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materialsystem/stdshaders: restore original vertexlit_and_unlit_generic and skin shaders to work with steam resources( fixes #75 )
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@@ -12,8 +12,7 @@
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// STATIC: "DONT_GAMMA_CONVERT_VERTEX_COLOR" "0..1"
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// DYNAMIC: "COMPRESSED_VERTS" "0..1"
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// DYNAMIC: "DYNAMIC_LIGHT" "0..1"
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// DYNAMIC: "STATIC_LIGHT_VERTEX" "0..1"
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// DYNAMIC: "STATIC_LIGHT_LIGHTMAP" "0..1"
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// DYNAMIC: "STATIC_LIGHT" "0..1"
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// DYNAMIC: "DOWATERFOG" "0..1"
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// DYNAMIC: "SKINNING" "0..1"
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// DYNAMIC: "LIGHTING_PREVIEW" "0..1" [PC]
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@@ -102,7 +101,9 @@ struct VS_OUTPUT
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#endif
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float4 color : TEXCOORD2; // Vertex color (from lighting or unlit)
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#if CUBEMAP || _X360
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float3 worldVertToEyeVector : TEXCOORD3; // Necessary for cubemaps
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#endif
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float3 worldSpaceNormal : TEXCOORD4; // Necessary for cubemaps and flashlight
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@@ -124,7 +125,7 @@ VS_OUTPUT main( const VS_INPUT v )
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VS_OUTPUT o = ( VS_OUTPUT )0;
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bool bDynamicLight = DYNAMIC_LIGHT ? true : false;
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bool bStaticLight = STATIC_LIGHT_VERTEX ? true : false;
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bool bStaticLight = STATIC_LIGHT ? true : false;
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bool bDoLighting = !g_bVertexColor && (bDynamicLight || bStaticLight);
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float4 vPosition = v.vPos;
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