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- // ===============================================================
- // Fragment Program: Eye shader
- // Description: used in character eyes
- // Last Update: 15/20/2003
- // Coder: Tiago Sousa
- // ===============================================================
-
- #include "../CGVPMacro.csi"
-
- MainInput
- {
- uniform sampler2D baseMap : texunit0,
- uniform sampler2D opacityMap : texunit1,
- uniform samplerCUBE envMap : texunit2,
- uniform samplerCUBE envMap02 : texunit3,
- uniform float4 Ambient
- }
-
- DeclarationsScript
- {
- OUT_T0_T1_T2_T3_C0
- FOUT
- }
- CoreScript
- {
- // load the decal
- float4 decalColor = tex2D(baseMap, IN.Tex0.xy);
- float4 opColor = tex2D(opacityMap, IN.Tex1.xy);
- float4 envColor = texCUBE(envMap, IN.Tex2.xyz);
- float4 envColor02 = texCUBE(envMap02, IN.Tex3.xyz);
-
- //envColor.xyz=saturate(IN.Color.xyz*envColor.xyz+IN.Color.xyz*envColor02.xyz); //ssaturate((2*(envColor02.xyz-0.5))));
-
- // float3 col = (envColor.xyz); // * IN.Color.xyz + IN.Color1.xyz));
-
- // overbright color
- //float col=decalColor*2;
-
- // finally add them all together
- OUT.Color.xyz = (IN.Color.xyz+Ambient)*envColor.xyz; //envColor.xyz*IN.Color.xyz+Ambient; //2*col;
-
- OUT.Color.w = 1.0;
- }
-
-