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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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float2 vTexCoord0 : TEXCOORD0;
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float2 vTexCoord1 : TEXCOORD1;
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float2 vTexCoord2 : TEXCOORD2;
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};
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struct VS_OUTPUT
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{
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float4 vProjPos : POSITION;
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float2 vTexCoord0 : TEXCOORD0;
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float2 vTexCoord1 : TEXCOORD1;
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float2 vTexCoord2 : TEXCOORD2;
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float2 vTexCoord3 : TEXCOORD3;
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float4 fogFactorW : COLOR1;
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#if !defined( _X360 )
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float fog : FOG;
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#endif
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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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worldPos = mul( v.vPos, cModel[0] );
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o.vProjPos = mul( float4( worldPos, 1 ), cViewProj );
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o.fogFactorW = CalcFog( worldPos, o.vProjPos, g_FogType );
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#if !defined( _X360 )
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o.fog = o.fogFactorW;
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#endif
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// Compute the texture coordinates given the offset between each bumped lightmap
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float2 bumpOffset;
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bumpOffset = v.vTexCoord2;
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o.vTexCoord0 = v.vTexCoord0; // bumpmap texcoords
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o.vTexCoord1 = bumpOffset + v.vTexCoord1; // first lightmap texcoord
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o.vTexCoord2 = (bumpOffset * 2.0) + v.vTexCoord1; // second lightmap texcoord
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o.vTexCoord3 = (bumpOffset * 3.0) + v.vTexCoord1; // third lightmpa texcoord
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return o;
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}
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