Yeah you are right. I found why the filesize increased, it has this:
#ifdef USE_PRECOMPILED_SHADER_LISTS
//use_bumpmap, use_skinning,
VertexShader standart_vs_noshadow[] = { compile VS_X vs_main_standart(PCF_NONE, 0,0),
compile VS_X vs_main_standart(PCF_NONE, 0,1),
compile VS_X vs_main_standart(PCF_NONE, 1,0),
compile VS_X vs_main_standart(PCF_NONE, 1,1)};
VertexShader standart_vs_default[] = { compile VS_X vs_main_standart(PCF_DEFAULT, 0,0),
compile VS_X vs_main_standart(PCF_DEFAULT, 0,1),
compile VS_X vs_main_standart(PCF_DEFAULT, 1,0),
compile VS_X vs_main_standart(PCF_DEFAULT, 1,1)};
VertexShader standart_vs_nvidia[] = { compile VS_X vs_main_standart(PCF_NVIDIA, 0,0), //ps_main_standart compiled versions?!
compile VS_X vs_main_standart(PCF_NVIDIA, 0,1),
compile VS_X vs_main_standart(PCF_NVIDIA, 1,0),
compile VS_X vs_main_standart(PCF_NVIDIA, 1,1)};
#define DEFINE_STANDART_TECHNIQUE(tech_name, use_bumpmap, use_skinning, use_specularfactor, use_specularmap, use_aniso, terraincolor) \
technique tech_name \
{ pass P0 { VertexShader = standart_vs_noshadow[(2*use_bumpmap) + use_skinning]; \
PixelShader = compile PS_2_X ps_main_standart(PCF_NONE, use_bumpmap, use_specularfactor, use_specularmap, false, use_aniso, terraincolor);} } \
technique tech_name##_SHDW \
{ pass P0 { VertexShader = standart_vs_default[(2*use_bumpmap) + use_skinning]; \
PixelShader = compile PS_2_X ps_main_standart(PCF_DEFAULT, use_bumpmap, use_specularfactor, use_specularmap, false, use_aniso, terraincolor);} } \
technique tech_name##_SHDWNVIDIA \
{ pass P0 { VertexShader = standart_vs_nvidia[(2*use_bumpmap) + use_skinning]; \
PixelShader = compile PS_2_X ps_main_standart(PCF_NVIDIA, use_bumpmap, use_specularfactor, use_specularmap, true, use_aniso, terraincolor);} } \
DEFINE_LIGHTING_TECHNIQUE(tech_name, 0, use_bumpmap, use_skinning, use_specularfactor, use_specularmap)
and I changed the last part to:
#define DEFINE_STANDART_TECHNIQUE(tech_name, use_bumpmap, use_skinning, use_specularfactor, use_specularmap, use_aniso, terraincolor) \
technique tech_name \
{ pass P0 { VertexShader = compile VS_X vs_main_standart(PCF_NONE, use_bumpmap, use_skinning); \
PixelShader = compile PS_2_X ps_main_standart(PCF_NONE, use_bumpmap, use_specularfactor, use_specularmap, false, use_aniso, terraincolor);} } \
technique tech_name##_SHDW \
{ pass P0 { VertexShader = compile VS_X vs_main_standart(PCF_DEFAULT, use_bumpmap, use_skinning); \
PixelShader = compile PS_2_X ps_main_standart(PCF_DEFAULT, use_bumpmap, use_specularfactor, use_specularmap, false, use_aniso, terraincolor);} } \
technique tech_name##_SHDWNVIDIA \
{ pass P0 { VertexShader = compile VS_X vs_main_standart(PCF_NVIDIA, use_bumpmap, use_skinning); \
PixelShader = compile PS_2_X ps_main_standart(PCF_NVIDIA, use_bumpmap, use_specularfactor, use_specularmap, true, use_aniso, terraincolor);} } \
DEFINE_LIGHTING_TECHNIQUE(tech_name, 0, use_bumpmap, use_skinning, use_specularfactor, use_specularmap)
This is just the same as the rest of the "DEFINE_..._TECHNIQUE" stuff, and would be easier if I want to include use_specularfactor in the vertex shader. However my filesize increases from 1.165 KB to 1.356 KB. This is very strange to me, I wouldn't think it matters if you use these booleans or some crazy sum hack thing. Deleting the "VertexShader standart_vs_noshadow[] =" lines reduces it again to 1.295 KB. This is totally beyond me ^^