text: ﻿//
  // - This is the fog header to include for vertex shaders if the shader does support pixel-shader-blended vertex fog.
  //
  
  // -- DOWATERFOG is 0 for RANGE FOG, 1 for WATER/HEIGHT FOG --
  // DYNAMIC: "DOWATERFOG"	"0..1" [ = ( pShaderAPI->GetSceneFogMode() == MATERIAL_FOG_LINEAR_BELOW_FOG_Z ) ] 
  
  // -- DOPIXELFOG is 1 if the material has $pixelfog 1, or if the material forces pixel fog by default (lightmappedgeneric for instance.) --
  // FIXME!  Will need to revisit this once we are doing water/height fog again.  Needs to be pixel for in the water case.
  // STATIC: "DOPIXELFOG" "0..1" [ = ( g_pHardwareConfig->SupportsPixelShaders_2_b() && !IS_FLAG_SET( MATERIAL_VAR_VERTEXFOG ) ) ? 1 : 0 ]
  
  // STATIC: "HARDWAREFOGBLEND"		"0..0"	[XBOX] [ = 0 ]
  // STATIC: "HARDWAREFOGBLEND"		"0..1"	[PC] [vs20] [ = !g_pHardwareConfig->SupportsPixelShaders_2_b() ]
  // STATIC: "HARDWAREFOGBLEND"		"0..0"	[PC] [vs30] [ = 0 ]
  
  // Can't do fixed-function fog and pixelfog at the same time, but only if we aren't doing water since HARDWAREFOGBLEND and DOPIXELFOG get redefined below.
  // SKIP: ( $DOWATERFOG == 0 ) && ( $DOPIXELFOG && $HARDWAREFOGBLEND )
  
  #if DOWATERFOG == 1
  	#undef HARDWAREFOGBLEND
  	#define HARDWAREFOGBLEND 0
  
  	#undef DOPIXELFOG
  	#define DOPIXELFOG 1
  #endif
  