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// STATIC: "HALFLAMBERT" "0..1"
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// STATIC: "USE_STATIC_CONTROL_FLOW" "0..1" [vs20]
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// DYNAMIC: "DOWATERFOG" "0..1"
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// DYNAMIC: "SKINNING" "0..1"
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// DYNAMIC: "DYNAMIC_LIGHT" "0..1"
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// DYNAMIC: "STATIC_LIGHT" "0..1"
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// DYNAMIC: "NUM_LIGHTS" "0..2" [vs20]
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// If using static control flow on Direct3D, we should use the NUM_LIGHTS=0 combo
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// SKIP: $USE_STATIC_CONTROL_FLOW && ( $NUM_LIGHTS > 0 ) [vs20]
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#include "common_vs_fxc.h"
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static const int g_FogType = DOWATERFOG;
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static const bool g_bHalfLambert = HALFLAMBERT ? true : false;
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static const int g_nSkinning = SKINNING;
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static const bool g_bDynamicLight = DYNAMIC_LIGHT ? true : false;
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static const bool g_bStaticLight = STATIC_LIGHT ? true : false;
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struct VS_INPUT
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{
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float4 vPos : POSITION;
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float4 vBoneWeights : BLENDWEIGHT;
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float4 vBoneIndices : BLENDINDICES;
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float4 vNormal : NORMAL;
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float3 vSpecular : COLOR1;
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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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float3 vColor0 : COLOR0;
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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 vObjNormal;
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DecompressVertex_Normal( v.vNormal, vObjNormal );
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float3 worldPos, worldNormal;
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SkinPositionAndNormal( g_bSkinning, v.vPos, vObjNormal, v.vBoneWeights, v.vBoneIndices, worldPos, worldNormal );
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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 vertex lighting
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#if ( USE_STATIC_CONTROL_FLOW ) || defined ( SHADER_MODEL_VS_3_0 )
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o.vColor0 = DoLighting( worldPos, worldNormal, float3(0.0f, 0.0f, 0.0f), g_bStaticLight, g_bDynamicLight, g_bHalfLambert );
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#else
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o.vColor0 = DoLightingUnrolled( worldPos, worldNormal, float3(0.0f, 0.0f, 0.0f), g_bStaticLight, g_bDynamicLight, g_bHalfLambert, NUM_LIGHTS );
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#endif
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return o;
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}
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