest_writevertexalphatodestalpha_vs11 0
diff --git a/materialsystem/stdshaders/fxctmp9/writez_vs20.inc b/materialsystem/stdshaders/fxctmp9/writez_vs20.inc
new file mode 100644
index 0000000..fd2ced2
--- /dev/null
+++ b/materialsystem/stdshaders/fxctmp9/writez_vs20.inc
@@ -0,0 +1,85 @@
+#include "shaderlib/cshader.h"
+class writez_vs20_Static_Index
+{
+public:
+ writez_vs20_Static_Index( )
+ {
+ }
+ 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
+#endif // _DEBUG
+ return 0;
+ }
+};
+#define shaderStaticTest_writez_vs20 0
+class writez_vs20_Dynamic_Index
+{
+private:
+ int m_nCOMPRESSED_VERTS;
+#ifdef _DEBUG
+ bool m_bCOMPRESSED_VERTS;
+#endif
+public:
+ void SetCOMPRESSED_VERTS( int i )
+ {
+ Assert( i >= 0 && i <= 1 );
+ m_nCOMPRESSED_VERTS = i;
+#ifdef _DEBUG
+ m_bCOMPRESSED_VERTS = true;
+#endif
+ }
+ void SetCOMPRESSED_VERTS( bool i )
+ {
+ m_nCOMPRESSED_VERTS = i ? 1 : 0;
+#ifdef _DEBUG
+ m_bCOMPRESSED_VERTS = true;
+#endif
+ }
+private:
+ int m_nDOWATERFOG;
+#ifdef _DEBUG
+ bool m_bDOWATERFOG;
+#endif
+public:
+ void SetDOWATERFOG( int i )
+ {
+ Assert( i >= 0 && i <= 1 );
+ m_nDOWATERFOG = i;
+#ifdef _DEBUG
+ m_bDOWATERFOG = true;
+#endif
+ }
+ void SetDOWATERFOG( bool i )
+ {
+ m_nDOWATERFOG = i ? 1 : 0;
+#ifdef _DEBUG
+ m_bDOWATERFOG = true;
+#endif
+ }
+public:
+ writez_vs20_Dynamic_Index()
+ {
+#ifdef _DEBUG
+ m_bCOMPRESSED_VERTS = false;
+#endif // _DEBUG
+ m_nCOMPRESSED_VERTS = 0;
+#ifdef _DEBUG
+ m_bDOWATERFOG = false;
+#endif // _DEBUG
+ m_nDOWATERFOG = 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_bCOMPRESSED_VERTS && m_bDOWATERFOG;
+ Assert( bAllDynamicVarsDefined );
+#endif // _DEBUG
+ return ( 1 * m_nCOMPRESSED_VERTS ) + ( 2 * m_nDOWATERFOG ) + 0;
+ }
+};
+#define shaderDynamicTest_writez_vs20 vsh_forgot_to_set_dynamic_COMPRESSED_VERTS + vsh_forgot_to_set_dynamic_DOWATERFOG + 0