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Text File  |  2004-01-06  |  1.3 KB  |  36 lines

  1.       #include "../CGVPMacro.csi"
  2.  
  3.       MainInput { uniform sampler2D baseMap : texunit0,
  4.                   uniform sampler2D bumpMap : texunit1,
  5.                   uniform float4 Diffuse,
  6.                     uniform float4 Specular,
  7.                     uniform float4 Ambient }
  8.       DeclarationsScript
  9.       {
  10.         OUT_T0_T1_C0_C1
  11.         FOUT
  12.       }
  13.       CoreScript
  14.       {
  15.         // load the decal
  16.         float4 decalColor = tex2D(baseMap, IN.Tex0.xy);
  17.         // load the bump normal
  18.         float4 bumpNormal = 2*(tex2D(bumpMap, IN.Tex1.xy)-0.5);
  19.  
  20.         // Light vector from input color
  21.         float3 lVec = 2 * (IN.Color.xyz - 0.5);
  22.         // Half vector from input color
  23.         float3 hVec = 2 * (IN.Color1.xyz - 0.5);
  24.         float NdotL = saturate(dot(lVec, bumpNormal.xyz));
  25.         float NdotH = saturate(dot(hVec, bumpNormal.xyz));
  26.         float3 dif = (decalColor.xyz * NdotL * IN.Color.w * Diffuse.xyz) * 2;
  27.         float3 amb = Ambient.xyz * decalColor.xyz;
  28.         float  specVal = saturate((NdotH - 0.75)*4);
  29.         float3 spec = (specVal * specVal * IN.Color.w * Specular.xyz)*2;
  30.  
  31.         // finally add them all together
  32.         OUT.Color.xyz = amb + dif + spec;
  33.         OUT.Color.w = decalColor.w * Ambient.w;
  34.       }
  35.  
  36.