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Text File  |  2004-01-06  |  1.5 KB  |  45 lines

  1.       #include "../CGVPMacro.csi"
  2.  
  3.       PS20Only
  4.  
  5.       MainInput { uniform sampler2D baseMap : texunit0,
  6.                   uniform sampler2D bumpMap : texunit1,
  7.                   uniform sampler2D attenMap : texunit2,
  8.                   uniform sampler2D glossMap : texunit3,
  9.                   uniform float4 Specular }
  10.       DeclarationsScript
  11.       {
  12.         OUT_T0_T1_T2_T3_T4_T5_C0
  13.         FOUT
  14.       }
  15.       CoreScript
  16.       {
  17.         // load the decal
  18.         half4 decalColor = tex2D(baseMap, IN.Tex0.xy);
  19.         // load the decal
  20.         half4 glossColor = tex2D(glossMap, IN.Tex3.xy);
  21.         // load the bump normal
  22.         float4 bumpNormal = 2*(tex2D(bumpMap, IN.Tex1.xy)-0.5);
  23.         half atten = saturate((2*(IN.Color.b-0.5)) * -(2*(IN.Color.b-0.5)) + (1-tex2D(attenMap, IN.Tex2.xy).b));
  24.  
  25.         // normalize post-filtered bump normals
  26.         bumpNormal.xyz = normalize(bumpNormal.xyz);
  27.  
  28.         // normalize light vector
  29.         float3 lightVec = normalize(IN.Tex4.xyz);
  30.  
  31.         // normalize view vector
  32.         float3 viewVec = normalize(IN.Tex5.xyz);
  33.         float3 reflVec = (2*dot(lightVec.xyz, bumpNormal.xyz)*bumpNormal.xyz)-lightVec.xyz;
  34.         float NdotR = saturate(dot(reflVec.xyz, viewVec.xyz));
  35.         half fSpec = pow(NdotR, Specular.w*glossColor.w);
  36.  
  37.         half3 spec = (fSpec * Specular.xyz * glossColor.xyz * atten) * 2;
  38.  
  39.         // finally add them all together
  40.         OUT.Color.xyz = spec;
  41.         OUT.Color.w = decalColor.w;
  42.       }
  43.  
  44.  
  45.