Updated the SDK with the latest code from the TF and HL2 branches.
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@@ -1,24 +1,24 @@
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ps.1.1
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; t0:
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; texture: dudv map
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; texcoords: dudvmap texcoords
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; t1:
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; texture: refraction render target
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; texcoords:
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tex t0 ; sample dudv map
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texbem t1, t0 ; refraction
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tex t2 ; The normal map
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tex t3 ; Normalize the tangent-space vector to the eye
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; dot eye-vector with per-pixel normal from t2
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dp3_sat r1.rgba, t2_bx2, t3_bx2
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mul r0.a, 1-r1.a, 1-r1.a ; squared
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mul r0.a, r0.a, r0.a ; quartic
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mul r0.rgb, t1, c0
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+mul_sat r0.a, r0.a, 1-r1.a ; quintic
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add_sat r0.a, r0.a, v0.a ; cheap water distance
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ps.1.1
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; t0:
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; texture: dudv map
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; texcoords: dudvmap texcoords
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; t1:
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; texture: refraction render target
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; texcoords:
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tex t0 ; sample dudv map
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texbem t1, t0 ; refraction
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tex t2 ; The normal map
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tex t3 ; Normalize the tangent-space vector to the eye
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; dot eye-vector with per-pixel normal from t2
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dp3_sat r1.rgba, t2_bx2, t3_bx2
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mul r0.a, 1-r1.a, 1-r1.a ; squared
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mul r0.a, r0.a, r0.a ; quartic
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mul r0.rgb, t1, c0
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+mul_sat r0.a, r0.a, 1-r1.a ; quintic
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add_sat r0.a, r0.a, v0.a ; cheap water distance
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