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54
materialsystem/stdshaders/bik_vs20.fxc
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54
materialsystem/stdshaders/bik_vs20.fxc
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#include "common_fog_vs_fxc.h"
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#include "common_vs_fxc.h"
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static const int g_FogType = DOWATERFOG;
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struct VS_INPUT
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{
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float4 vPos : POSITION;
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float4 vTexCoord0 : TEXCOORD0;
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float4 colorAlpha : COLOR; // Used only for vertex alpha currently.
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};
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struct VS_OUTPUT
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{
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float4 projPos : POSITION; // Projection-space position
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#if !defined( _X360 ) && !defined( SHADER_MODEL_VS_3_0 )
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float fog : FOG;
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#endif
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float2 baseTexCoord : TEXCOORD0; // Base texture coordinate
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float4 worldPos_projPosZ : TEXCOORD1; // Necessary for water fog dest alpha
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float flAlpha : TEXCOORD2;
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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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float4 projPos;
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float3 worldPos;
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// Need to use SkinPosition() to guarantee consistency with other shaders on X360.
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// The function uses [isolate] properly and simply does a mul4x3 if skinning is set to 'false'.
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SkinPosition( false, float4( v.vPos.xyz, 1 ), 0, 0, worldPos );
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projPos = mul( float4( worldPos, 1 ), cViewProj );
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#ifdef _PS3
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// Account for OpenGL's flipped y coordinate and expanded z range [-1,1] instead of [0,1]
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projPos.y = -projPos.y;
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projPos.z = 2.0f * projPos.z - projPos.w;
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#endif // _PS3
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o.projPos = projPos;
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#if !defined( _X360 ) && !defined( SHADER_MODEL_VS_3_0 )
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o.fog = CalcFixedFunctionFog( worldPos, g_FogType );
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#endif
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o.worldPos_projPosZ = float4( worldPos, projPos.z );
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o.baseTexCoord.xy = v.vTexCoord0.xy;
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o.flAlpha = v.colorAlpha.a;
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return o;
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}
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