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// DYNAMIC: "COMPRESSED_VERTS" "0..1"
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// DYNAMIC: "DOWATERFOG" "0..1"
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// DYNAMIC: "SKINNING" "0..1"
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#include "common_vs_fxc.h"
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static const bool g_bSkinning = SKINNING ? true : false;
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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 cBaseTexCoordTransform2[2] : register( SHADER_SPECIFIC_CONST_2 );
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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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// make these float2's and stick the [n n 0 1] in the dot math.
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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; // Projection-space position
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#if !defined( _X360 )
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float fog : FOG;
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#endif
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HALF2 baseTexCoord : TEXCOORD0; // Base texture coordinate
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HALF2 baseTexCoord2 : TEXCOORD1; // Base texture coordinate
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float4 worldPos_projPosZ : TEXCOORD7; // Necessary for water fog dest alpha
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float4 vColor : 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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float4 vPosition = v.vPos;
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// Perform skinning
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float3 worldNormal, worldPos;
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SkinPosition(
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g_bSkinning,
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vPosition,
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v.vBoneWeights, v.vBoneIndices,
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worldPos );
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// Transform into projection space
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float4 vProjPos = mul( float4( worldPos, 1 ), cViewProj );
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o.projPos = vProjPos;
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vProjPos.z = dot( float4( worldPos, 1 ), cViewProjZ );
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o.fogFactorW.w = CalcFog( worldPos, vProjPos, g_FogType );
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#if !defined( _X360 )
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o.fog = o.fogFactorW.w;
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#endif
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// Needed for water fog alpha;
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// FIXME: we shouldn't have to compute this all thie time.
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o.worldPos_projPosZ = float4( worldPos.xyz, vProjPos.z );
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// Base texture coordinates
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o.baseTexCoord.x = dot( v.vTexCoord0, cBaseTexCoordTransform[0] );
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o.baseTexCoord.y = dot( v.vTexCoord0, cBaseTexCoordTransform[1] );
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// Base texture coordinates
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o.baseTexCoord2.x = dot( v.vTexCoord0, cBaseTexCoordTransform2[0] );
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o.baseTexCoord2.y = dot( v.vTexCoord0, cBaseTexCoordTransform2[1] );
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o.vColor = cModulationColor;
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return o;
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}
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