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Text File  |  2004-01-06  |  1.2 KB  |  34 lines

  1.       #include "../CGVPMacro.csi"
  2.  
  3.       MainInput { uniform sampler2D baseMap : texunit0,
  4.                   uniform sampler2D bumpMap : texunit1,
  5.                   uniform samplerCUBE normCubeMap : texunit2,
  6.                   uniform sampler2D attenMap : texunit3,
  7.                   uniform float4 Ambient,
  8.                   uniform float4 Diffuse }
  9.       DeclarationsScript
  10.       {
  11.         OUT_T0_T1_T2_T3_C0_C1
  12.         FOUT
  13.       }
  14.       CoreScript
  15.       {
  16.         // load the decal
  17.         float4 decalColor = tex2D(baseMap, IN.Tex0.xy);
  18.         // load the bump normal
  19.         float4 bumpNormal = 2*(tex2D(bumpMap, IN.Tex1.xy)-0.5);
  20.         float atten = saturate((2*(IN.Color1.b-0.5)) * -(2*(IN.Color1.b-0.5)) + (1-tex2D(attenMap, IN.Tex3.xy).b));
  21.  
  22.         // Light vector from normalization cube-map
  23.         float4 lVec = 2*(texCUBE(normCubeMap, IN.Tex2.xyz)-0.5);
  24.         float NdotL = saturate(dot(lVec.xyz, bumpNormal.xyz));
  25.         float3 dif = (decalColor.xyz * NdotL * atten * Diffuse.xyz) * 2;
  26.         float3 amb = Ambient.xyz * decalColor.xyz * IN.Color.xyz * 2;
  27.  
  28.         // finally add them all together
  29.         OUT.Color.xyz = amb + dif;
  30.         OUT.Color.w = decalColor.w * Ambient.w;
  31.       }
  32.  
  33.  
  34.