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base/renderprogs/bloodorb3_capture.vertex
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base/renderprogs/bloodorb3_capture.vertex
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/*
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===========================================================================
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Doom 3 BFG Edition GPL Source Code
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Copyright (C) 1993-2012 id Software LLC, a ZeniMax Media company.
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This file is part of the Doom 3 BFG Edition GPL Source Code ("Doom 3 BFG Edition Source Code").
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Doom 3 BFG Edition Source Code is free software: you can redistribute it and/or modify
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it under the terms of the GNU General Public License as published by
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the Free Software Foundation, either version 3 of the License, or
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(at your option) any later version.
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Doom 3 BFG Edition Source Code is distributed in the hope that it will be useful,
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but WITHOUT ANY WARRANTY; without even the implied warranty of
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MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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GNU General Public License for more details.
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You should have received a copy of the GNU General Public License
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along with Doom 3 BFG Edition Source Code. If not, see <http://www.gnu.org/licenses/>.
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In addition, the Doom 3 BFG Edition Source Code is also subject to certain additional terms. You should have received a copy of these additional terms immediately following the terms and conditions of the GNU General Public License which accompanied the Doom 3 BFG Edition Source Code. If not, please request a copy in writing from id Software at the address below.
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If you have questions concerning this license or the applicable additional terms, you may contact in writing id Software LLC, c/o ZeniMax Media Inc., Suite 120, Rockville, Maryland 20850 USA.
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===========================================================================
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*/
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#include "global.inc"
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uniform float4 rpUser0 : register( c128 ); //rpCenterScaleTex
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uniform float4 rpUser1 : register( c129 ); //rpRotateTex
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uniform float4 rpUser2 : register( c130 ); //rpColorFactor
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struct VS_IN {
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float4 position : POSITION;
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float2 texcoord : TEXCOORD0;
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float4 normal : NORMAL;
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float4 tangent : TANGENT;
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float4 color : COLOR0;
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};
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struct VS_OUT {
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float4 position : POSITION;
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float2 texcoord0 : TEXCOORD0;
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float2 texcoord1 : TEXCOORD1;
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float2 texcoord2 : TEXCOORD2;
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float2 texcoord3 : TEXCOORD3;
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float2 texcoord4 : TEXCOORD4;
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};
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void main( VS_IN vertex, out VS_OUT result ) {
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result.position.x = dot4( vertex.position, rpMVPmatrixX );
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result.position.y = dot4( vertex.position, rpMVPmatrixY );
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result.position.z = dot4( vertex.position, rpMVPmatrixZ );
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result.position.w = dot4( vertex.position, rpMVPmatrixW );
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//_accum 1
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const float4 centerScaleTex = rpUser0;
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const float4 rotateTex = rpUser1;
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float2 tc0 = CenterScale( vertex.texcoord, centerScaleTex.xy );
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result.texcoord0 = Rotate2D( tc0, rotateTex.xy );
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// accum 2
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result.texcoord1 = Rotate2D( tc0, float2( rotateTex.z, -rotateTex.w ) );
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// accum 3
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result.texcoord2 = Rotate2D( tc0, rotateTex.zw );
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// pass through for currentrender
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result.texcoord3 = vertex.texcoord;
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// pass through the color fator
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const float4 colorFactor = rpUser2;
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result.texcoord4 = colorFactor.xx;
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}
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