Modified source engine (2017) developed by valve and leaked in 2020. Not for commercial purporses
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// DYNAMIC: "DOWATERFOG" "0..1"
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//====== Copyright <EFBFBD> 1996-2004, 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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#include "common_vs_fxc.h"
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static const int g_FogType = DOWATERFOG;
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struct VS_INPUT
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{
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float3 vPos : POSITION;
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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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float3 eyeToVertVector : TEXCOORD0;
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float4 vertexColor : COLOR;
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float4 worldPos_projPosZ : TEXCOORD7; // Necessary for pixel fog
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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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o.projPos = mul( float4( v.vPos, 1 ), cModelViewProj );
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float3 worldPos = mul( float4( v.vPos, 1 ), cModel[0] );
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o.worldPos_projPosZ = float4( worldPos.xyz, o.projPos.z );
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o.eyeToVertVector = worldPos - cEyePos;
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#if !defined( _X360 )
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o.fog = CalcFog( worldPos, o.projPos, g_FogType );
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#endif
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o.vertexColor = cModulationColor;
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return o;
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}
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