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Misc. shader adjustments
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@ -55,7 +55,7 @@ struct VS_INPUT
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struct VS_OUTPUT
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{
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float4 projPos : POSITION;
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#if !defined( _X360 )
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#if !defined( _X360 ) && !defined( SHADER_MODEL_VS_3_0 ) && !INTRO
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float fog : FOG;
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#endif
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float2 baseTexCoord : TEXCOORD0;
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@ -105,10 +105,9 @@ VS_OUTPUT main( const VS_INPUT v )
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o.projPos = vProjPos;
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vProjPos.z = dot( float4( worldPos, 1 ), cViewProjZ );
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o.worldPos_projPosZ = float4( worldPos, vProjPos.z );
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#if !defined( _X360 )
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// Set fixed-function fog factor
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o.fog = CalcFog( worldPos, vProjPos, g_FogType );
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o.worldPos_projPosZ = float4( worldPos.xyz, vProjPos.z );
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#if !defined( _X360 )&& !defined( SHADER_MODEL_VS_3_0 ) && !INTRO
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o.fog = CalcFixedFunctionFog( worldPos, g_FogType );
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#endif
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// Needed for specular
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o.worldVertToEyeVector_Darkening.xyz = cEyePos - worldPos;
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@ -24,11 +24,11 @@ struct PS_INPUT
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float3 eyeToVertVector : TEXCOORD0;
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float4 vertexColor : COLOR;
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#if PARALLAXCORRECT
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float3 worldSpaceNormal : TEXCOORD1;
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#endif
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float4 worldPos_projPosZ : TEXCOORD1; // Necessary for pixel fog
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float4 worldPos_projPosZ : TEXCOORD2; // Necessary for pixel fog
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#if PARALLAXCORRECT
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float3 worldSpaceNormal : TEXCOORD2;
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#endif
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};
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float4 main( PS_INPUT i ) : COLOR
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@ -28,11 +28,11 @@ struct VS_OUTPUT
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float3 eyeToVertVector : TEXCOORD0;
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float4 vertexColor : COLOR;
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#if PARALLAXCORRECT
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float3 worldNormal : TEXCOORD1;
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#endif
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float4 worldPos_projPosZ : TEXCOORD1; // Necessary for pixel fog
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float4 worldPos_projPosZ : TEXCOORD2; // Necessary for pixel fog
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#if PARALLAXCORRECT
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float3 worldNormal : TEXCOORD2;
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#endif
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};
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VS_OUTPUT main( const VS_INPUT v )
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