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Text File  |  2004-01-06  |  1.0 KB  |  32 lines

  1.       #include "../CGVPMacro.csi"
  2.  
  3.       MainInput { uniform sampler2D baseMap : texunit0,
  4.                   uniform sampler2D bumpMap : texunit1,
  5.                   uniform samplerCUBE normCubeMapHA : texunit2,
  6.                   uniform float4 Specular }
  7.       DeclarationsScript
  8.       {
  9.         OUT_T0_T1_T2
  10.         FOUT
  11.       }
  12.       CoreScript
  13.       {
  14.         // load the decal
  15.         float4 decalColor = tex2D(baseMap, IN.Tex0.xy);
  16.         // load the bump normal
  17.         float4 bumpNormal = 2*(tex2D(bumpMap, IN.Tex1.xy)-0.5);
  18.  
  19.         // Half angle vector from normalization cube-map
  20.         float4 hVec = 2*(texCUBE(normCubeMapHA, IN.Tex2.xyz)-0.5);
  21.         
  22.         float NdotH = saturate(dot(hVec.xyz, bumpNormal.xyz));
  23.         float  specVal = saturate((NdotH - 0.75)*4);
  24.         specVal = specVal * specVal;
  25.         float3 spec = (specVal * Specular.xyz * decalColor.a) * 2;
  26.  
  27.         // finally add them all together
  28.         OUT.Color.xyz = spec;
  29.         OUT.Color.w = Specular.w;
  30.       }
  31.  
  32.