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255 lines
7.7 KiB
255 lines
7.7 KiB
5 years ago
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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: "DIFFUSEBUMPMAP" "0..1"
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// STATIC: "VERTEXCOLOR" "0..1"
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// STATIC: "VERTEXALPHATEXBLENDFACTOR" "0..1"
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// STATIC: "RELIEF_MAPPING" "0..0"
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// STATIC: "SEAMLESS" "0..1"
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// STATIC: "BUMPMASK" "0..1"
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// STATIC: "FLASHLIGHT" "0..1" [XBOX]
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// DYNAMIC: "FASTPATH" "0..1"
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// DYNAMIC: "DOWATERFOG" "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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// This should not be a combo since I'm a moron with the tangent space and the flashlight.
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// SKIP: !$BUMPMAP && $DIFFUSEBUMPMAP
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// SKIP: $SEAMLESS && $RELIEF_MAPPING
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// SKIP: $BUMPMASK && $RELIEF_MAPPING
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// SKIP: $BUMPMASK && $SEAMLESS
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#include "common_vs_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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static const bool g_bVertexAlphaTexBlendFactor = VERTEXALPHATEXBLENDFACTOR;
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static const bool g_BumpMask = BUMPMASK;
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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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const float4x4 g_FlashlightWorldToTexture : register( SHADER_SPECIFIC_CONST_6 );
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const float4 cBlendMaskTexCoordTransform[2] : register( SHADER_SPECIFIC_CONST_10 ); // not contiguous with the rest!
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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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};
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struct VS_OUTPUT
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{
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float4 projPos : 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
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float3 SeamlessTexCoord : TEXCOORD0; // x y z
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float4 detailOrBumpAndEnvmapMaskTexCoord : TEXCOORD1; // envmap mask
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#else
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float2 baseTexCoord : TEXCOORD0;
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// detail textures and bumpmaps are mutually exclusive so that we have enough texcoords.
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#if RELIEF_MAPPING
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float3 TangentSpaceViewRay : TEXCOORD1;
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#else
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float4 detailOrBumpAndEnvmapMaskTexCoord : TEXCOORD1;
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#endif
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#endif
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float4 lightmapTexCoord1And2 : TEXCOORD2;
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float4 lightmapTexCoord3 : TEXCOORD3; // and basetexcoord*mask_scale
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float4 worldPos_projPosZ : TEXCOORD4;
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#if TANGENTSPACE || (LIGHTING_PREVIEW) || defined( _X360 )
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float3x3 tangentSpaceTranspose : TEXCOORD5; // and 6 and 7
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#endif
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float4 vertexColor : COLOR; // in seamless, r g b = blend weights
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float4 vertexBlendX_fogFactorW : COLOR1;
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// Extra iterators on 360, used in flashlight combo
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#if defined( _X360 )
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#if FLASHLIGHT
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float4 flashlightSpacePos : TEXCOORD8;
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float4 vProjPos : TEXCOORD9;
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#endif
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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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float3 vObjNormal;
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DecompressVertex_Normal( v.vNormal, vObjNormal );
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float3 worldPos = mul( float4( v.vPos, 1 ), cModel[0] );
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float4 vProjPos = mul( float4( v.vPos, 1 ), cModelViewProj );
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o.projPos = vProjPos;
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vProjPos.z = dot( float4( v.vPos, 1 ), cModelViewProjZ );
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o.worldPos_projPosZ = float4( worldPos, vProjPos.z );
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float3 worldNormal = mul( vObjNormal, ( float3x3 )cModel[0] );
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#if TANGENTSPACE || (LIGHTING_PREVIEW) || defined( _X360 )
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float3 worldTangentS = mul( v.vTangentS, ( const float3x3 )cModel[0] );
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float3 worldTangentT = mul( v.vTangentT, ( const float3x3 )cModel[0] );
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#if SEAMLESS && BUMPMAP && defined( _X360 )
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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 = 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.xy = v.vBaseTexCoord;
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}
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else
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{
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o.baseTexCoord.x = dot( v.vBaseTexCoord, cBaseTexCoordTransform[0] ) + cBaseTexCoordTransform[0].w;
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o.baseTexCoord.y = dot( v.vBaseTexCoord, cBaseTexCoordTransform[1] ) + cBaseTexCoordTransform[1].w;
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}
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#if ( RELIEF_MAPPING == 0 )
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{
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// calculate detailorbumptexcoord
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if ( FASTPATH )
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o.detailOrBumpAndEnvmapMaskTexCoord.xy = v.vBaseTexCoord.xy;
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else
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{
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o.detailOrBumpAndEnvmapMaskTexCoord.x = dot( v.vBaseTexCoord, cDetailOrBumpTexCoordTransform[0] ) + cDetailOrBumpTexCoordTransform[0].w;
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o.detailOrBumpAndEnvmapMaskTexCoord.y = dot( v.vBaseTexCoord, cDetailOrBumpTexCoordTransform[1] ) + cDetailOrBumpTexCoordTransform[1].w;
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}
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}
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#endif
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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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}
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else
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{
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o.lightmapTexCoord3.z = dot( v.vBaseTexCoord, cBlendMaskTexCoordTransform[0] ) + cBlendMaskTexCoordTransform[0].w;
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o.lightmapTexCoord3.w = dot( v.vBaseTexCoord, cBlendMaskTexCoordTransform[1] ) + cBlendMaskTexCoordTransform[1].w;
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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 ( RELIEF_MAPPING == 0)
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if( g_UseSeparateEnvmapMask || g_BumpMask )
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{
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// reversed component order
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# if FASTPATH
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o.detailOrBumpAndEnvmapMaskTexCoord.wz = v.vBaseTexCoord.xy;
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# else
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o.detailOrBumpAndEnvmapMaskTexCoord.w = dot( v.vBaseTexCoord, cEnvmapMaskTexCoordTransform[0] ) + cEnvmapMaskTexCoordTransform[0].w;
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o.detailOrBumpAndEnvmapMaskTexCoord.z = dot( v.vBaseTexCoord, cEnvmapMaskTexCoordTransform[1] ) + cEnvmapMaskTexCoordTransform[1].w;
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# endif
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}
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#endif
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o.vertexBlendX_fogFactorW = CalcFog( worldPos, vProjPos, g_FogType );
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#if !defined( _X360 )
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o.fog = o.vertexBlendX_fogFactorW;
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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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#if FASTPATH
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o.vertexColor = v.vColor;
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#else
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if ( g_bVertexAlphaTexBlendFactor )
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{
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o.vertexColor.rgb = v.vColor.rgb;
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o.vertexColor.a = 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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#endif
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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, we have extra iterators and can fold the flashlight into this shader
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#if defined( _X360 )
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#if FLASHLIGHT
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o.flashlightSpacePos = mul( float4( worldPos, 1.0f ), g_FlashlightWorldToTexture );
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o.vProjPos = vProjPos;
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#endif
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#endif
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if ( g_bVertexAlphaTexBlendFactor )
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{
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o.vertexBlendX_fogFactorW.r = v.vColor.a;
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}
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return o;
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}
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