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237 lines
7.1 KiB
237 lines
7.1 KiB
//===================== Copyright (c) Valve Corporation. All Rights Reserved. ======================
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// STATIC: "ENVMAP_MASK" "0..1"
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// STATIC: "TANGENTSPACE" "0..1"
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// STATIC: "BUMPMAP" "0..1"
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// STATIC: "DETAILTEXTURE" "0..1"
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// STATIC: "VERTEXCOLOR" "0..1"
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// STATIC: "SEAMLESS" "0..1"
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// diffuse bump map is always true when bumpmapping is enabled, so just set it to 1
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#define DIFFUSEBUMPMAP 1
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// STATIC: "FLASHLIGHT" "0..1" [CONSOLE]
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// STATIC: "SELFILLUM" "0..1"
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// STATIC: "LIGHTING_PREVIEW" "0..3" [PC]
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// STATIC: "LIGHTING_PREVIEW" "0..0" [CONSOLE]
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// DYNAMIC: "FASTPATH" "0..1"
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// SKIP: $LIGHTING_PREVIEW && $FLASHLIGHT
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#include "common_fog_vs_supportsvertexfog_fxc.h"
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#include "common_vs_fxc.h"
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#include "common_4wayblend_fxc.h"
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static const int g_FogType = DOWATERFOG;
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static const bool g_UseSeparateEnvmapMask = ENVMAP_MASK;
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static const bool g_bTangentSpace = TANGENTSPACE;
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static const bool g_bBumpmap = BUMPMAP;
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static const bool g_bBumpmapDiffuseLighting = DIFFUSEBUMPMAP;
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static const bool g_bVertexColor = VERTEXCOLOR;
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#if SEAMLESS
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const float4 SeamlessScale : register( SHADER_SPECIFIC_CONST_0 );
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#define SEAMLESS_SCALE (SeamlessScale.x)
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#else
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const float4 cBaseTexCoordTransform[2] : register( SHADER_SPECIFIC_CONST_0 );
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const float4 cDetailOrBumpTexCoordTransform[2] : register( SHADER_SPECIFIC_CONST_2 );
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#endif
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// This should be identity if we are bump mapping, otherwise we'll screw up the lightmapTexCoordOffset.
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const float4 cEnvmapMaskTexCoordTransform[2] : register( SHADER_SPECIFIC_CONST_4 );
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#if FLASHLIGHT
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const float4x4 g_FlashlightWorldToTexture : register( SHADER_SPECIFIC_CONST_6 );
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#endif
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#if DETAILTEXTURE && BUMPMAP && !SELFILLUM
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const float4 cBumpTexCoordTransform[2] : register( SHADER_SPECIFIC_CONST_10 ); // not contiguous with the rest!
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#endif
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#if ( LIGHTING_PREVIEW == 3 )
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const float4 g_vEyeVector : register( SHADER_SPECIFIC_CONST_12 );
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#endif
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struct VS_INPUT
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{
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float3 vPos : POSITION;
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float4 vNormal : NORMAL;
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float2 vBaseTexCoord : TEXCOORD0;
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float2 vLightmapTexCoord : TEXCOORD1;
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float2 vLightmapTexCoordOffset : TEXCOORD2;
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float3 vTangentS : TANGENT;
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float3 vTangentT : BINORMAL;
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float4 vColor : COLOR0;
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float4 vVertexBlends : 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 vObjNormal;
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DecompressVertex_Normal( v.vNormal, vObjNormal );
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float4 projPos;
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float3 worldPos;
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worldPos = mul4x3( float4( v.vPos, 1 ), cModel[0] );
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projPos = mul( float4( worldPos, 1 ), cViewProj );
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o.projPos = projPos;
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#ifdef _PS3
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// Account for OpenGL's flipped y coordinate and expanded z range [-1,1] instead of [0,1]
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o.projPos.y = -o.projPos.y;
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o.projPos.z = 2.0f * o.projPos.z - o.projPos.w;
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#endif // _PS3
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o.worldPos_projPosZ.w = projPos.z;
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o.worldPos_projPosZ.xyz = worldPos;
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#if ( LIGHTING_PREVIEW == 3 )
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o.worldPos_projPosZ.w = dot( g_vEyeVector, worldPos.xyz - cEyePos.xyz ); // Linear depth
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#endif
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float3 worldNormal = mul3x3( vObjNormal, ( float3x3 )cModel[0] );
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#if TANGENTSPACE || LIGHTING_PREVIEW || defined( _X360 ) || defined( _PS3 )
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float3 worldTangentS = mul3x3( v.vTangentS, ( const float3x3 )cModel[0] );
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float3 worldTangentT = mul3x3( v.vTangentT, ( const float3x3 )cModel[0] );
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#if SEAMLESS && BUMPMAP && ( defined( _X360 ) || defined( _PS3 ) )
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float3 n = normalize( worldNormal );
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float3 n2 = n * n; // sums to 1.
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o.tangentSpaceTranspose[0] = normalize( float3( n2.y + n2.z, 0.0f, n2.x ) );
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o.tangentSpaceTranspose[1] = normalize( float3( 0.0f, n2.x + n2.z, n2.y ) );
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o.tangentSpaceTranspose[2] = worldNormal;
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#else
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o.tangentSpaceTranspose[0] = worldTangentS;
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o.tangentSpaceTranspose[1] = worldTangentT;
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o.tangentSpaceTranspose[2] = worldNormal;
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#endif
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#endif
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float3 worldVertToEyeVector = VSHADER_VECT_SCALE * (cEyePos - worldPos);
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#if ( SEAMLESS )
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{
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// we need to fill in the texture coordinate projections
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o.SeamlessTexCoord_fogFactorW.xyz = SEAMLESS_SCALE * worldPos;
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}
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#else
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{
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if ( FASTPATH )
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{
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o.baseTexCoord_fogFactorZ.xy = v.vBaseTexCoord;
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}
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else
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{
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o.baseTexCoord_fogFactorZ.x = dot( v.vBaseTexCoord.xy, cBaseTexCoordTransform[0].xy ) + cBaseTexCoordTransform[0].w;
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o.baseTexCoord_fogFactorZ.y = dot( v.vBaseTexCoord.xy, cBaseTexCoordTransform[1].xy ) + cBaseTexCoordTransform[1].w;
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}
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// calculate detailorbumptexcoord
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if ( FASTPATH )
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{
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o.DETAILORBUMPCOORDS = v.vBaseTexCoord.xy;
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}
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else
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{
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o.DETAILORBUMPCOORDS = float2( dot( v.vBaseTexCoord.xy, cDetailOrBumpTexCoordTransform[0].xy ) + cDetailOrBumpTexCoordTransform[0].w,
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dot( v.vBaseTexCoord.xy, cDetailOrBumpTexCoordTransform[1].xy ) + cDetailOrBumpTexCoordTransform[1].w );
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}
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}
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#endif
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if ( FASTPATH )
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{
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o.lightmapTexCoord3.zw = v.vBaseTexCoord;
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#if DETAILTEXTURE && BUMPMAP && !SELFILLUM
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o.BUMPCOORDS = v.vBaseTexCoord;
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#endif
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}
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else
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{
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#if DETAILTEXTURE && BUMPMAP && !SELFILLUM
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o.BUMPCOORDS = float2( dot( v.vBaseTexCoord.xy, cBumpTexCoordTransform[0].xy ) + cBumpTexCoordTransform[0].w,
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dot( v.vBaseTexCoord.xy, cBumpTexCoordTransform[1].xy ) + cBumpTexCoordTransform[1].w );
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#endif
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}
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// compute lightmap coordinates
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if( g_bBumpmap && g_bBumpmapDiffuseLighting )
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{
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o.lightmapTexCoord1And2.xy = v.vLightmapTexCoord + v.vLightmapTexCoordOffset;
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float2 lightmapTexCoord2 = o.lightmapTexCoord1And2.xy + v.vLightmapTexCoordOffset;
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float2 lightmapTexCoord3 = lightmapTexCoord2 + v.vLightmapTexCoordOffset;
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// reversed component order
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o.lightmapTexCoord1And2.w = lightmapTexCoord2.x;
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o.lightmapTexCoord1And2.z = lightmapTexCoord2.y;
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o.lightmapTexCoord3.xy = lightmapTexCoord3;
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}
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else
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{
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o.lightmapTexCoord1And2.xy = v.vLightmapTexCoord;
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}
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if( g_UseSeparateEnvmapMask )
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{
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// reversed component order
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#if FASTPATH
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o.ENVMAPMASKCOORDS = v.vBaseTexCoord.xy;
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#else
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o.ENVMAPMASKCOORDS = float2( dot( v.vBaseTexCoord.xy, cEnvmapMaskTexCoordTransform[0].xy ) + cEnvmapMaskTexCoordTransform[0].w,
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dot( v.vBaseTexCoord.xy, cEnvmapMaskTexCoordTransform[1].xy ) + cEnvmapMaskTexCoordTransform[1].w );
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#endif
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}
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#if ( HARDWAREFOGBLEND )
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{
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o.fog = CalcFixedFunctionFog( worldPos, g_FogType );
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}
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#endif
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#if ( !DOPIXELFOG && !HARDWAREFOGBLEND )
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{
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#if ( SEAMLESS )
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{
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o.SeamlessTexCoord_fogFactorW.w = CalcNonFixedFunctionFog( worldPos, g_FogType );
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}
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#else
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{
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o.baseTexCoord_fogFactorZ.z = CalcNonFixedFunctionFog( worldPos, g_FogType );
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}
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#endif
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}
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#endif
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if ( !g_bVertexColor )
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{
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o.vertexColor = float4( 1.0f, 1.0f, 1.0f, cModulationColor.a );
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}
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else
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{
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o.vertexColor = v.vColor;
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o.vertexColor.a *= cModulationColor.a;
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}
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#if SEAMLESS
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// compute belnd weights in rgb
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float3 vNormal=normalize( worldNormal );
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o.vertexColor.xyz = vNormal * vNormal; // sums to 1.
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#endif
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// On 360/PS3, we have extra iterators and can fold the flashlight into this shader
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#if ( defined( _X360 ) || defined( _PS3 ) ) && FLASHLIGHT
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o.flashlightSpacePos = TransformFlashlightWorldToTexture( worldPos, g_FlashlightWorldToTexture );
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o.vProjPos = projPos;
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#endif
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o.vertexBlend = v.vVertexBlends;
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return o;
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}
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