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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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const float4 cBaseTexCoordTransform[2] : register( SHADER_SPECIFIC_CONST_0 );
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const float4 cTextureJitter[2] : register( SHADER_SPECIFIC_CONST_2 );
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struct VS_INPUT
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{
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// This is all of the stuff that we ever use.
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float4 vPos : POSITION;
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float4 vColor : COLOR0;
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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;
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#if !defined( _X360 )
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float fog : FOG;
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#endif
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float2 texCoord0 : TEXCOORD0;
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float2 texCoord1 : TEXCOORD1;
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float2 texCoord2 : TEXCOORD2;
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float2 texCoord3 : TEXCOORD3;
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float2 texCoord4 : TEXCOORD4;
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HALF4 worldPos_projPosZ : TEXCOORD5;
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float4 shadowColor : COLOR0;
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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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float3 worldNormal, worldPos;
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float2 texCoord;
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worldPos = mul( v.vPos, cModel[0] );
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float4 projPos = mul( float4( worldPos, 1 ), cViewProj );
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o.projPos = projPos;
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projPos.z = dot( float4( worldPos, 1 ), cViewProjZ );
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// NOTE: CalcFog returns 1 for non-water fog, so it's ok to use fog
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// It returns the real fog for range fog, since we do vertex fog
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o.fogFactorW = CalcFog( worldPos, projPos, 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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o.shadowColor = v.vColor;
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o.worldPos_projPosZ = float4( worldPos, projPos.z );
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texCoord.x = dot( v.vTexCoord0, cBaseTexCoordTransform[0] );
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texCoord.y = dot( v.vTexCoord0, cBaseTexCoordTransform[1] );
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o.texCoord0.xy = texCoord;
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o.texCoord1.xy = texCoord + cTextureJitter[0];
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o.texCoord2.xy = texCoord - cTextureJitter[0];
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o.texCoord3.xy = texCoord + cTextureJitter[1];
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o.texCoord4.xy = texCoord - cTextureJitter[1];
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return o;
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}
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