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@@ -0,0 +1,57 @@
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vs.1.1
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# DYNAMIC: "DOWATERFOG" "0..1"
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#include "macros.vsh"
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;------------------------------------------------------------------------------
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; Vertex blending
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;------------------------------------------------------------------------------
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alloc $projPos
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; Transform position from object to projection space
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; put in r1 now since we need it for fog.
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dp4 $projPos.x, $vPos, $cModelViewProj0
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dp4 $projPos.y, $vPos, $cModelViewProj1
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dp4 $projPos.z, $vPos, $cModelViewProj2
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dp4 $projPos.w, $vPos, $cModelViewProj3
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mov oPos, $projPos
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alloc $worldPos
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if( $DOWATERFOG == 1 )
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{
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; Get the worldpos z component only since that's all we need for height fog
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dp4 $worldPos.z, $vPos, $cModel2
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}
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&CalcFog( $worldPos, $projPos );
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free $worldPos
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;------------------------------------------------------------------------------
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; Texture coordinates
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;------------------------------------------------------------------------------
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; Compute the texture coordinates given the offset between
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; each bumped lightmap
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&AllocateRegister( \$bumpOffset );
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mov $bumpOffset.xy, $vTexCoord2
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mov oT0, $vTexCoord0 ; bumpmap texcoords
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add oT1.xy, $bumpOffset, $vTexCoord1 ; first lightmap texcoord
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mad oT2.xy, $bumpOffset, $cTwo, $vTexCoord1 ; second lightmap texcoord
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; make a 3
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alloc $three
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add $three, $cOne, $cTwo
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mad oT3.xy, $bumpOffset, $three, $vTexCoord1 ; third lightmap texcoord
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free $three
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&FreeRegister( \$bumpOffset );
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;------------------------------------------------------------------------------
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; Fog
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;------------------------------------------------------------------------------
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free $projPos
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