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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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;------------------------------------------------------------------------------
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; Vertex blending
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;------------------------------------------------------------------------------
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&AllocateRegister( \$worldPos );
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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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mov $worldPos.w, $cOne
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;------------------------------------------------------------------------------
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; Transform the position from world to proj space
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;------------------------------------------------------------------------------
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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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;------------------------------------------------------------------------------
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; Fog
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;------------------------------------------------------------------------------
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&CalcFog( $worldPos, $projPos );
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&FreeRegister( \$worldPos );
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;------------------------------------------------------------------------------
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; Texture coordinates
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;------------------------------------------------------------------------------
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mov oT0.xy, $vTexCoord0.xy
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; special case perspective correct texture projection so that the texture fits exactly on the screen
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mul $projPos.y, $projPos.y, $SHADER_SPECIFIC_CONST_0.w
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add $projPos.xy, $projPos.xy, $projPos.w
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mul $projPos.xy, $projPos.xy, $cHalf
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mul $projPos.xy, $projPos.xy, $SHADER_SPECIFIC_CONST_0.xy
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mad $projPos.xy, $projPos.w, $SHADER_SPECIFIC_CONST_1.xy, $projPos.xy
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mov oT1.xy, $projPos.xy
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mov oT1.z, $projPos.w
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mov oT1.w, $projPos.w
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&FreeRegister( \$projPos );
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;------------------------------------------------------------------------------
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; Modulation color
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;------------------------------------------------------------------------------
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mov oD0, $vColor
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