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Text File  |  2004-01-06  |  1.4 KB  |  39 lines

  1.       #include "../CGVPMacro.csi"
  2.  
  3.       MainInput { uniform sampler2D baseMap : texunit0,
  4.                   uniform sampler2D bumpMap : texunit1,
  5.                   uniform samplerCUBE envMap : texunit2,
  6.                   uniform float4 Ambient,
  7.                   uniform float4 Reflect,
  8.                   uniform float4 Diffuse,
  9.                     uniform float4 Specular }
  10.       DeclarationsScript
  11.       {
  12.         OUT_T0_T1_T2_C0_C1
  13.         FOUT
  14.       }
  15.       CoreScript
  16.       {
  17.         // load the decal
  18.         float4 decalColor = tex2D(baseMap, IN.Tex0.xy);
  19.         // load the bump normal
  20.         float4 bumpNormal = 2*(tex2D(bumpMap, IN.Tex1.xy)-0.5);
  21.         // load the environment map
  22.         float4 envColor = texCUBE(envMap, IN.Tex2.xyz);
  23.  
  24.         // Light vector from input color
  25.         float3 lVec = 2 * (IN.Color.xyz - 0.5);
  26.         // Half vector from input color
  27.         float3 hVec = 2 * (IN.Color1.xyz - 0.5);
  28.         float NdotL = saturate(dot(lVec, bumpNormal.xyz));
  29.         float NdotH = saturate(dot(hVec, bumpNormal.xyz));
  30.         float3 dif = (decalColor.xyz * NdotL * Diffuse.xyz) * 2;
  31.         float3 amb = lerp(decalColor.xyz*Ambient.xyz, envColor.xyz, Reflect.x);
  32.         float  specVal = saturate((NdotH - 0.75)*4);
  33.         float3 spec = (specVal * specVal * decalColor.w * Specular.xyz)*2;
  34.  
  35.         // finally add them all together
  36.         OUT.Color.xyz = amb + dif + spec;
  37.         OUT.Color.w = Ambient.w; 
  38.       }
  39.