chore: clean up the main vertex shader and fix bugs with it
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@@ -25,15 +25,15 @@ SOFTWARE.
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cbuffer positionTransformWV : register(b0)
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{
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float4x4 matWV;
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float4x4 matWorldView;
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};
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cbuffer positionTransformWV2 : register(b1)
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{
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float4x4 matWV2;
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float4x4 matWorldView2;
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};
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cbuffer positionTransformProj : register(b2)
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{
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float4x4 matP;
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float4x4 matProjection;
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};
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cbuffer textureTransform : register(b3)
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{
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@@ -62,7 +62,7 @@ cbuffer lighting : register(b6)
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#ifdef TEXGEN
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cbuffer texgen : register(b7)
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{
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float4x4 matTexGenEye;
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float4x4 matTexGenView;
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float4x4 matTexGenObj;
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};
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#endif
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@@ -71,11 +71,11 @@ cbuffer texgen : register(b7)
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cbuffer positionTransformWV : register(b0)
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{
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float4x4 matWV;
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float4x4 matWorldView;
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};
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cbuffer positionTransformProj : register(b2)
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{
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float4x4 matP;
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float4x4 matProjection;
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};
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cbuffer textureUV2 : register(b4)
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{
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@@ -98,150 +98,104 @@ Texture2D<float4> light_texture : register(t0);
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#ifndef COMPRESSED
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struct VS_INPUT
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{
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float4 v0 : POSITION0;
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float4 v1 : COLOR0;
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float3 v2 : NORMAL0;
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float4 v3 : TEXCOORD0;
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int2 v4 : TEXCOORD1;
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float4 position : POSITION0;
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float4 colour : COLOR0;
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float3 normal : NORMAL0;
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float4 texCoord : TEXCOORD0;
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int2 lightMapCoord : TEXCOORD1;
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};
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#else
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struct VS_INPUT
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{
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int4 v0 : POSITION0;
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int4 v1 : TEXCOORD0;
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int4 position : POSITION0;
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int4 texCoord : TEXCOORD0;
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};
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#endif
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struct VS_OUTPUT
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{
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float4 o0 : SV_POSITION;
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float4 o1 : COLOR0;
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float4 o2 : TEXCOORD0;
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float4 position : SV_POSITION;
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float4 colour : COLOR0;
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float4 texCoord : TEXCOORD0;
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};
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float4 fog_calc(float4 vecFog, float eyeZ)
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float CalcFogFactor(float4 vecFog, float viewZ)
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{
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float4 r0;
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r0.x = vecFog.x + eyeZ;
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r0.y = vecFog.x * eyeZ;
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r0.y = 1.44269502 * r0.y;
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r0.y = exp2(r0.y);
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r0.y = min(1, r0.y);
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r0.x = saturate(vecFog.y * r0.x);
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bool bLinear = (vecFog.z == 1);
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bool bExp = (vecFog.z == 2);
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r0.y = bExp ? r0.y : 1;
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r0.z = bLinear ? r0.x : r0.y;
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return r0;
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float fogLinear = saturate(vecFog.y * (vecFog.x + viewZ));
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float fogExp = min(1.0f, exp2(1.44269502f * vecFog.x * viewZ));
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float f = (vecFog.z == 2) ? fogExp : 1.0f;
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return (vecFog.z == 1) ? fogLinear : f;
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}
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VS_OUTPUT main(VS_INPUT input)
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{
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VS_OUTPUT output;
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float4 r0, r1, r2;
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#ifndef COMPRESSED
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r0.xyzw = matWV2._m01_m11_m21_m31 * input.v0.yyyy;
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r0.xyzw = matWV2._m00_m10_m20_m30 * input.v0.xxxx + r0.xyzw;
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r0.xyzw = matWV2._m02_m12_m22_m32 * input.v0.zzzz + r0.xyzw;
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r0.xyzw = matWV2._m03_m13_m23_m33 * input.v0.wwww + r0.xyzw;
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r1.xyzw = matWV._m01_m11_m21_m31 * r0.yyyy;
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r1.xyzw = matWV._m00_m10_m20_m30 * r0.xxxx + r1.xyzw;
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r1.xyzw = matWV._m02_m12_m22_m32 * r0.zzzz + r1.xyzw;
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r0.xyzw = matWV._m03_m13_m23_m33 * r0.wwww + r1.xyzw;
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r1.xyzw = matP._m01_m11_m21_m31 * r0.yyyy;
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r1.xyzw = matP._m00_m10_m20_m30 * r0.xxxx + r1.xyzw;
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r1.xyzw = matP._m02_m12_m22_m32 * r0.zzzw + r1.xyzw;
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output.o0.xyzw = matP._m03_m13_m23_m33 * r0.wwww + r1.xyzw;
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float4 skinnedPosition = mul(matWorldView2, input.position);
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float4 cameraSpacePos = mul(matWorldView, skinnedPosition);
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output.position = mul(matProjection, cameraSpacePos);
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r0.xy = (int2)input.v4.xy;
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r0.xy = float2(0.00390625, 0.00390625) * r0.xy;
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r0.xy = max(vecUVT2.xy, r0.xy);
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r0.xy = frac(r0.xy);
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r1.xyzw = light_texture.SampleLevel(light_sampler_s, r0.xy, 0).xyzw;
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r1.w = 1;
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output.o1.xyzw = input.v1.wzyx * r1.xyzw;
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float2 lightMapUV = float2((int2) input.lightMapCoord) * 0.00390625f;
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lightMapUV = frac(max(vecUVT2.xy, lightMapUV));
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float4 lightMapSample = light_texture.SampleLevel(light_sampler_s, lightMapUV, 0);
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lightMapSample.w = 1.0f;
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#ifndef LIGHTING
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output.colour.xyzw = input.colour.wzyx * lightMapSample;
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#endif
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#ifdef LIGHTING
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r0.xyw = matWV2._m01_m11_m21 * input.v2.yyy;
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r0.xyw = matWV2._m00_m10_m20 * input.v2.xxx + r0.xyw;
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r0.xyw = matWV2._m02_m12_m22 * input.v2.zzz + r0.xyw;
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r1.xyz = matWV._m01_m11_m21 * r0.yyy;
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r1.xyz = matWV._m00_m10_m20 * r0.xxx + r1.xyz;
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r0.xyw = matWV._m02_m12_m22 * r0.www + r1.xyz;
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r1.x = dot(r0.xyw, r0.xyw);
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r1.x = rsqrt(r1.x);
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r0.xyw = r1.xxx * r0.xyw;
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r1.x = dot(vecLight1.xyz, r0.xyw);
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r0.x = dot(vecLight0.xyz, r0.xyw);
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r0.x = max(0, r0.x);
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r0.y = max(0, r1.x);
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r1.xyzw = vecLight1Col.xyzw * r0.yyyy;
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r1.xyzw = r0.xxxx * vecLight0Col.xyzw + r1.xyzw;
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r1.xyzw = saturate(vecLightAmbientCol.xyzw + r1.xyzw);
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float3 skinNormal = mul((float3x3)matWorldView2, input.normal);
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float3 viewNormal = normalize(mul((float3x3)matWorldView, skinNormal));
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r0.xy = (int2)input.v4.xy;
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r0.xy = float2(0.00390625, 0.00390625) * r0.xy;
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r0.xy = max(vecUVT2.xy, r0.xy);
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r0.xy = frac(r0.xy);
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r2.xyzw = light_texture.SampleLevel(light_sampler_s, r0.xy, 0).xyzw;
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r0.xyw = input.v1.wzy * r2.xyz;
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output.o1.xyz = r1.xyz * r0.xyw;
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output.o1.w = r1.w;
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float d0 = max(0.0f, dot(vecLight0, viewNormal));
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float d1 = max(0.0f, dot(vecLight1, viewNormal));
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float4 litColour = saturate(vecLightAmbientCol + d0 * vecLight0Col + d1 * vecLight1Col);
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lightMapUV = float2((int2)input.lightMapCoord) * 0.00390625f;
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lightMapUV = frac(max(vecUVT2.xy, lightMapUV));
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lightMapSample = light_texture.SampleLevel(light_sampler_s, lightMapUV, 0);
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output.colour.xyz = litColour.xyz * (input.colour.wzy * lightMapSample.xyz);
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output.colour.w = litColour.w;
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#endif
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#ifdef TEXGEN
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r1.xyzw = matTexGenEye._m01_m11_m21_m31 * r0.yyyy;
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r1.xyzw = matTexGenEye._m00_m10_m20_m30 * r0.xxxx + r1.xyzw;
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r1.xyzw = matTexGenEye._m02_m12_m22_m32 * r0.zzzz + r1.xyzw;
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r1.xyzw = matTexGenEye._m03_m13_m23_m33 * r0.wwww + r1.xyzw;
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r2.xyzw = matTexGenObj._m01_m11_m21_m31 * input.v0.yyyy;
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r2.xyzw = matTexGenObj._m00_m10_m20_m30 * input.v0.xxxx + r2.xyzw;
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r2.xyzw = matTexGenObj._m02_m12_m22_m32 * input.v0.zzzz + r2.xyzw;
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r2.xyzw = matTexGenObj._m03_m13_m23_m33 * input.v0.wwww + r2.xyzw;
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r1.xyzw = r2.xyzw + r1.xyzw;
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r0.xyw = matUV._m01_m11_m31 * r1.yyy;
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r0.xyw = matUV._m00_m10_m30 * r1.xxx + r0.xyw;
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r0.xyw = matUV._m02_m12_m32 * r1.zzz + r0.xyw;
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output.o2.xyw = matUV._m03_m13_m33 * r1.www + r0.xyw;
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float4 texGenCoords = mul(matTexGenView, cameraSpacePos) + mul(matTexGenObj, input.position);
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output.texCoord.x = dot(matUV[0], texGenCoords);
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output.texCoord.y = dot(matUV[1], texGenCoords);
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output.texCoord.w = dot(matUV[3], texGenCoords);
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#else
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r0.xy = matUV._m01_m11 * input.v3.yy;
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r0.xy = matUV._m00_m10 * input.v3.xx + r0.xy;
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output.o2.xy = matUV._m03_m13 + r0.xy;
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output.o2.w = 1;
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output.texCoord.xy = float2(dot(matUV[0], input.texCoord), dot(matUV[1], input.texCoord));
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output.texCoord.w = 1.0f;
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#endif
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float4 fog = fog_calc(vecFog, r0.z);
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output.o2.z = fog.z;
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output.texCoord.z = CalcFogFactor(vecFog, cameraSpacePos.z);
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#else // COMPRESSED
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r0.xyzw = (int4)input.v0.xyzw;
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r0.xyz = r0.xyz * float3(0.0009765625, 0.0009765625, 0.0009765625) + vecWV2Trans.xyz;
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r0.w = 32768 + r0.w;
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r1.xyz = float3(1.52587891e-05, 0.00048828125, 0.03125) * r0.www;
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r1.xyz = frac(r1.xyz);
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r2.xyzw = matWV._m01_m11_m21_m31 * r0.yyyy;
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r2.xyzw = matWV._m00_m10_m20_m30 * r0.xxxx + r2.xyzw;
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r0.xyzw = matWV._m02_m12_m22_m32 * r0.zzzz + r2.xyzw;
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r0.xyzw = matWV._m03_m13_m23_m33 + r0.xyzw;
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r2.xyzw = matP._m01_m11_m21_m31 * r0.yyyy;
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r2.xyzw = matP._m00_m10_m20_m30 * r0.xxxx + r2.xyzw;
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r2.xyzw = matP._m02_m12_m22_m32 * r0.zzzz + r2.xyzw;
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output.o0.xyzw = matP._m03_m13_m23_m33 * r0.wwww + r2.xyzw;
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r2.xyzw = (int4)input.v1.zwxy;
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r2.xyzw = float4(0.00390625, 0.00390625, 0.000122070312, 0.000122070312) * r2.xyzw;
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r0.xy = max(vecUVT2.xy, r2.xy);
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output.o2.xy = r2.zw;
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r0.xy = frac(r0.xy);
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r2.xyzw = light_texture.SampleLevel(light_sampler_s, r0.xy, 0).xyzw;
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output.o1.xyz = r2.xyz * r1.xyz;
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output.o1.w = 1;
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float4 pos;
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pos.xyz = float3((int3)input.position.xyz) * 0.0009765625f + vecWV2Trans.xyz;
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pos.w = 1.0f;
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float4 fog = fog_calc(vecFog, r0.z);
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output.o2.z = fog.z;
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output.o2.w = 1;
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int packedColor = (int)input.position.w + 32768;
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float3 colour = frac(packedColor * float3(1.52587891e-05f, 0.00048828125f, 0.03125f));
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float4 cameraSpacePos = mul(matWorldView, pos);
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output.position = mul(matProjection, cameraSpacePos);
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float4 uvs = float4((int4)input.texCoord.zwxy) * float4(0.00390625f, 0.00390625f, 0.000122070312f, 0.000122070312f);
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float2 lightMapUV = frac(max(vecUVT2.xy, uvs.xy));
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float4 lightMapSample = light_texture.SampleLevel(light_sampler_s, lightMapUV, 0);
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output.colour.xyz = lightMapSample.xyz * colour;
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output.colour.w = 1.0f;
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output.texCoord.xy = uvs.zw;
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output.texCoord.z = CalcFogFactor(vecFog, cameraSpacePos.z);
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output.texCoord.w = 1.0f;
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#endif
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