Updated the SDK with the latest code from the TF and HL2 branches.
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@@ -41,6 +41,7 @@ BEGIN_VS_SHADER( VertexLitGeneric, "Help for VertexLitGeneric" )
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SHADER_PARAM( SELFILLUMFRESNELMINMAXEXP, SHADER_PARAM_TYPE_VEC4, "0", "Self illum fresnel min, max, exp" )
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SHADER_PARAM( ALPHATESTREFERENCE, SHADER_PARAM_TYPE_FLOAT, "0.0", "" )
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SHADER_PARAM( FLASHLIGHTNOLAMBERT, SHADER_PARAM_TYPE_BOOL, "0", "Flashlight pass sets N.L=1.0" )
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SHADER_PARAM( LIGHTMAP, SHADER_PARAM_TYPE_TEXTURE, "shadertest/BaseTexture", "lightmap texture--will be bound by the engine")
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// Debugging term for visualizing ambient data on its own
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SHADER_PARAM( AMBIENTONLY, SHADER_PARAM_TYPE_INTEGER, "0", "Control drawing of non-ambient light ()" )
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@@ -163,6 +164,7 @@ BEGIN_VS_SHADER( VertexLitGeneric, "Help for VertexLitGeneric" )
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info.m_nEnvmapSaturation = ENVMAPSATURATION;
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info.m_nAlphaTestReference = ALPHATESTREFERENCE;
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info.m_nFlashlightNoLambert = FLASHLIGHTNOLAMBERT;
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info.m_nLightmap = LIGHTMAP;
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info.m_nFlashlightTexture = FLASHLIGHTTEXTURE;
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info.m_nFlashlightTextureFrame = FLASHLIGHTTEXTUREFRAME;
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