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@@ -0,0 +1,48 @@
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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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local( $worldPos, $worldNormal, $projPos, $reflectionVector );
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&AllocateRegister( \$projPos );
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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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&AllocateRegister( \$worldPos );
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; garymcthack
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dp4 $worldPos.z, $vPos, $cModel2
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&CalcFog( $worldPos, $projPos );
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&FreeRegister( \$worldPos );
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&FreeRegister( \$projPos );
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;------------------------------------------------------------------------------
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; Texture coordinates
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;------------------------------------------------------------------------------
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; base texcoords
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dp4 oT0.x, $vTexCoord0, $SHADER_SPECIFIC_CONST_0
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dp4 oT0.y, $vTexCoord0, $SHADER_SPECIFIC_CONST_1
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dp4 oT1.x, $vTexCoord0, $SHADER_SPECIFIC_CONST_2
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dp4 oT1.y, $vTexCoord0, $SHADER_SPECIFIC_CONST_3
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; lightmap texcoords
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mov oT2, $vTexCoord1
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; detail
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dp4 oT3.x, $vTexCoord0, $SHADER_SPECIFIC_CONST_4
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dp4 oT3.y, $vTexCoord0, $SHADER_SPECIFIC_CONST_5
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; Now the basetexture/basetexture2 blend uses vertex color, so send it into the psh.
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mov oD0, $vColor
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&FreeRegister( \$worldPos ); # garymcthack
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