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// DYNAMIC: "DOWATERFOG" "0..1"
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#include "common_vs_fxc.h"
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static const int g_FogType = DOWATERFOG;
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struct VS_INPUT
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{
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float4 vPos : POSITION;
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float4 vTexCoord0 : TEXCOORD0;
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};
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struct VS_OUTPUT
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{
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float4 projPos : POSITION; // Projection-space position
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#if !defined( _X360 )
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float fog : FOG;
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#endif
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HALF2 baseTexCoord : TEXCOORD0; // Base texture coordinate
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float4 worldPos_projPosZ : TEXCOORD1; // Necessary for water fog dest alpha
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float4 fogFactorW : COLOR1;
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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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float4 projPos;
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float3 worldPos;
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projPos = mul( float4( v.vPos.xyz, 1 ), cModelViewProj );
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o.projPos = projPos;
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worldPos = mul( float4( v.vPos.xyz, 1 ), cModel[0] );
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o.fogFactorW.w = CalcFog( worldPos, projPos, g_FogType );
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#if !defined( _X360 )
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o.fog = o.fogFactorW.w;
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#endif
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o.worldPos_projPosZ = float4( worldPos, projPos.z );
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o.baseTexCoord.xy = v.vTexCoord0;
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return o;
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}
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