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diff --git a/mp/src/materialsystem/stdshaders/Refract_vs20.fxc b/mp/src/materialsystem/stdshaders/Refract_vs20.fxc
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+//====== Copyright � 1996-2005, Valve Corporation, All rights reserved. =======
+//
+// Purpose:
+//
+//=============================================================================
+
+// STATIC: "MODEL" "0..1"
+// STATIC: "COLORMODULATE" "0..1"
+
+// DYNAMIC: "COMPRESSED_VERTS" "0..1"
+// DYNAMIC: "SKINNING" "0..1"
+
+#include "common_vs_fxc.h"
+
+static const bool g_bSkinning = SKINNING ? true : false;
+static const bool g_bModel = MODEL ? true : false;
+
+const float4 cBumpTexCoordTransform[4] : register( SHADER_SPECIFIC_CONST_1 );
+
+const float g_flTime : register( SHADER_SPECIFIC_CONST_5 );
+
+struct VS_INPUT
+{
+ float4 vPos : POSITION;
+ float4 vBoneWeights : BLENDWEIGHT;
+ float4 vBoneIndices : BLENDINDICES;
+ float4 vNormal : NORMAL;
+ float4 vBaseTexCoord : TEXCOORD0;
+#if !MODEL
+ float3 vTangentS : TANGENT;
+ float3 vTangentT : BINORMAL0;
+#else
+ float4 vUserData : TANGENT;
+#endif
+#if COLORMODULATE
+ float4 vColor : COLOR0;
+#endif
+};
+
+struct VS_OUTPUT
+{
+ float4 vProjPos_POSITION : POSITION;
+#if !defined( _X360 )
+ float vFog : FOG;
+#endif
+ float4 vBumpTexCoord : TEXCOORD0;
+ float3 vTangentEyeVect : TEXCOORD1;
+ float3 vWorldNormal : TEXCOORD2;
+ float3 vWorldTangent : TEXCOORD3;
+ float3 vWorldBinormal : TEXCOORD4;
+ float3 vRefractXYW : TEXCOORD5;
+ float3 vWorldViewVector : TEXCOORD6;
+#if COLORMODULATE
+ float4 vColor : COLOR0;
+#endif
+ float4 fogFactorW : COLOR1;
+
+ float4 worldPos_projPosZ : TEXCOORD7; // Necessary for pixel fog
+};
+
+VS_OUTPUT main( const VS_INPUT v )
+{
+ VS_OUTPUT o = ( VS_OUTPUT )0;
+
+#if COLORMODULATE
+ o.vColor = v.vColor;
+#endif
+
+ float3 worldNormal, worldPos, worldTangentS, worldTangentT;
+
+ float3 vObjNormal;
+#if MODEL
+ float4 vObjTangent;
+ DecompressVertex_NormalTangent( v.vNormal, v.vUserData, vObjNormal, vObjTangent );
+
+ SkinPositionNormalAndTangentSpace(
+ g_bSkinning,
+ v.vPos, vObjNormal, vObjTangent,
+ v.vBoneWeights, v.vBoneIndices,
+ worldPos, worldNormal, worldTangentS, worldTangentT );
+#else
+ DecompressVertex_Normal( v.vNormal, vObjNormal );
+
+ worldPos = mul( v.vPos, cModel[0] );
+ worldTangentS = mul( v.vTangentS, ( const float3x3 )cModel[0] );
+ worldTangentT = mul( v.vTangentT, ( const float3x3 )cModel[0] );
+ worldNormal = mul( vObjNormal, ( float3x3 )cModel[0] );
+#endif
+
+ // World normal
+ o.vWorldNormal.xyz = normalize( worldNormal.xyz );
+
+ // Projected position
+ float4 vProjPos = mul( float4( worldPos, 1 ), cViewProj );
+ o.vProjPos_POSITION = vProjPos;
+ vProjPos.z = dot( float4( worldPos, 1 ), cViewProjZ );
+ o.worldPos_projPosZ = float4( worldPos.xyz, vProjPos.z );
+ //o.projNormal.xyz = mul( worldNormal, cViewProj );
+
+ // Map projected position to the refraction texture
+ float2 vRefractPos;
+ vRefractPos.x = vProjPos.x;
+ vRefractPos.y = -vProjPos.y; // invert Y
+ vRefractPos = (vRefractPos + vProjPos.w) * 0.5f;
+
+ // Refraction transform
+ o.vRefractXYW = float3(vRefractPos.x, vRefractPos.y, vProjPos.w);
+
+ // Compute fog based on the position
+ float3 vWorldPos = mul( v.vPos, cModel[0] );
+ o.fogFactorW = CalcFog( vWorldPos, vProjPos, FOGTYPE_RANGE );
+#if !defined( _X360 )
+ o.vFog = o.fogFactorW;
+#endif
+
+ // Eye vector
+ float3 vWorldEyeVect = normalize( cEyePos - vWorldPos );
+ o.vWorldViewVector.xyz = -vWorldEyeVect.xyz;
+
+ // Transform to the tangent space
+ o.vTangentEyeVect.x = dot( vWorldEyeVect, worldTangentS );
+ o.vTangentEyeVect.y = dot( vWorldEyeVect, worldTangentT );
+ o.vTangentEyeVect.z = dot( vWorldEyeVect, worldNormal );
+
+ // Tranform bump coordinates
+ o.vBumpTexCoord.x = dot( v.vBaseTexCoord, cBumpTexCoordTransform[0] );
+ o.vBumpTexCoord.y = dot( v.vBaseTexCoord, cBumpTexCoordTransform[1] );
+
+ // Tranform bump coordinates (note wz, not zw)
+ o.vBumpTexCoord.w = dot( v.vBaseTexCoord, cBumpTexCoordTransform[2] );
+ o.vBumpTexCoord.z = dot( v.vBaseTexCoord, cBumpTexCoordTransform[3] );
+
+
+ // Tangent space transform
+ o.vWorldNormal.xyz = normalize( worldNormal.xyz );
+ o.vWorldTangent.xyz = worldTangentS.xyz;
+ o.vWorldBinormal.xyz = worldTangentT.xyz;
+
+ return o;
+}