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gamedata/shaders/r2/accum_volume.vs.hlsl
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gamedata/shaders/r2/accum_volume.vs.hlsl
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#include "common.hlsli"
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struct v2p
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{
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float4 hpos : POSITION; // Clip-space position (for rasterization)
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float4 tc : TEXCOORD0;
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};
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// uniform float4x4 m_texgen;
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uniform float4x4 m_texgen_J;
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// Vertex
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v2p main(float4 P : POSITION)
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{
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v2p O;
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O.hpos = mul(m_WVP, P);
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O.tc = mul(m_texgen, P);
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return O;
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}
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FXVS;
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