add game&rawdata
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41
gamedata/shaders/d3d11/scope_lense_mask.vs.hlsl
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41
gamedata/shaders/d3d11/scope_lense_mask.vs.hlsl
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#include "common.hlsli"
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#include "skin.hlsli"
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void skinned_main(in v_model I, out float4 HPos)
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{
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HPos = mul(m_WVP, I.P);
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HPos.xy += m_taa_jitter.xy * HPos.w;
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}
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#if defined(SKIN_0)
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void main(in v_model_skinned_0 I, out float4 HPos : SV_POSITION)
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{
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skinned_main(skinning_0(I), HPos);
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}
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#elif defined(SKIN_1)
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void main(in v_model_skinned_1 I, out float4 HPos : SV_POSITION)
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{
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skinned_main(skinning_1(I), HPos);
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}
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#elif defined(SKIN_2)
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void main(in v_model_skinned_2 I, out float4 HPos : SV_POSITION)
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{
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skinned_main(skinning_2(I), HPos);
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}
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#elif defined(SKIN_3)
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void main(in v_model_skinned_3 I, out float4 HPos : SV_POSITION)
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{
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skinned_main(skinning_3(I), HPos);
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}
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#elif defined(SKIN_4)
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void main(in v_model_skinned_4 I, out float4 HPos : SV_POSITION)
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{
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skinned_main(skinning_4(I), HPos);
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}
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#else
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void main(in v_model I, out float4 HPos : SV_POSITION)
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{
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skinned_main(I, HPos);
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}
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#endif
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