home *** CD-ROM | disk | FTP | other *** search
/ PC Player 2004 May / pc player 2004-05.iso / Demos / FarCry / Data1.cab / _750704524CB644B981D5800C603CF34E < prev    next >
Encoding:
Text File  |  2004-01-06  |  1.6 KB  |  47 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 float4 Ambient,
  9.                   uniform float4 Diffuse,
  10.                   uniform float4 Specular }
  11.       DeclarationsScript
  12.       {
  13.         OUT_T0_T1_T2_T3_T4_C0_C1
  14.         FOUT
  15.       }
  16.       CoreScript
  17.       {
  18.         // load the decal
  19.         half4 decalColor = tex2D(baseMap, IN.Tex0.xy);
  20.         // load the bump normal
  21.         float4 bumpNormal = 2*(tex2D(bumpMap, IN.Tex1.xy)-0.5);
  22.  
  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.Tex3.xyz);
  30.         float fDif = saturate(dot(lightVec.xyz, bumpNormal.xyz));
  31.  
  32.         // normalize view vector
  33.         float3 viewVec = normalize(IN.Tex4.xyz);
  34.         float3 reflVec = (2*dot(lightVec.xyz, bumpNormal.xyz)*bumpNormal.xyz)-lightVec.xyz;
  35.         float NdotR = saturate(dot(reflVec.xyz, viewVec.xyz));
  36.         half fSpec = pow(NdotR, Specular.w);
  37.  
  38.         half3 dif = (decalColor.xyz * fDif * atten * Diffuse.xyz) * 2;
  39.         half3 spec = (fSpec * atten * Specular.xyz) * 2;
  40.         half3 amb = IN.Color1.xyz * decalColor.xyz;
  41.  
  42.         // finally add them all together
  43.         OUT.Color.xyz = amb + dif + spec;
  44.         OUT.Color.w = decalColor.w * Ambient.w;
  45.       }
  46.  
  47.