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vs.1.1
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# DYNAMIC: "DOWATERFOG" "0..1"
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;------------------------------------------------------------------------------
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; Constants specified by the app
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; c0 = (0, 1, 2, 0.5)
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; c1 = (1/2.2, 3, 255, overbright factor)
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; c2 = camera position *in world space*
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; c4-c7 = modelViewProj matrix (transpose)
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; c8-c11 = ViewProj matrix (transpose)
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; c12-c15 = model->view matrix (transpose)
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; c16 = [fogStart, fogEnd, fogRange, 1.0/fogRange]
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; $SHADER_SPECIFIC_CONST_0-$SHADER_SPECIFIC_CONST_1 = Base texture transform
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; $SHADER_SPECIFIC_CONST_2-$SHADER_SPECIFIC_CONST_3 = Mask texture transform
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;------------------------------------------------------------------------------
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#include "macros.vsh"
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;------------------------------------------------------------------------------
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; No vertex blending required. Input vertex data is in screen space
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;------------------------------------------------------------------------------
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mov oPos.xyz, $vPos.xyz
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mov oPos.w, $cOne
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;------------------------------------------------------------------------------
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; Pass any and all texture coordinates through
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;------------------------------------------------------------------------------
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mov oT0, $vTexCoord0
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