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@@ -62,13 +62,13 @@ VSOutput VSBasic(VSInput vin)
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}
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-// Vertex shader: no fog.
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-VSOutputNoFog VSBasicNoFog(VSInput vin)
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+// Vertex shader: basic + fog.
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+VSOutputFog VSBasicFog(VSInput vin)
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{
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- VSOutputNoFog vout;
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+ VSOutputFog vout;
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CommonVSOutput cout = ComputeCommonVSOutput(vin.Position);
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- SetCommonVSOutputParamsNoFog;
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+ SetCommonVSOutputParamsFog;
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return vout;
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}
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@@ -88,13 +88,13 @@ VSOutput VSBasicVc(VSInputVc vin)
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}
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-// Vertex shader: vertex color, no fog.
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-VSOutputNoFog VSBasicVcNoFog(VSInputVc vin)
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+// Vertex shader: vertex color + fog.
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+VSOutputFog VSBasicVcFog(VSInputVc vin)
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{
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- VSOutputNoFog vout;
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+ VSOutputFog vout;
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CommonVSOutput cout = ComputeCommonVSOutput(vin.Position);
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- SetCommonVSOutputParamsNoFog;
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+ SetCommonVSOutputParamsFog;
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vout.Diffuse *= vin.Color;
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@@ -116,13 +116,13 @@ VSOutputTx VSBasicTx(VSInputTx vin)
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}
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-// Vertex shader: texture, no fog.
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-VSOutputTxNoFog VSBasicTxNoFog(VSInputTx vin)
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+// Vertex shader: texture + fog.
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+VSOutputTxFog VSBasicTxFog(VSInputTx vin)
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{
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- VSOutputTxNoFog vout;
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+ VSOutputTxFog vout;
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CommonVSOutput cout = ComputeCommonVSOutput(vin.Position);
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- SetCommonVSOutputParamsNoFog;
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+ SetCommonVSOutputParamsFog;
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vout.TexCoord = vin.TexCoord;
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@@ -145,13 +145,13 @@ VSOutputTx VSBasicTxVc(VSInputTxVc vin)
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}
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-// Vertex shader: texture + vertex color, no fog.
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-VSOutputTxNoFog VSBasicTxVcNoFog(VSInputTxVc vin)
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+// Vertex shader: texture + vertex color + fog.
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+VSOutputTxFog VSBasicTxVcFog(VSInputTxVc vin)
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{
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- VSOutputTxNoFog vout;
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+ VSOutputTxFog vout;
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CommonVSOutput cout = ComputeCommonVSOutput(vin.Position);
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- SetCommonVSOutputParamsNoFog;
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+ SetCommonVSOutputParamsFog;
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vout.TexCoord = vin.TexCoord;
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vout.Diffuse *= vin.Color;
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@@ -160,25 +160,25 @@ VSOutputTxNoFog VSBasicTxVcNoFog(VSInputTxVc vin)
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}
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-// Vertex shader: vertex lighting.
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-VSOutput VSBasicVertexLighting(VSInputNm vin)
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+// Vertex shader: vertex lighting + fog.
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+VSOutputFog VSBasicVertexLightingFog(VSInputNm vin)
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{
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- VSOutput vout;
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+ VSOutputFog vout;
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CommonVSOutput cout = ComputeCommonVSOutputWithLighting(vin.Position, vin.Normal, 3);
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- SetCommonVSOutputParams;
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+ SetCommonVSOutputParamsFog;
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return vout;
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}
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-// Vertex shader: vertex lighting + vertex color.
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-VSOutput VSBasicVertexLightingVc(VSInputNmVc vin)
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+// Vertex shader: vertex lighting + vertex color + fog.
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+VSOutputFog VSBasicVertexLightingVcFog(VSInputNmVc vin)
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{
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- VSOutput vout;
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+ VSOutputFog vout;
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CommonVSOutput cout = ComputeCommonVSOutputWithLighting(vin.Position, vin.Normal, 3);
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- SetCommonVSOutputParams;
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+ SetCommonVSOutputParamsFog;
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vout.Diffuse *= vin.Color;
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@@ -186,13 +186,13 @@ VSOutput VSBasicVertexLightingVc(VSInputNmVc vin)
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}
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-// Vertex shader: vertex lighting + texture.
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-VSOutputTx VSBasicVertexLightingTx(VSInputNmTx vin)
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+// Vertex shader: vertex lighting + texture + fog.
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+VSOutputTxFog VSBasicVertexLightingTxFog(VSInputNmTx vin)
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{
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- VSOutputTx vout;
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+ VSOutputTxFog vout;
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CommonVSOutput cout = ComputeCommonVSOutputWithLighting(vin.Position, vin.Normal, 3);
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- SetCommonVSOutputParams;
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+ SetCommonVSOutputParamsFog;
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vout.TexCoord = vin.TexCoord;
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@@ -200,13 +200,13 @@ VSOutputTx VSBasicVertexLightingTx(VSInputNmTx vin)
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}
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-// Vertex shader: vertex lighting + texture + vertex color.
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-VSOutputTx VSBasicVertexLightingTxVc(VSInputNmTxVc vin)
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+// Vertex shader: vertex lighting + texture + vertex color + fog.
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+VSOutputTxFog VSBasicVertexLightingTxVcFog(VSInputNmTxVc vin)
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{
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- VSOutputTx vout;
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+ VSOutputTxFog vout;
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CommonVSOutput cout = ComputeCommonVSOutputWithLighting(vin.Position, vin.Normal, 3);
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- SetCommonVSOutputParams;
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+ SetCommonVSOutputParamsFog;
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vout.TexCoord = vin.TexCoord;
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vout.Diffuse *= vin.Color;
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@@ -215,25 +215,25 @@ VSOutputTx VSBasicVertexLightingTxVc(VSInputNmTxVc vin)
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}
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-// Vertex shader: one light.
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-VSOutput VSBasicOneLight(VSInputNm vin)
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+// Vertex shader: one light + fog.
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+VSOutputFog VSBasicOneLightFog(VSInputNm vin)
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{
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- VSOutput vout;
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+ VSOutputFog vout;
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CommonVSOutput cout = ComputeCommonVSOutputWithLighting(vin.Position, vin.Normal, 1);
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- SetCommonVSOutputParams;
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+ SetCommonVSOutputParamsFog;
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return vout;
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}
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-// Vertex shader: one light + vertex color.
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-VSOutput VSBasicOneLightVc(VSInputNmVc vin)
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+// Vertex shader: one light + vertex color + fog.
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+VSOutputFog VSBasicOneLightVcFog(VSInputNmVc vin)
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{
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- VSOutput vout;
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+ VSOutputFog vout;
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CommonVSOutput cout = ComputeCommonVSOutputWithLighting(vin.Position, vin.Normal, 1);
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- SetCommonVSOutputParams;
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+ SetCommonVSOutputParamsFog;
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vout.Diffuse *= vin.Color;
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@@ -241,13 +241,13 @@ VSOutput VSBasicOneLightVc(VSInputNmVc vin)
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}
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-// Vertex shader: one light + texture.
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-VSOutputTx VSBasicOneLightTx(VSInputNmTx vin)
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+// Vertex shader: one light + texture + fog.
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+VSOutputTxFog VSBasicOneLightTxFog(VSInputNmTx vin)
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{
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- VSOutputTx vout;
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+ VSOutputTxFog vout;
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CommonVSOutput cout = ComputeCommonVSOutputWithLighting(vin.Position, vin.Normal, 1);
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- SetCommonVSOutputParams;
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+ SetCommonVSOutputParamsFog;
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vout.TexCoord = vin.TexCoord;
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@@ -255,13 +255,13 @@ VSOutputTx VSBasicOneLightTx(VSInputNmTx vin)
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}
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-// Vertex shader: one light + texture + vertex color.
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-VSOutputTx VSBasicOneLightTxVc(VSInputNmTxVc vin)
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+// Vertex shader: one light + texture + vertex color + fog.
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+VSOutputTxFog VSBasicOneLightTxVcFog(VSInputNmTxVc vin)
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{
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- VSOutputTx vout;
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+ VSOutputTxFog vout;
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CommonVSOutput cout = ComputeCommonVSOutputWithLighting(vin.Position, vin.Normal, 1);
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- SetCommonVSOutputParams;
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+ SetCommonVSOutputParamsFog;
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vout.TexCoord = vin.TexCoord;
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vout.Diffuse *= vin.Color;
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@@ -270,8 +270,8 @@ VSOutputTx VSBasicOneLightTxVc(VSInputNmTxVc vin)
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}
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-// Vertex shader: pixel lighting.
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-VSOutputPixelLighting VSBasicPixelLighting(VSInputNm vin)
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+// Vertex shader: pixel lighting + fog.
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+VSOutputPixelLighting VSBasicPixelLightingFog(VSInputNm vin)
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{
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VSOutputPixelLighting vout;
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@@ -284,8 +284,8 @@ VSOutputPixelLighting VSBasicPixelLighting(VSInputNm vin)
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}
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-// Vertex shader: pixel lighting + vertex color.
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-VSOutputPixelLighting VSBasicPixelLightingVc(VSInputNmVc vin)
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+// Vertex shader: pixel lighting + vertex color + fog.
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+VSOutputPixelLighting VSBasicPixelLightingVcFog(VSInputNmVc vin)
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{
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VSOutputPixelLighting vout;
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@@ -299,8 +299,8 @@ VSOutputPixelLighting VSBasicPixelLightingVc(VSInputNmVc vin)
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}
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-// Vertex shader: pixel lighting + texture.
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-VSOutputPixelLightingTx VSBasicPixelLightingTx(VSInputNmTx vin)
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+// Vertex shader: pixel lighting + texture + fog.
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+VSOutputPixelLightingTx VSBasicPixelLightingTxFog(VSInputNmTx vin)
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{
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VSOutputPixelLightingTx vout;
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@@ -314,8 +314,8 @@ VSOutputPixelLightingTx VSBasicPixelLightingTx(VSInputNmTx vin)
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}
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-// Vertex shader: pixel lighting + texture + vertex color.
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-VSOutputPixelLightingTx VSBasicPixelLightingTxVc(VSInputNmTxVc vin)
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+// Vertex shader: pixel lighting + texture + vertex color + fog.
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+VSOutputPixelLightingTx VSBasicPixelLightingTxVcFog(VSInputNmTxVc vin)
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{
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VSOutputPixelLightingTx vout;
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@@ -332,6 +332,13 @@ VSOutputPixelLightingTx VSBasicPixelLightingTxVc(VSInputNmTxVc vin)
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// Pixel shader: basic.
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float4 PSBasic(VSOutput pin) : SV_Target0
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+{
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+ return pin.Diffuse;
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+}
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+
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+
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+// Pixel shader: basic + fog.
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+float4 PSBasicFog(VSOutputFog pin) : SV_Target0
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{
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float4 color = pin.Diffuse;
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@@ -341,15 +348,15 @@ float4 PSBasic(VSOutput pin) : SV_Target0
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}
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-// Pixel shader: no fog.
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-float4 PSBasicNoFog(VSOutputNoFog pin) : SV_Target0
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+// Pixel shader: texture.
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+float4 PSBasicTx(VSOutputTx pin) : SV_Target0
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{
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- return pin.Diffuse;
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+ return SAMPLE_TEXTURE(Texture, pin.TexCoord) * pin.Diffuse;
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}
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-// Pixel shader: texture.
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-float4 PSBasicTx(VSOutputTx pin) : SV_Target0
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+// Pixel shader: texture + fog.
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+float4 PSBasicTxFog(VSOutputTxFog pin) : SV_Target0
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{
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float4 color = SAMPLE_TEXTURE(Texture, pin.TexCoord) * pin.Diffuse;
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@@ -359,61 +366,54 @@ float4 PSBasicTx(VSOutputTx pin) : SV_Target0
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}
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-// Pixel shader: texture, no fog.
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-float4 PSBasicTxNoFog(VSOutputTxNoFog pin) : SV_Target0
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-{
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- return SAMPLE_TEXTURE(Texture, pin.TexCoord) * pin.Diffuse;
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-}
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-
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-
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// Pixel shader: vertex lighting.
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-float4 PSBasicVertexLighting(VSOutput pin) : SV_Target0
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+float4 PSBasicVertexLighting(VSOutputFog pin) : SV_Target0
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{
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float4 color = pin.Diffuse;
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-
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+
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AddSpecular(color, pin.Specular.rgb);
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- ApplyFog(color, pin.Specular.w);
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return color;
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}
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-// Pixel shader: vertex lighting, no fog.
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-float4 PSBasicVertexLightingNoFog(VSOutput pin) : SV_Target0
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+// Pixel shader: vertex lighting + fog.
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+float4 PSBasicVertexLightingFog(VSOutputFog pin) : SV_Target0
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{
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float4 color = pin.Diffuse;
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-
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+
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AddSpecular(color, pin.Specular.rgb);
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+ ApplyFog(color, pin.Specular.w);
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return color;
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}
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// Pixel shader: vertex lighting + texture.
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-float4 PSBasicVertexLightingTx(VSOutputTx pin) : SV_Target0
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+float4 PSBasicVertexLightingTx(VSOutputTxFog pin) : SV_Target0
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{
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float4 color = SAMPLE_TEXTURE(Texture, pin.TexCoord) * pin.Diffuse;
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AddSpecular(color, pin.Specular.rgb);
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- ApplyFog(color, pin.Specular.w);
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return color;
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}
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-// Pixel shader: vertex lighting + texture, no fog.
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-float4 PSBasicVertexLightingTxNoFog(VSOutputTx pin) : SV_Target0
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+// Pixel shader: vertex lighting + texture + fog.
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+float4 PSBasicVertexLightingTxFog(VSOutputTxFog pin) : SV_Target0
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{
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float4 color = SAMPLE_TEXTURE(Texture, pin.TexCoord) * pin.Diffuse;
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AddSpecular(color, pin.Specular.rgb);
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+ ApplyFog(color, pin.Specular.w);
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return color;
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}
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-// Pixel shader: pixel lighting.
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-float4 PSBasicPixelLighting(VSOutputPixelLighting pin) : SV_Target0
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+// Pixel shader: pixel lighting + fog.
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+float4 PSBasicPixelLightingFog(VSOutputPixelLighting pin) : SV_Target0
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{
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float4 color = pin.Diffuse;
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@@ -431,8 +431,8 @@ float4 PSBasicPixelLighting(VSOutputPixelLighting pin) : SV_Target0
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}
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-// Pixel shader: pixel lighting + texture.
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-float4 PSBasicPixelLightingTx(VSOutputPixelLightingTx pin) : SV_Target0
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+// Pixel shader: pixel lighting + texture + fog.
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+float4 PSBasicPixelLightingTxFog(VSOutputPixelLightingTx pin) : SV_Target0
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{
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float4 color = SAMPLE_TEXTURE(Texture, pin.TexCoord) * pin.Diffuse;
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@@ -453,38 +453,38 @@ float4 PSBasicPixelLightingTx(VSOutputPixelLightingTx pin) : SV_Target0
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// NOTE: The order of the techniques here are
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// defined to match the indexing in LightingEffect.cs.
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-TECHNIQUE( BasicEffect, VSBasic, PSBasic );
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-TECHNIQUE( BasicEffect_NoFog, VSBasicNoFog, PSBasicNoFog );
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-TECHNIQUE( BasicEffect_VertexColor, VSBasicVc, PSBasic );
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-TECHNIQUE( BasicEffect_VertexColor_NoFog, VSBasicVcNoFog, PSBasicNoFog );
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-TECHNIQUE( BasicEffect_Texture, VSBasicTx, PSBasicTx );
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-TECHNIQUE( BasicEffect_Texture_NoFog, VSBasicTxNoFog, PSBasicTxNoFog );
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-TECHNIQUE( BasicEffect_Texture_VertexColor, VSBasicTxVc, PSBasicTx );
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-TECHNIQUE( BasicEffect_Texture_VertexColor_NoFog, VSBasicTxVcNoFog, PSBasicTxNoFog );
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-
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-TECHNIQUE( BasicEffect_VertexLighting, VSBasicVertexLighting, PSBasicVertexLighting );
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-TECHNIQUE( BasicEffect_VertexLighting_NoFog, VSBasicVertexLighting, PSBasicVertexLightingNoFog );
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-TECHNIQUE( BasicEffect_VertexLighting_VertexColor, VSBasicVertexLightingVc, PSBasicVertexLighting );
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-TECHNIQUE( BasicEffect_VertexLighting_VertexColor_NoFog, VSBasicVertexLightingVc, PSBasicVertexLightingNoFog );
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-TECHNIQUE( BasicEffect_VertexLighting_Texture, VSBasicVertexLightingTx, PSBasicVertexLightingTx );
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-TECHNIQUE( BasicEffect_VertexLighting_Texture_NoFog, VSBasicVertexLightingTx, PSBasicVertexLightingTxNoFog );
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-TECHNIQUE( BasicEffect_VertexLighting_Texture_VertexColor, VSBasicVertexLightingTxVc, PSBasicVertexLightingTx );
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-TECHNIQUE( BasicEffect_VertexLighting_Texture_VertexColor_NoFog, VSBasicVertexLightingTxVc, PSBasicVertexLightingTxNoFog );
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-
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-TECHNIQUE( BasicEffect_OneLight, VSBasicOneLight, PSBasicVertexLighting );
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-TECHNIQUE( BasicEffect_OneLight_NoFog, VSBasicOneLight, PSBasicVertexLightingNoFog );
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-TECHNIQUE( BasicEffect_OneLight_VertexColor, VSBasicOneLightVc, PSBasicVertexLighting );
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-TECHNIQUE( BasicEffect_OneLight_VertexColor_NoFog, VSBasicOneLightVc, PSBasicVertexLightingNoFog );
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-TECHNIQUE( BasicEffect_OneLight_Texture, VSBasicOneLightTx, PSBasicVertexLightingTx );
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-TECHNIQUE( BasicEffect_OneLight_Texture_NoFog, VSBasicOneLightTx, PSBasicVertexLightingTxNoFog );
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-TECHNIQUE( BasicEffect_OneLight_Texture_VertexColor, VSBasicOneLightTxVc, PSBasicVertexLightingTx );
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-TECHNIQUE( BasicEffect_OneLight_Texture_VertexColor_NoFog, VSBasicOneLightTxVc, PSBasicVertexLightingTxNoFog );
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-
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-TECHNIQUE( BasicEffect_PixelLighting, VSBasicPixelLighting, PSBasicPixelLighting );
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-TECHNIQUE( BasicEffect_PixelLighting_NoFog, VSBasicPixelLighting, PSBasicPixelLighting );
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-TECHNIQUE( BasicEffect_PixelLighting_VertexColor, VSBasicPixelLightingVc, PSBasicPixelLighting );
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-TECHNIQUE( BasicEffect_PixelLighting_VertexColor_NoFog, VSBasicPixelLightingVc, PSBasicPixelLighting );
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-TECHNIQUE( BasicEffect_PixelLighting_Texture, VSBasicPixelLightingTx, PSBasicPixelLightingTx );
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-TECHNIQUE( BasicEffect_PixelLighting_Texture_NoFog, VSBasicPixelLightingTx, PSBasicPixelLightingTx );
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-TECHNIQUE( BasicEffect_PixelLighting_Texture_VertexColor, VSBasicPixelLightingTxVc, PSBasicPixelLightingTx );
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-TECHNIQUE( BasicEffect_PixelLighting_Texture_VertexColor_NoFog, VSBasicPixelLightingTxVc, PSBasicPixelLightingTx );
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+TECHNIQUE( BasicEffect, VSBasic, PSBasic );
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+TECHNIQUE( BasicEffect_Fog, VSBasicFog, PSBasicFog );
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+TECHNIQUE( BasicEffect_VertexColor, VSBasicVc, PSBasic );
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+TECHNIQUE( BasicEffect_VertexColor_Fog, VSBasicVcFog, PSBasicFog );
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+TECHNIQUE( BasicEffect_Texture, VSBasicTx, PSBasicTx );
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+TECHNIQUE( BasicEffect_Texture_Fog, VSBasicTxFog, PSBasicTxFog );
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+TECHNIQUE( BasicEffect_Texture_VertexColor, VSBasicTxVc, PSBasicTx );
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+TECHNIQUE( BasicEffect_Texture_VertexColor_Fog, VSBasicTxVcFog, PSBasicTxFog );
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+
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+TECHNIQUE( BasicEffect_VertexLighting, VSBasicVertexLightingFog, PSBasicVertexLighting );
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+TECHNIQUE( BasicEffect_VertexLighting_Fog, VSBasicVertexLightingFog, PSBasicVertexLightingFog );
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+TECHNIQUE( BasicEffect_VertexLighting_VertexColor, VSBasicVertexLightingVcFog, PSBasicVertexLighting );
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+TECHNIQUE( BasicEffect_VertexLighting_VertexColor_Fog, VSBasicVertexLightingVcFog, PSBasicVertexLightingFog );
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+TECHNIQUE( BasicEffect_VertexLighting_Texture, VSBasicVertexLightingTxFog, PSBasicVertexLightingTx );
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+TECHNIQUE( BasicEffect_VertexLighting_Texture_Fog, VSBasicVertexLightingTxFog, PSBasicVertexLightingTxFog );
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+TECHNIQUE( BasicEffect_VertexLighting_Texture_VertexColor, VSBasicVertexLightingTxVcFog,PSBasicVertexLightingTx );
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+TECHNIQUE( BasicEffect_VertexLighting_Texture_VertexColor_Fog, VSBasicVertexLightingTxVcFog,PSBasicVertexLightingTxFog );
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+
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+TECHNIQUE( BasicEffect_OneLight, VSBasicOneLightFog, PSBasicVertexLighting );
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+TECHNIQUE( BasicEffect_OneLight_Fog, VSBasicOneLightFog, PSBasicVertexLightingFog );
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+TECHNIQUE( BasicEffect_OneLight_VertexColor, VSBasicOneLightVcFog, PSBasicVertexLighting );
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+TECHNIQUE( BasicEffect_OneLight_VertexColor_Fog, VSBasicOneLightVcFog, PSBasicVertexLightingFog );
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+TECHNIQUE( BasicEffect_OneLight_Texture, VSBasicOneLightTxFog, PSBasicVertexLightingTx );
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+TECHNIQUE( BasicEffect_OneLight_Texture_Fog, VSBasicOneLightTxFog, PSBasicVertexLightingTxFog );
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+TECHNIQUE( BasicEffect_OneLight_Texture_VertexColor, VSBasicOneLightTxVcFog, PSBasicVertexLightingTx );
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+TECHNIQUE( BasicEffect_OneLight_Texture_VertexColor_Fog, VSBasicOneLightTxVcFog, PSBasicVertexLightingTxFog );
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+
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+TECHNIQUE( BasicEffect_PixelLighting, VSBasicPixelLightingFog, PSBasicPixelLightingFog );
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+TECHNIQUE( BasicEffect_PixelLighting_Fog, VSBasicPixelLightingFog, PSBasicPixelLightingFog );
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+TECHNIQUE( BasicEffect_PixelLighting_VertexColor, VSBasicPixelLightingVcFog, PSBasicPixelLightingFog );
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+TECHNIQUE( BasicEffect_PixelLighting_VertexColor_Fog, VSBasicPixelLightingVcFog, PSBasicPixelLightingFog );
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+TECHNIQUE( BasicEffect_PixelLighting_Texture, VSBasicPixelLightingTxFog, PSBasicPixelLightingTxFog );
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+TECHNIQUE( BasicEffect_PixelLighting_Texture_Fog, VSBasicPixelLightingTxFog, PSBasicPixelLightingTxFog );
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+TECHNIQUE( BasicEffect_PixelLighting_Texture_VertexColor, VSBasicPixelLightingTxVcFog, PSBasicPixelLightingTxFog );
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+TECHNIQUE( BasicEffect_PixelLighting_Texture_VertexColor_Fog, VSBasicPixelLightingTxVcFog, PSBasicPixelLightingTxFog );
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