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//====== Copyright <EFBFBD> 1996-2007, Valve Corporation, All rights reserved. =======
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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: "BLUR" "0..1"
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// STATIC: "FADEOUTONSILHOUETTE" "0..1"
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// STATIC: "CUBEMAP" "0..1"
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// STATIC: "REFRACTTINTTEXTURE" "0..1"
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// STATIC: "MASKED" "0..1"
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// STATIC: "COLORMODULATE" "0..1"
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// STATIC: "SECONDARY_NORMAL" "0..1"
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// STATIC: "NORMAL_DECODE_MODE" "0..0" [XBOX]
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// STATIC: "NORMAL_DECODE_MODE" "0..0" [PC]
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// STATIC: "SHADER_SRGB_READ" "0..1" [ps20b]
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// DYNAMIC: "PIXELFOGTYPE" "0..1"
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// DYNAMIC: "WRITE_DEPTH_TO_DESTALPHA" "0..1" [ps20b] [PC]
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// DYNAMIC: "WRITE_DEPTH_TO_DESTALPHA" "0..0" [ps20b] [XBOX]
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// SKIP: $MASKED && $BLUR
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#if defined( SHADER_MODEL_PS_2_0 )
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# define WRITE_DEPTH_TO_DESTALPHA 0
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#endif
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#include "common_ps_fxc.h"
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#include "shader_constant_register_map.h"
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sampler NormalSampler2 : register( s1 );
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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 REFRACTTINTTEXTURE
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sampler RefractTintSampler : register( s5 );
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#endif
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#if NORMAL_DECODE_MODE == NORM_DECODE_ATI2N_ALPHA
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sampler AlphaMapSampler : register( s6 ); // alpha
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sampler AlphaMapSampler2 : register( s7 );
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#else
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#define AlphaMapSampler2 NormalSampler
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#define AlphaMapSampler NormalSampler2
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#endif
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const float3 g_EnvmapTint : register( c0 );
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const float3 g_RefractTint : register( c1 );
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const float3 g_EnvmapContrast : register( c2 );
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const float3 g_EnvmapSaturation : register( c3 );
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const float4 g_c5 : register( c5 );
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#define g_RefractScale g_c5.x
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#define g_flTime g_c5.w
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const float4 g_FogParams : register( PSREG_FOG_PARAMS );
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const float4 g_EyePos_SpecExponent : register( PSREG_EYEPOS_SPEC_EXPONENT );
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static const int g_BlurCount = BLUR;
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static const float g_BlurFraction = 1.0f / 512.0f;
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static const float g_HalfBlurFraction = 0.5 * g_BlurFraction;
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static const float4 g_BlurFractionVec = float4( g_BlurFraction, g_HalfBlurFraction,
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-g_BlurFraction,-g_HalfBlurFraction );
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struct PS_INPUT
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{
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float4 vBumpTexCoord : TEXCOORD0; // NormalMap1 in xy, NormalMap2 in wz
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float3 vTangentVertToEyeVector : TEXCOORD1;
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float3 vWorldNormal : TEXCOORD2;
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float3 vWorldTangent : TEXCOORD3;
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float3 vWorldBinormal : TEXCOORD4;
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float3 vRefractXYW : TEXCOORD5;
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float3 vWorldViewVector : TEXCOORD6;
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#if COLORMODULATE
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float4 ColorModulate : COLOR0;
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#endif
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float4 worldPos_projPosZ : TEXCOORD7; // Necessary for pixel fog
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float4 fogFactorW : COLOR1;
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};
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float4 main( PS_INPUT i ) : COLOR
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{
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float3 result;
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float pixelFogFactor = CalcPixelFogFactor( PIXELFOGTYPE, g_FogParams, g_EyePos_SpecExponent.z, i.worldPos_projPosZ.z, i.worldPos_projPosZ.w );
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#if FADEOUTONSILHOUETTE
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//float blend = -i.projNormal.z;
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float blend = saturate( dot( -i.vWorldViewVector.xyz, i.vWorldNormal.xyz ) );
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blend = blend * blend * blend;
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#else
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float blend = 1.0f;
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#endif
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// Decompress normal
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float4 vNormal = DecompressNormal( NormalSampler, i.vBumpTexCoord.xy, NORMAL_DECODE_MODE, AlphaMapSampler );
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#if SECONDARY_NORMAL
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float3 vNormal2 = DecompressNormal( NormalSampler2, i.vBumpTexCoord.wz, NORMAL_DECODE_MODE, AlphaMapSampler2 );
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vNormal.xyz = normalize( vNormal.xyz + vNormal2.xyz );
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#endif
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#if REFRACTTINTTEXTURE
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float3 refractTintColor = 2.0 * g_RefractTint * tex2D( RefractTintSampler, i.vBumpTexCoord.xy );
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#else
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float3 refractTintColor = g_RefractTint;
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#endif
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#if COLORMODULATE
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refractTintColor *= i.ColorModulate.rgb;
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#endif
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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 = vNormal.xy;
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float scale = vNormal.a * g_RefractScale;
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#if COLORMODULATE
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scale *= i.ColorModulate.a;
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#endif
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vRefractTexCoord *= scale;
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vRefractTexCoord += vRefractTexCoordNoWarp;
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#if (BLUR==1) // use polyphase magic to convert 9 lookups into 4
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// basic principle behind this transformation:
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// [ A B C ]
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// [ D E F ]
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// [ G H I ]
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// use bilinear filtering hardware to weight upper 2x2 samples evenly (0.25* [A + B + D + E]).
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// scale the upper 2x2 by 4/9 (total area of kernel occupied)
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// use bilinear filtering hardware to weight right 1x2 samples evenly (0.5*[C + F])
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// scale right 1x2 by 2/9
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// use bilinear filtering hardware to weight lower 2x1 samples evenly (0.5*[G + H])
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// scale bottom 2x1 by 2/9
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// fetch last sample (I) and scale by 1/9.
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float2 upper_2x2_loc = vRefractTexCoord.xy - float2(g_HalfBlurFraction, g_HalfBlurFraction);
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float2 right_1x2_loc = vRefractTexCoord.xy + float2(g_BlurFraction, -g_HalfBlurFraction);
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float2 lower_2x1_loc = vRefractTexCoord.xy + float2(-g_HalfBlurFraction, g_BlurFraction);
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float2 singleton_loc = vRefractTexCoord.xy + float2(g_BlurFraction, g_BlurFraction);
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result = tex2D(RefractSampler, upper_2x2_loc) * 0.4444444;
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result += tex2D(RefractSampler, right_1x2_loc) * 0.2222222;
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result += tex2D(RefractSampler, lower_2x1_loc) * 0.2222222;
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result += tex2D(RefractSampler, singleton_loc) * 0.1111111;
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#if ( SHADER_SRGB_READ == 1 )
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{
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// Just do this once rather than after every blur step, which is wrong, but much more efficient
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result = GammaToLinear( result );
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}
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#endif
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float3 unblurredColor = tex2D(RefractSampler, vRefractTexCoordNoWarp.xy);
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#if ( SHADER_SRGB_READ == 1 )
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{
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unblurredColor = GammaToLinear( unblurredColor );
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}
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#endif
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result = lerp(unblurredColor, result * refractTintColor, blend);
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#elif (BLUR>0) // iteratively step through render target
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int x, y;
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result = float3( 0.0f, 0.0f, 0.0f );
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for( x = -g_BlurCount; x <= g_BlurCount; x++ )
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{
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for( y = -g_BlurCount; y <= g_BlurCount; y++ )
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{
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result += tex2D( RefractSampler, vRefractTexCoord.xy + float2( g_BlurFraction * x, g_BlurFraction * y ) );
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}
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}
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int width = g_BlurCount * 2 + 1;
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result *= 1.0f / ( width * width );
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#if ( SHADER_SRGB_READ == 1 )
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{
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// Just do this once rather than after every blur step, which is wrong, but much more efficient
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result = GammaToLinear( result );
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}
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#endif
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// result is the blurred one now. . .now lerp.
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float3 unblurredColor = tex2D( RefractSampler, vRefractTexCoordNoWarp.xy );
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#if ( SHADER_SRGB_READ == 1 )
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{
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unblurredColor = GammaToLinear( unblurredColor );
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}
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#endif
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result = lerp( unblurredColor, result * refractTintColor, blend );
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#else
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# if MASKED
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float4 fMaskedResult = tex2D( RefractSampler, vRefractTexCoord.xy );
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#if ( SHADER_SRGB_READ == 1 )
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{
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fMaskedResult = GammaToLinear( fMaskedResult );
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}
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#endif
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return FinalOutput( fMaskedResult, pixelFogFactor, PIXELFOGTYPE, TONEMAP_SCALE_NONE );
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# else
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float3 colorWarp = tex2D( RefractSampler, vRefractTexCoord.xy );
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#if ( SHADER_SRGB_READ == 1 )
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{
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colorWarp = GammaToLinear( colorWarp );
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}
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#endif
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float3 colorNoWarp = tex2D( RefractSampler, vRefractTexCoordNoWarp.xy );
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#if ( SHADER_SRGB_READ == 1 )
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{
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colorNoWarp = GammaToLinear( colorNoWarp );
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}
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#endif
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colorWarp *= refractTintColor;
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result = lerp( colorNoWarp, colorWarp, blend );
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# endif
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#endif
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#if CUBEMAP
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float specularFactor = vNormal.a;
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float3 worldSpaceNormal = Vec3TangentToWorld( vNormal.xyz, i.vWorldNormal, i.vWorldTangent, i.vWorldBinormal );
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float3 reflectVect = CalcReflectionVectorUnnormalized( worldSpaceNormal, i.vTangentVertToEyeVector );
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float3 specularLighting = texCUBE( EnvmapSampler, reflectVect );
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specularLighting *= specularFactor;
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specularLighting *= g_EnvmapTint;
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float3 specularLightingSquared = specularLighting * specularLighting;
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specularLighting = lerp( specularLighting, specularLightingSquared, g_EnvmapContrast );
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float3 greyScale = dot( specularLighting, float3( 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 COLORMODULATE
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float resultAlpha = i.ColorModulate.a * vNormal.a;
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#else
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float resultAlpha = vNormal.a;
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#endif
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return FinalOutput( float4( result, resultAlpha ), pixelFogFactor, PIXELFOGTYPE, TONEMAP_SCALE_NONE, (WRITE_DEPTH_TO_DESTALPHA != 0), i.worldPos_projPosZ.w );
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}
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