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- #include "../CGVPMacro.csi"
-
- MainInput { uniform sampler2D baseMap : texunit0,
- uniform sampler2D bumpMap : texunit1,
- uniform samplerCUBE envMap : texunit2,
- uniform float4 Ambient,
- uniform float4 Reflect,
- uniform float4 Diffuse,
- uniform float4 Specular }
- DeclarationsScript
- {
- OUT_T0_T1_T2_C0_C1
- FOUT
- }
- CoreScript
- {
- // load the decal
- float4 decalColor = tex2D(baseMap, IN.Tex0.xy);
- // load the bump normal
- float4 bumpNormal = 2*(tex2D(bumpMap, IN.Tex1.xy)-0.5);
- // load the environment map
- float4 envColor = texCUBE(envMap, IN.Tex2.xyz);
-
- // Light vector from input color
- float3 lVec = 2 * (IN.Color.xyz - 0.5);
- // Half vector from input color
- float3 hVec = 2 * (IN.Color1.xyz - 0.5);
- float NdotL = saturate(dot(lVec, bumpNormal.xyz));
- float NdotH = saturate(dot(hVec, bumpNormal.xyz));
- float3 dif = (decalColor.xyz * NdotL * Diffuse.xyz) * 2;
- float3 amb = lerp(decalColor.xyz*Ambient.xyz, envColor.xyz, Reflect.x);
- float specVal = saturate((NdotH - 0.75)*4);
- float3 spec = (specVal * specVal * decalColor.w * Specular.xyz)*2;
-
- // finally add them all together
- OUT.Color.xyz = amb + dif + spec;
- OUT.Color.w = Ambient.w;
- }
-