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58
materialsystem/stdshaders/black_vs20.fxc
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58
materialsystem/stdshaders/black_vs20.fxc
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#include "common_fog_vs_forcevertexfog_fxc.h"
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#include "common_vs_fxc.h"
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// DYNAMIC: "SKINNING" "0..1"
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const float3 g_FogColorPostTonemapLinearSpace : register( SHADER_SPECIFIC_CONST_0 );
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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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};
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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 ( HARDWAREFOGBLEND )
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float fog : FOG;
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#else
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float4 color : TEXCOORD0;
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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;
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float3 worldPos;
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SkinPosition( SKINNING, v.vPos, v.vBoneWeights, v.vBoneIndices, worldPos );
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// Transform into projection space
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o.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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o.projPos.y = -o.projPos.y;
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o.projPos.z = 2.0f * o.projPos.z - o.projPos.w;
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#endif // _PS3
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#if ( HARDWAREFOGBLEND )
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{
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o.fog = CalcFixedFunctionFog( worldPos, DOWATERFOG );
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}
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#else
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{
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float flFogFactor = CalcNonFixedFunctionFog( worldPos, false );
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// squaring the factor will get the middle range mixing closer to hardware fog
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o.color.xyz = g_FogColorPostTonemapLinearSpace * flFogFactor * flFogFactor;
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o.color.a = 1.0f;
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}
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#endif
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return o;
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}
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