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// DYNAMIC: "COMPRESSED_VERTS" "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 bool g_bSkinning = SKINNING ? true : false;
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const float2 cDepthFactor : 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;
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float2 zValue : TEXCOORD0;
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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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SkinPosition( g_bSkinning, v.vPos, v.vBoneWeights, v.vBoneIndices, worldPos );
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float4 projPos = mul( float4( worldPos, 1 ), cViewProj );
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o.projPos = projPos;
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o.zValue.x = (o.projPos.z - cDepthFactor.y) / cDepthFactor.x;
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o.zValue.y = (o.projPos.w - cDepthFactor.y) / cDepthFactor.x;
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return o;
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}
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