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SDK sync.
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91
materialsystem/stdshaders/unlitgeneric_vs20.fxc
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91
materialsystem/stdshaders/unlitgeneric_vs20.fxc
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// STATIC: "VERTEXCOLOR" "0..1"
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// DYNAMIC: "COMPRESSED_VERTS" "0..1"
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// DYNAMIC: "DOWATERFOG" "0..1"
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// DYNAMIC: "SKINNING" "0..1"
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#include "common_vs_fxc.h"
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static const int g_FogType = DOWATERFOG;
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static const bool g_bSkinning = SKINNING ? true : false;
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const float4 cBaseTextureTransform[2] : register( SHADER_SPECIFIC_CONST_0 );
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const float4 cMaskTextureTransform[2] : register( SHADER_SPECIFIC_CONST_2 );
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const float4 cDetailTextureTransform[2] : register( SHADER_SPECIFIC_CONST_4 );
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const float4 g_vVertexColor : register( SHADER_SPECIFIC_CONST_6 );
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struct VS_INPUT
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{
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float4 vPos : POSITION;
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float4 vBoneWeights : BLENDWEIGHT;
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float4 vBoneIndices : BLENDINDICES;
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float4 vNormal : NORMAL;
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#if VERTEXCOLOR
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float4 vColor : COLOR0;
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#endif
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float4 vTexCoord0 : TEXCOORD0;
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};
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struct VS_OUTPUT
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{
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float4 vProjPos : POSITION;
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float2 vTexCoord0 : TEXCOORD0;
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float2 vTexCoord1 : TEXCOORD1;
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float2 vTexCoord2 : TEXCOORD2;
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float2 vTexCoord3 : TEXCOORD3;
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float4 vColor : COLOR0;
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float4 fogFactorW : COLOR1;
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#if !defined( _X360 )
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float fog : FOG;
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#endif
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float4 worldPos_projPosZ : TEXCOORD7; // Necessary for pixel fog
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};
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VS_OUTPUT main( const VS_INPUT v )
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{
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VS_OUTPUT o = ( VS_OUTPUT )0;
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float3 worldPos;
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float3 worldNormal;
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//------------------------------------------------------------------------------
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// Vertex blending
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//------------------------------------------------------------------------------
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SkinPosition( g_bSkinning, v.vPos, v.vBoneWeights, v.vBoneIndices, worldPos );
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float4 vProjPos = mul( float4( worldPos, 1 ), cViewProj );
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o.vProjPos = vProjPos;
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vProjPos = dot( float4( worldPos, 1 ), cViewProjZ );
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o.worldPos_projPosZ = float4( worldPos.xyz, vProjPos.z );
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//------------------------------------------------------------------------------
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// Fog
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//------------------------------------------------------------------------------
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o.fogFactorW = CalcFog( worldPos, vProjPos, g_FogType );
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#if !defined( _X360 )
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o.fog = o.fogFactorW;
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#endif
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//------------------------------------------------------------------------------
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// Texture coord transforms
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//------------------------------------------------------------------------------
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o.vTexCoord0 = mul( v.vTexCoord0, (float2x4)cBaseTextureTransform );
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o.vTexCoord3 = mul( v.vTexCoord0, (float2x4)cDetailTextureTransform );
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o.vColor = cModulationColor;
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#if VERTEXCOLOR
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// 0 or 1 for g_vVertexColor.x, eliminating a bool
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o.vColor = lerp( o.vColor, o.vColor * v.vColor, g_vVertexColor.x );
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#endif
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return o;
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}
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