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@@ -0,0 +1,54 @@
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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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alloc $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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alloc $worldPos
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alloc $worldNormal
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dp4 $worldPos.x, $vPos, $cModel0
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dp4 $worldPos.y, $vPos, $cModel1
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dp4 $worldPos.z, $vPos, $cModel2
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dp3 $worldNormal.x, $vNormal, $cModel0
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dp3 $worldNormal.y, $vNormal, $cModel1
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dp3 $worldNormal.z, $vNormal, $cModel2
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&CalcFog( $worldPos, $projPos );
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free $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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alloc $texcoord
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mul $texcoord.xyz, $worldPos, $SHADER_SPECIFIC_CONST_0
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mov oT0.xy, $texcoord.zy;
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mov oT1.xy, $texcoord.xz;
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mov oT2.xy, $texcoord.xy;
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free $texcoord
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; lightmap texcoords
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mov oT3, $vTexCoord1
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mul oD0.rgb, $worldNormal, $worldNormal
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; Now the basetexture/basetexture2 blend uses vertex color, so send it into the psh.
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mov oD0.a, $vColor
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free $worldPos
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free $worldNormal
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