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@@ -0,0 +1,64 @@
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#include "macros.vsh"
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sub UnlitTwoTexture
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{
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local( $vertexcolor ) = shift;
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local( $worldPos, $projPos );
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;------------------------------------------------------------------------------
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; Vertex blending
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;------------------------------------------------------------------------------
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&AllocateRegister( \$worldPos );
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&SkinPosition( $worldPos );
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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, $worldPos, $cViewProj0
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dp4 $projPos.y, $worldPos, $cViewProj1
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dp4 $projPos.z, $worldPos, $cViewProj2
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dp4 $projPos.w, $worldPos, $cViewProj3
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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( \$projPos );
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&FreeRegister( \$worldPos );
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;------------------------------------------------------------------------------
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; Texture coordinates (use world-space normal for envmap, tex transform for mask)
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;------------------------------------------------------------------------------
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dp4 oT0.x, $vTexCoord0, $SHADER_SPECIFIC_CONST_0
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dp4 oT0.y, $vTexCoord0, $SHADER_SPECIFIC_CONST_1
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if ( $g_x360 )
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{
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; must write xyzw to match read in pixelshader
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mov oT0.zw, $cZero
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}
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dp4 oT1.x, $vTexCoord0, $SHADER_SPECIFIC_CONST_2
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dp4 oT1.y, $vTexCoord0, $SHADER_SPECIFIC_CONST_3
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if ( $g_x360 )
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{
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; must write xyzw to match read in pixelshader
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mov oT1.zw, $cZero
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}
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if( $vertexcolor )
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{
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; Modulation color
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mul oD0, $vColor, $cModulationColor
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}
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else
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{
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; Modulation color
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mov oD0, $cModulationColor
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}
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}
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