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- #include "../CGVPMacro.csi"
-
- MainInput { uniform sampler2D baseMap : texunit0,
- uniform sampler2D bumpMap : texunit1,
- uniform samplerCUBE projMap : texunit2,
- uniform samplerCUBE normCubeMapHA : texunit3,
- uniform float4 Ambient,
- uniform float4 Diffuse,
- uniform float4 Specular }
- DeclarationsScript
- {
- OUT_T0_T1_T2_T3_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 project color
- float4 projColor = texCUBE(projMap, IN.Tex2.xyz);
- // Half angle vector from normalization cube-map
- float4 hVec = 2*(texCUBE(normCubeMapHA, IN.Tex3.xyz)-0.5);
-
- // Light vector from input color
- float3 lVec = 2 * (IN.Color.xyz - 0.5);
-
- float NdotL = saturate(dot(lVec, bumpNormal.xyz));
- float NdotH = saturate(dot(hVec.xyz, bumpNormal.xyz));
- float3 dif = Diffuse.xyz * projColor.xyz;
- float3 spec = Specular.xyz * projColor.xyz;
- float difVal = NdotL * IN.Color.w;
- float specVal = saturate((NdotH - 0.75)*4);
- dif = difVal * dif.xyz;
- float specVal1 = IN.Color.w * decalColor.a;
- specVal = specVal * specVal;
- dif = (dif * decalColor.xyz)*2;
- spec = (specVal * specVal1 * spec.xyz)*2;
-
- // finally add them all together
- OUT.Color.xyz = decalColor.xyz*IN.Color1.xyz + dif + spec;
- OUT.Color.w = Ambient.a;
- }
-
-
-