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#include "common_vs_fxc.h"
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const float4 cLightmapTexCoordTransform[2] : register( SHADER_SPECIFIC_CONST_0 );
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struct VS_INPUT
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{
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float3 vPos : POSITION;
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float2 vBaseTexCoord : TEXCOORD0;
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float2 vLightmapTexCoord : TEXCOORD1;
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};
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struct VS_OUTPUT
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{
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float4 projPos : POSITION;
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float2 baseTexCoord : TEXCOORD0;
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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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worldPos = mul4x3( float4( v.vPos, 1 ), cModel[0] );
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projPos = mul( float4( worldPos, 1 ), cViewProj );
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o.projPos = projPos;
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o.baseTexCoord.x = dot( v.vLightmapTexCoord, cLightmapTexCoordTransform[0].xy ) + cLightmapTexCoordTransform[0].w;
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o.baseTexCoord.y = dot( v.vLightmapTexCoord, cLightmapTexCoordTransform[1].xy ) + cLightmapTexCoordTransform[1].w;
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#ifdef _PS3
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// Account for OpenGL's flipped y coordinate and expanded z range [-1,1] instead of [0,1]
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o.projPos.y = -o.projPos.y;
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o.projPos.z = 2.0f * o.projPos.z - o.projPos.w;
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#endif // _PS3
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return o;
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}
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