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//======= Copyright <EFBFBD> 1996-2007, Valve Corporation, All rights reserved. ======
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// STATIC: "VERTEXCOLOR" "0..1"
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// STATIC: "CUBEMAP" "0..1"
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// STATIC: "HALFLAMBERT" "0..1"
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// STATIC: "FLASHLIGHT" "0..1"
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// STATIC: "SEAMLESS_BASE" "0..1"
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// STATIC: "SEAMLESS_DETAIL" "0..1"
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// STATIC: "SEPARATE_DETAIL_UVS" "0..1"
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// STATIC: "DECAL" "0..1" [vs30]
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// STATIC: "USE_STATIC_CONTROL_FLOW" "0..1" [vs20]
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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: "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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// DYNAMIC: "LIGHTING_PREVIEW" "0..0" [XBOX]
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// DYNAMIC: "MORPHING" "0..1" [vs30]
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// DYNAMIC: "NUM_LIGHTS" "0..2" [vs20]
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// If using static control flow on Direct3D, we should use the NUM_LIGHTS=0 combo
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// SKIP: $USE_STATIC_CONTROL_FLOW && ( $NUM_LIGHTS > 0 ) [vs20]
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// SKIP: ($SEPARATE_DETAIL_UVS) && ($SEAMLESS_DETAIL)
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// SKIP: ($DONT_GAMMA_CONVERT_VERTEX_COLOR && ( ! $VERTEXCOLOR ) )
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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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static const bool g_bVertexColor = VERTEXCOLOR ? true : false;
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static const bool g_bCubemap = CUBEMAP ? true : false;
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static const bool g_bFlashlight = FLASHLIGHT ? true : false;
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static const bool g_bHalfLambert = HALFLAMBERT ? true : false;
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#if (defined( SHADER_MODEL_VS_3_0 ) && MORPHING && DECAL)
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static const bool g_bDecalOffset = true;
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#else
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static const bool g_bDecalOffset = false;
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#endif
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const float4 cBaseTexCoordTransform[2] : register( SHADER_SPECIFIC_CONST_0 );
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#if SEAMLESS_DETAIL || SEAMLESS_BASE
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const float cSeamlessScale : register( SHADER_SPECIFIC_CONST_2);
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#define SEAMLESS_SCALE cSeamlessScale.x
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#endif
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const float4 cDetailTexCoordTransform[2] : register( SHADER_SPECIFIC_CONST_4 );
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#if defined ( _X360 )
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const float4x4 g_FlashlightWorldToTexture : register( SHADER_SPECIFIC_CONST_6 ); // 6, 7, 8, 9
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#endif
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#ifdef SHADER_MODEL_VS_3_0
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// NOTE: cMorphTargetTextureDim.xy = target dimensions,
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// cMorphTargetTextureDim.z = 4tuples/morph
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const float3 cMorphTargetTextureDim : register( SHADER_SPECIFIC_CONST_10 );
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const float4 cMorphSubrect : register( SHADER_SPECIFIC_CONST_11 );
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sampler2D morphSampler : register( D3DVERTEXTEXTURESAMPLER0, s0 );
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#endif
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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 vBoneWeights : BLENDWEIGHT;
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float4 vBoneIndices : BLENDINDICES;
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float4 vNormal : NORMAL;
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float4 vColor : COLOR0;
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float3 vSpecular : COLOR1;
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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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float4 vTexCoord1 : TEXCOORD1;
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float4 vTexCoord2 : TEXCOORD2;
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float4 vTexCoord3 : TEXCOORD3;
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// Position and normal/tangent deltas
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float3 vPosFlex : POSITION1;
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float3 vNormalFlex : NORMAL1;
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#ifdef SHADER_MODEL_VS_3_0
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float vVertexID : POSITION2;
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#endif
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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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#if SEAMLESS_BASE
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HALF3 SeamlessTexCoord : TEXCOORD0; // Base texture x/y/z (indexed by swizzle)
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#else
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HALF2 baseTexCoord : TEXCOORD0; // Base texture coordinate
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#endif
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#if SEAMLESS_DETAIL
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HALF3 SeamlessDetailTexCoord : TEXCOORD1; // Detail texture coordinate
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#else
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HALF2 detailTexCoord : TEXCOORD1; // Detail texture coordinate
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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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#if defined ( _X360 ) && FLASHLIGHT
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float4 flashlightSpacePos : TEXCOORD5;
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#endif
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float4 vProjPos : TEXCOORD6;
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float4 worldPos_ProjPosZ : TEXCOORD7;
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float4 fogFactorW : COLOR1;
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#if SEAMLESS_DETAIL || SEAMLESS_BASE
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float3 SeamlessWeights : COLOR0; // x y z projection weights
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#endif
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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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bool bDynamicLight = DYNAMIC_LIGHT ? true : false;
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bool bStaticLight = STATIC_LIGHT_VERTEX ? true : false;
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bool bDoLighting = !g_bVertexColor && (bDynamicLight || bStaticLight);
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float4 vPosition = v.vPos;
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float3 vNormal = 0;
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if ( bDoLighting || FLASHLIGHT || SEAMLESS_BASE || SEAMLESS_DETAIL || LIGHTING_PREVIEW || g_bDecalOffset || CUBEMAP )
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{
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// The vertex only contains valid normals if they are actually needed (fetching them when absent makes D3D complain)
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DecompressVertex_Normal( v.vNormal, vNormal );
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}
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#if SEAMLESS_BASE || SEAMLESS_DETAIL
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// compute blend weights in rgb
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float3 NNormal=normalize( vNormal );
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o.SeamlessWeights.xyz = NNormal * NNormal; // sums to 1.
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#endif
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#if !defined( SHADER_MODEL_VS_3_0 ) || !MORPHING
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ApplyMorph( v.vPosFlex, v.vNormalFlex, vPosition.xyz, vNormal );
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#else
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ApplyMorph( morphSampler, cMorphTargetTextureDim, cMorphSubrect,
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v.vVertexID, v.vTexCoord2, vPosition.xyz, vNormal );
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#endif
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// Perform skinning
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float3 worldNormal, worldPos;
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SkinPositionAndNormal(
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g_bSkinning,
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vPosition, vNormal,
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v.vBoneWeights, v.vBoneIndices,
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worldPos, worldNormal );
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if ( !g_bVertexColor )
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{
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worldNormal = normalize( worldNormal );
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}
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#if defined( SHADER_MODEL_VS_3_0 ) && MORPHING && DECAL
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// Avoid z precision errors
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worldPos += worldNormal * 0.05f * v.vTexCoord2.z;
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#endif
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o.worldSpaceNormal = worldNormal;
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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.vProjPos = vProjPos;
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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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o.worldPos_ProjPosZ.xyz = worldPos.xyz;
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o.worldPos_ProjPosZ.w = vProjPos.z;
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// Needed for cubemaps
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#if CUBEMAP
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o.worldVertToEyeVector.xyz = VSHADER_VECT_SCALE * (cEyePos - worldPos);
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#endif
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#if !defined (_X360) && FLASHLIGHT
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o.color = float4( 0.0f, 0.0f, 0.0f, 0.0f );
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#else
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if ( g_bVertexColor )
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{
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// Assume that this is unlitgeneric if you are using vertex color.
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o.color.rgb = ( DONT_GAMMA_CONVERT_VERTEX_COLOR ) ? v.vColor.rgb : GammaToLinear( v.vColor.rgb );
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o.color.a = v.vColor.a;
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}
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else
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{
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#if ( ( USE_STATIC_CONTROL_FLOW ) || defined ( SHADER_MODEL_VS_3_0 ) )
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{
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o.color.xyz = DoLighting( worldPos, worldNormal, v.vSpecular, bStaticLight, bDynamicLight, g_bHalfLambert );
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}
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#else
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{
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o.color.xyz = DoLightingUnrolled( worldPos, worldNormal, v.vSpecular, bStaticLight, bDynamicLight, g_bHalfLambert, NUM_LIGHTS );
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}
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#endif
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}
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#endif
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#if SEAMLESS_BASE
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o.SeamlessTexCoord.xyz = SEAMLESS_SCALE * v.vPos.xyz;
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#else
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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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#endif
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#if SEAMLESS_DETAIL
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// FIXME: detail texcoord as a 2d xform doesn't make much sense here, so I just do enough so
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// that scale works. More smartness could allow 3d xform.
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o.SeamlessDetailTexCoord.xyz = (SEAMLESS_SCALE*cDetailTexCoordTransform[0].x) * v.vPos.xyz;
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#else
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// Detail texture coordinates
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// FIXME: This shouldn't have to be computed all the time.
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o.detailTexCoord.x = dot( v.vTexCoord0, cDetailTexCoordTransform[0] );
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o.detailTexCoord.y = dot( v.vTexCoord0, cDetailTexCoordTransform[1] );
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#endif
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#if SEPARATE_DETAIL_UVS
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o.detailTexCoord.xy = v.vTexCoord1.xy;
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#endif
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#if LIGHTING_PREVIEW
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float dot=0.5+0.5*worldNormal*float3(0.7071,0.7071,0);
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o.color.xyz=float3(dot,dot,dot);
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#endif
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#if defined ( _X360 ) && FLASHLIGHT
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o.flashlightSpacePos = mul( float4( worldPos, 1.0f ), g_FlashlightWorldToTexture );
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#endif
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return o;
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}
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