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gamedata/shaders/r2/waterd.vs.hlsl
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51
gamedata/shaders/r2/waterd.vs.hlsl
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#include "common.hlsli"
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#include "shared\waterconfig.hlsli"
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#include "shared\watermove.hlsli"
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struct v_vert
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{
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float4 P : POSITION; // (float,float,float,1)
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float4 N : NORMAL; // (nx,ny,nz,hemi occlusion)
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float4 T : TANGENT;
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float4 B : BINORMAL;
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float4 color : COLOR0; // (r,g,b,dir-occlusion)
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float2 uv : TEXCOORD0; // (u0,v0)
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};
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struct vf
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{
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float4 hpos : POSITION;
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float2 tbase : TEXCOORD0;
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float2 tdist0 : TEXCOORD1;
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float2 tdist1 : TEXCOORD2;
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#ifdef USE_SOFT_WATER
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#ifdef NEED_SOFT_WATER
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float4 tctexgen : TEXCOORD3;
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#endif // USE_SOFT_WATER
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#endif // NEED_SOFT_WATER
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};
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vf main(v_vert v)
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{
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vf o;
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float4 P = v.P;
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float3 N = unpack_normal(v.N);
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P = watermove(P);
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o.tbase = unpack_tc_base(v.uv, v.T.w, v.B.w); // copy tc
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o.tdist0 = watermove_tc(o.tbase * W_DISTORT_BASE_TILE_0, P.xz, W_DISTORT_AMP_0);
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o.tdist1 = watermove_tc(o.tbase * W_DISTORT_BASE_TILE_1, P.xz, W_DISTORT_AMP_1);
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o.hpos = mul(m_VP, P); // xform, input in world coords
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// Igor: for additional depth dest
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#ifdef USE_SOFT_WATER
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#ifdef NEED_SOFT_WATER
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o.tctexgen = mul(m_texgen, P);
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float3 Pe = mul(m_V, P);
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o.tctexgen.z = Pe.z;
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#endif // USE_SOFT_WATER
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#endif // NEED_SOFT_WATER
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return o;
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}
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