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#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 <= 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
	}
public:
	sky_ps20b_Static_Index( )
	{
#ifdef _DEBUG
		m_bCONVERT_TO_SRGB = true;
#endif // _DEBUG
		m_nCONVERT_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;
		Assert( bAllStaticVarsDefined );
#endif // _DEBUG
		return ( 1 * 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 <= 0 );
		m_nWRITE_DEPTH_TO_DESTALPHA = i;
#ifdef _DEBUG
		m_bWRITE_DEPTH_TO_DESTALPHA = true;
#endif
	}
	void SetWRITE_DEPTH_TO_DESTALPHA( bool i )
	{
		m_nWRITE_DEPTH_TO_DESTALPHA = i ? 1 : 0;
#ifdef _DEBUG
		m_bWRITE_DEPTH_TO_DESTALPHA = true;
#endif
	}
public:
	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