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//====== Copyright <EFBFBD> 1996-2005, Valve Corporation, All rights reserved. =======
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//
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// Purpose:
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//
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//=============================================================================
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// STATIC: "CONVERT_TO_SRGB" "0..1" [ps20b][= g_pHardwareConfig->NeedsShaderSRGBConversion()] [PC]
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// STATIC: "CONVERT_TO_SRGB" "0..0" [= 0] [XBOX]
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// STATIC: "CUBEMAP" "0..1"
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// STATIC: "FLOWMAP" "0..1"
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// STATIC: "CORECOLORTEXTURE" "0..1"
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// STATIC: "REFRACT" "0..1"
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// DYNAMIC: "PIXELFOGTYPE" "0..1"
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// SKIP: ( $REFRACT || $CORECOLORTEXTURE ) && $CUBEMAP
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#include "common_ps_fxc.h"
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sampler RefractSampler : register( s2 );
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sampler NormalSampler : register( s3 );
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#if CUBEMAP
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sampler EnvmapSampler : register( s4 );
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#endif
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#if FLOWMAP
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sampler FlowmapSampler : register( s6 );
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#endif
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#if CORECOLORTEXTURE
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sampler CoreColorSampler : register( s7 );
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#endif
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const HALF3 g_EnvmapTint : register( c0 );
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const HALF3 g_RefractTint : register( c1 );
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const HALF3 g_EnvmapContrast : register( c2 );
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const HALF3 g_EnvmapSaturation : register( c3 );
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const HALF2 g_RefractScale : register( c5 );
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#if FLOWMAP
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const float g_Time : register( c6 );
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const float2 g_FlowScrollRate : register( c7 );
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//const float3 g_SphereCenter : register( c9 );
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//const float3 g_SphereRadius : register( c10 );
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const float g_CoreColorTexCoordOffset : register( c9 );
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#endif
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const float3 g_EyePos : register( c8 );
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const float4 g_FogParams : register( c11 );
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float LengthThroughSphere( float3 vecRayOrigin, float3 vecRayDelta,
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float3 vecSphereCenter, float flRadius, out float alpha )
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{
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// Solve using the ray equation + the sphere equation
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// P = o + dt
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// (x - xc)^2 + (y - yc)^2 + (z - zc)^2 = r^2
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// (ox + dx * t - xc)^2 + (oy + dy * t - yc)^2 + (oz + dz * t - zc)^2 = r^2
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// (ox - xc)^2 + 2 * (ox-xc) * dx * t + dx^2 * t^2 +
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// (oy - yc)^2 + 2 * (oy-yc) * dy * t + dy^2 * t^2 +
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// (oz - zc)^2 + 2 * (oz-zc) * dz * t + dz^2 * t^2 = r^2
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// (dx^2 + dy^2 + dz^2) * t^2 + 2 * ((ox-xc)dx + (oy-yc)dy + (oz-zc)dz) t +
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// (ox-xc)^2 + (oy-yc)^2 + (oz-zc)^2 - r^2 = 0
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// or, t = (-b +/- sqrt( b^2 - 4ac)) / 2a
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// a = DotProduct( vecRayDelta, vecRayDelta );
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// b = 2 * DotProduct( vecRayOrigin - vecCenter, vecRayDelta )
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// c = DotProduct(vecRayOrigin - vecCenter, vecRayOrigin - vecCenter) - flRadius * flRadius;
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float3 vecSphereToRay;
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vecSphereToRay = vecRayOrigin - vecSphereCenter;
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float a = dot( vecRayDelta, vecRayDelta );
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// This would occur in the case of a zero-length ray
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// if ( a == 0.0f )
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// {
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// *pT1 = *pT2 = 0.0f;
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// return vecSphereToRay.LengthSqr() <= flRadius * flRadius;
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// }
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float b = 2 * dot( vecSphereToRay, vecRayDelta );
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float c = dot( vecSphereToRay, vecSphereToRay ) - flRadius * flRadius;
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float flDiscrim = b * b - 4 * a * c;
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// if ( flDiscrim < 0.0f )
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// return 0.0f;
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float hack = flDiscrim;
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flDiscrim = sqrt( flDiscrim );
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float oo2a = 0.5f / a;
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//if( hack < 0.0f )
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//{
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// alpha = 0.0f;
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// return 0.0f;
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//}
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//else
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//{
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// alpha = 1.0f;
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// return abs( flDiscrim ) * 2 * oo2a;
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//}
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//replacing the if's above because if's in hlsl are bad.....
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float fHackGreaterThanZero = step( 0.0f, hack );
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alpha = fHackGreaterThanZero;
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return (fHackGreaterThanZero * (abs( flDiscrim ) * 2 * oo2a));
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// *pT1 = ( - b - flDiscrim ) * oo2a;
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// *pT2 = ( - b + flDiscrim ) * oo2a;
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// return true;
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}
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struct PS_INPUT
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{
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float2 vBumpTexCoord : TEXCOORD0; // dudvMapAndNormalMapTexCoord
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HALF3 vWorldVertToEyeVector : TEXCOORD1;
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HALF3x3 tangentSpaceTranspose : TEXCOORD2;
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float3 vRefractXYW : TEXCOORD5;
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float3 projNormal : TEXCOORD6;
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float4 worldPos_projPosZ : TEXCOORD7;
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};
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float4 main( PS_INPUT i ) : COLOR
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{
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HALF3 result = 0.0f;
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HALF blend = 1.0f;
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#if FLOWMAP
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// hack
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float3 g_SphereCenter = { 2688.0f, 12139.0f, 5170.0f };
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float g_SphereDiameter = 430.0f;
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float g_SphereRadius = g_SphereDiameter * 0.5f;
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float3 tmp = i.worldPos_projPosZ.xyz - g_SphereCenter;
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float hackRadius = 1.05f * sqrt( dot( tmp, tmp ) );
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float sphereAlpha;
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float lengthThroughSphere = LengthThroughSphere( g_EyePos, normalize( i.worldPos_projPosZ.xyz - g_EyePos ),
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g_SphereCenter, /*g_SphereRadius*/ hackRadius, sphereAlpha );
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float normalizedLengthThroughSphere = lengthThroughSphere / g_SphereDiameter;
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float3 hackWorldSpaceNormal = normalize( i.worldPos_projPosZ.xyz - g_SphereCenter );
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float3 realFuckingNormal = abs( hackWorldSpaceNormal );
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hackWorldSpaceNormal = 0.5f * ( hackWorldSpaceNormal + 1.0f );
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// hackWorldSpaceNormal = abs( hackWorldSpaceNormal );
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// return float4( hackWorldSpaceNormal.x, 0.0f, 0.0f, 1.0f );
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i.vBumpTexCoord.xy = 0.0f;
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i.vBumpTexCoord.xy = realFuckingNormal.z * tex2D( FlowmapSampler, hackWorldSpaceNormal.xy );
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i.vBumpTexCoord.xy += realFuckingNormal.y * tex2D( FlowmapSampler, hackWorldSpaceNormal.xz );
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i.vBumpTexCoord.xy += realFuckingNormal.x * tex2D( FlowmapSampler, hackWorldSpaceNormal.yz );
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i.vBumpTexCoord.xy += g_Time * g_FlowScrollRate;
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// return float4( i.vBumpTexCoord.xy, 0.0f, 0.0f );
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#endif
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// Load normal and expand range
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HALF4 vNormalSample = tex2D( NormalSampler, i.vBumpTexCoord );
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// return vNormalSample;
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HALF3 tangentSpaceNormal = vNormalSample * 2.0 - 1.0;
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HALF3 refractTintColor = g_RefractTint;
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// Perform division by W only once
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float ooW = 1.0f / i.vRefractXYW.z;
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// Compute coordinates for sampling refraction
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float2 vRefractTexCoordNoWarp = i.vRefractXYW.xy * ooW;
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float2 vRefractTexCoord = tangentSpaceNormal.xy;
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HALF scale = vNormalSample.a * g_RefractScale.x;
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#if FLOWMAP
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scale *= normalizedLengthThroughSphere;
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#endif
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vRefractTexCoord *= scale;
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#if FLOWMAP
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float2 hackOffset = vRefractTexCoord;
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#endif
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vRefractTexCoord += vRefractTexCoordNoWarp;
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float3 colorWarp = tex2D( RefractSampler, vRefractTexCoord.xy );
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float3 colorNoWarp = tex2D( RefractSampler, vRefractTexCoordNoWarp.xy );
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colorWarp *= refractTintColor;
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#if REFRACT
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result = lerp( colorNoWarp, colorWarp, blend );
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// return float4( 1.0f, 0.0f, 0.0f, 1.0f );
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#endif
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#if CUBEMAP
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HALF specularFactor = vNormalSample.a;
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HALF3 worldSpaceNormal = mul( i.tangentSpaceTranspose, tangentSpaceNormal );
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HALF3 reflectVect = CalcReflectionVectorUnnormalized( worldSpaceNormal, i.vWorldVertToEyeVector );
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HALF3 specularLighting = texCUBE( EnvmapSampler, reflectVect );
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specularLighting *= specularFactor;
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specularLighting *= g_EnvmapTint;
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HALF3 specularLightingSquared = specularLighting * specularLighting;
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specularLighting = lerp( specularLighting, specularLightingSquared, g_EnvmapContrast );
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HALF3 greyScale = dot( specularLighting, HALF3( 0.299f, 0.587f, 0.114f ) );
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specularLighting = lerp( greyScale, specularLighting, g_EnvmapSaturation );
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result += specularLighting;
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#endif
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#if CORECOLORTEXTURE && FLOWMAP
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float4 coreColorTexel = tex2D( CoreColorSampler, hackOffset + float2( normalizedLengthThroughSphere, g_CoreColorTexCoordOffset ) );
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HALF4 rgba = HALF4( lerp( result, coreColorTexel, coreColorTexel.a /*normalizedLengthThroughSphere*/ ), sphereAlpha );
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#else
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HALF4 rgba = HALF4( result, vNormalSample.a );
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#endif
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float fogFactor = CalcPixelFogFactor( PIXELFOGTYPE, g_FogParams, g_EyePos.z, i.worldPos_projPosZ.z, i.worldPos_projPosZ.w );
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return FinalOutput( rgba, fogFactor, PIXELFOGTYPE, TONEMAP_SCALE_NONE );
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}
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