init
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gamedata/shaders/d3d11/portal.vs.hlsl
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gamedata/shaders/d3d11/portal.vs.hlsl
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#include "common.hlsli"
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struct v_vert
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{
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float4 pos : POSITION; // (float,float,float,1)
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float4 color : COLOR0; // (r,g,b,dir-occlusion)
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};
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struct v2p
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{
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float4 c : COLOR0;
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float fog : FOG;
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float4 hpos : SV_POSITION;
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};
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v2p main(v_vert v)
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{
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v2p o;
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o.hpos = mul(m_VP, v.pos); // xform, input in world coords
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o.c = v.color;
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o.fog = calc_fogging(v.pos.xyz); // fog, input in world coords
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o.c = lerp(o.c, fog_color, o.fog);
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o.fog = 1.0f - o.fog;
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o.hpos.xy += m_taa_jitter.xy * o.hpos.w;
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return o;
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}
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