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materialsystem/stdshaders/debugtangentspace_vs20.fxc
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55
materialsystem/stdshaders/debugtangentspace_vs20.fxc
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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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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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};
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struct VS_OUTPUT
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{
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float4 vProjPos : POSITION;
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float4 vDiffuse : 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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};
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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 vObjNormal;
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DecompressVertex_Normal( v.vNormal, vObjNormal );
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float3 worldPos, worldNormal;
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SkinPositionAndNormal( g_bSkinning, v.vPos, vObjNormal, v.vBoneWeights, v.vBoneIndices, worldPos, worldNormal );
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o.vProjPos = mul( float4( worldPos, 1 ), cViewProj );
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o.fogFactorW = CalcFog( worldPos, o.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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// stick the normal in the color channel
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o.vDiffuse.rgb = worldNormal;
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o.vDiffuse.a = 1.0f;
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return o;
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}
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