mirror of
https://github.com/celisej567/cool-source-archive.git
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213 lines
6.1 KiB
Plaintext
213 lines
6.1 KiB
Plaintext
// STATIC: "ENVMAP_MASK" "0..1"
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// STATIC: "TANGENTSPACE" "0..1"
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// STATIC: "BUMPMAP" "0..1"
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// STATIC: "DIFFUSEBUMPMAP" "0..1"
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// STATIC: "VERTEXCOLOR" "0..1"
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// STATIC: "VERTEXALPHATEXBLENDFACTOR" "0..1"
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// STATIC: "SEAMLESS" "0..1"
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// STATIC: "BUMPMASK" "0..1"
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// DYNAMIC: "FASTPATH" "0..1"
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// DYNAMIC: "DOWATERFOG" "0..1"
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// This should not be a combo since I'm a moron with the tangent space and the flashlight.
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// SKIP: !$BUMPMAP && $DIFFUSEBUMPMAP
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// SKIP: $SEAMLESS && $RELIEF_MAPPING
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// SKIP: $BUMPMASK && $RELIEF_MAPPING
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// SKIP: $BUMPMASK && $SEAMLESS
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// SKIP: $CASCADED_SHADOW && $LIGHTING_PREVIEW
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#include "common_cbuffers_def_noskinning_fxc.h"
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#include "common_vs_fxc.h"
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static const int g_FogType = DOWATERFOG;
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static const bool g_UseSeparateEnvmapMask = ENVMAP_MASK;
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static const bool g_bTangentSpace = TANGENTSPACE;
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static const bool g_bBumpmap = BUMPMAP;
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static const bool g_bBumpmapDiffuseLighting = DIFFUSEBUMPMAP;
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static const bool g_bVertexColor = VERTEXCOLOR;
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static const bool g_bVertexAlphaTexBlendFactor = VERTEXALPHATEXBLENDFACTOR;
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static const bool g_BumpMask = BUMPMASK;
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#include "lightmappedgeneric_dx11_shared_fxc.h"
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cbuffer LightmappedGeneric_VS : register(b3)
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{
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LightmappedGeneric_t c;
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};
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#define SEAMLESS_SCALE c.cSeamlessScale
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struct VS_INPUT
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{
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float3 vPos : POSITION;
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float4 vNormal : NORMAL;
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float2 vBaseTexCoord : TEXCOORD0;
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float2 vLightmapTexCoord : TEXCOORD1;
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float2 vLightmapTexCoordOffset : TEXCOORD2;
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float3 vTangentS : TANGENT;
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float3 vTangentT : BINORMAL;
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float4 vColor : COLOR;
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};
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struct VS_OUTPUT
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{
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float4 projPos : SV_POSITION;
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float4 vertexColor : COLOR; // in seamless, r g b = blend weights
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#if SEAMLESS
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float4 SeamlessTexCoord_VertexBlend : TEXCOORD0; // x y z
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#else
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float3 baseTexCoord_VertexBlend : TEXCOORD0;
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#endif
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float4 detailOrBumpAndEnvmapMaskTexCoord : TEXCOORD1;
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float4 lightmapTexCoord1And2 : TEXCOORD2;
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float4 lightmapTexCoord3 : TEXCOORD3; // and basetexcoord*mask_scale
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float4 worldPos_projPosZ : TEXCOORD4;
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#if TANGENTSPACE || (LIGHTING_PREVIEW)
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float3x3 tangentSpaceTranspose : TEXCOORD5; // and 6 and 7
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#endif
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float3 eyePos : COLOR1;
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};
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VS_OUTPUT main( const VS_INPUT v )
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{
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VS_OUTPUT o = ( VS_OUTPUT )0;
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float3 vObjNormal;
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DecompressVertex_Normal( v.vNormal, vObjNormal );
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float3 worldPos = mul( float4( v.vPos, 1 ), cModelMatrix ).xyz;
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o.eyePos = mul(float4(worldPos, 1), cViewMatrix).xyz;
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float4 vProjPos = ComputeProjPos(v.vPos.xyz, cModelMatrix, cViewMatrix, cProjMatrix);
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o.projPos = vProjPos;
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o.worldPos_projPosZ = float4( worldPos, vProjPos.z );
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float3 worldNormal = mul( vObjNormal, ( float3x3 )cModelMatrix );
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#if TANGENTSPACE || (LIGHTING_PREVIEW)
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float3 worldTangentS = mul( v.vTangentS, ( const float3x3 )cModelMatrix );
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float3 worldTangentT = mul( v.vTangentT, ( const float3x3 )cModelMatrix );
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o.tangentSpaceTranspose[0] = worldTangentS;
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o.tangentSpaceTranspose[1] = worldTangentT;
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o.tangentSpaceTranspose[2] = worldNormal;
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#endif
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//float3 worldVertToEyeVector = VSHADER_VECT_SCALE * (cEyePos - worldPos);
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#if SEAMLESS
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{
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// we need to fill in the texture coordinate projections
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o.SeamlessTexCoord_VertexBlend.xyz = SEAMLESS_SCALE*worldPos;
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}
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#else
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{
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if (FASTPATH)
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{
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o.baseTexCoord_VertexBlend.xy = v.vBaseTexCoord;
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}
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else
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{
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o.baseTexCoord_VertexBlend.x = dot( v.vBaseTexCoord, c.cBaseTexCoordTransform[0] ) + c.cBaseTexCoordTransform[0].w;
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o.baseTexCoord_VertexBlend.y = dot( v.vBaseTexCoord, c.cBaseTexCoordTransform[1] ) + c.cBaseTexCoordTransform[1].w;
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}
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#if ( RELIEF_MAPPING == 0 )
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{
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// calculate detailorbumptexcoord
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if ( FASTPATH )
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o.detailOrBumpAndEnvmapMaskTexCoord.xy = v.vBaseTexCoord.xy;
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else
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{
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o.detailOrBumpAndEnvmapMaskTexCoord.x = dot( v.vBaseTexCoord, c.cDetailOrBumpTexCoordTransform[0] ) + c.cDetailOrBumpTexCoordTransform[0].w;
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o.detailOrBumpAndEnvmapMaskTexCoord.y = dot( v.vBaseTexCoord, c.cDetailOrBumpTexCoordTransform[1] ) + c.cDetailOrBumpTexCoordTransform[1].w;
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}
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}
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#endif
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}
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#endif
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if ( FASTPATH )
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{
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o.lightmapTexCoord3.zw = v.vBaseTexCoord;
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}
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else
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{
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o.lightmapTexCoord3.z = dot( v.vBaseTexCoord, c.cBlendMaskTexCoordTransform[0] ) + c.cBlendMaskTexCoordTransform[0].w;
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o.lightmapTexCoord3.w = dot( v.vBaseTexCoord, c.cBlendMaskTexCoordTransform[1] ) + c.cBlendMaskTexCoordTransform[1].w;
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}
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// compute lightmap coordinates
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if( g_bBumpmap && g_bBumpmapDiffuseLighting )
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{
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o.lightmapTexCoord1And2.xy = v.vLightmapTexCoord + v.vLightmapTexCoordOffset;
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float2 lightmapTexCoord2 = o.lightmapTexCoord1And2.xy + v.vLightmapTexCoordOffset;
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float2 lightmapTexCoord3 = lightmapTexCoord2 + v.vLightmapTexCoordOffset;
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// reversed component order
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o.lightmapTexCoord1And2.w = lightmapTexCoord2.x;
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o.lightmapTexCoord1And2.z = lightmapTexCoord2.y;
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o.lightmapTexCoord3.xy = lightmapTexCoord3;
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}
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else
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{
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o.lightmapTexCoord1And2.xy = v.vLightmapTexCoord;
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}
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#if ( RELIEF_MAPPING == 0)
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if( g_UseSeparateEnvmapMask || g_BumpMask )
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{
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// reversed component order
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# if FASTPATH
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o.detailOrBumpAndEnvmapMaskTexCoord.wz = v.vBaseTexCoord.xy;
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# else
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o.detailOrBumpAndEnvmapMaskTexCoord.w = dot( v.vBaseTexCoord, c.cEnvmapMaskTexCoordTransform[0] ) + c.cEnvmapMaskTexCoordTransform[0].w;
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o.detailOrBumpAndEnvmapMaskTexCoord.z = dot( v.vBaseTexCoord, c.cEnvmapMaskTexCoordTransform[1] ) + c.cEnvmapMaskTexCoordTransform[1].w;
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# endif
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}
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#endif
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if (!g_bVertexColor)
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{
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o.vertexColor = float4( 1.0f, 1.0f, 1.0f, c.cModulationColor.a );
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}
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else
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{
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#if FASTPATH
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o.vertexColor = v.vColor;
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#else
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if ( g_bVertexAlphaTexBlendFactor )
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{
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o.vertexColor.rgb = v.vColor.rgb;
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o.vertexColor.a = c.cModulationColor.a;
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}
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else
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{
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o.vertexColor = v.vColor;
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o.vertexColor.a *= c.cModulationColor.a;
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}
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#endif
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}
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#if SEAMLESS
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// compute belnd weights in rgb
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float3 vNormal=normalize( worldNormal );
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o.vertexColor.xyz = vNormal * vNormal; // sums to 1.
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#endif
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if ( g_bVertexAlphaTexBlendFactor )
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{
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#if SEAMLESS
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o.SeamlessTexCoord_VertexBlend.w = v.vColor.a;
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#else
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o.baseTexCoord_VertexBlend.z = v.vColor.a;
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#endif
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}
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return o;
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}
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