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- #include "../CGVPMacro.csi"
-
- PS20Only
-
- MainInput { uniform sampler2D baseMap : texunit0,
- uniform sampler2D bumpMap : texunit1,
- uniform samplerCUBE projMap : texunit2,
- uniform sampler2D attenMap : texunit3,
- uniform samplerCUBE envMap : texunit4,
- uniform float4 Diffuse,
- uniform float4 Ambient,
- uniform float4 EnvMapParams,
- uniform float4 FresnelParams }
- DeclarationsScript
- {
- OUT_T0_T1_T2_T3_T4_T5_T6_T7_C0
- FOUT
- }
- CoreScript
- {
- // load the decal
- half4 decalColor = tex2D(baseMap, IN.Tex0.xy);
- // load the bump normal
- float4 bumpNormal = 2*(tex2D(bumpMap, IN.Tex0.xy)-0.5);
- // load the projector filter map
- half4 projColor = texCUBE(projMap, IN.Tex1.xyz);
- half atten = saturate((2*(IN.Color.b-0.5)) * -(2*(IN.Color.b-0.5)) + (1-tex2D(attenMap, IN.Tex2.xy).b));
-
- // normalize post-filtered bump normals
- bumpNormal.xyz = normalize(bumpNormal.xyz);
-
- // normalize light vector
- float3 lightVec = normalize(IN.Tex3.xyz);
- float fDif = saturate(dot(bumpNormal.xyz, lightVec));
-
- half fEnvmapContrast = EnvMapParams.x;
- half fEnvmapSaturation = EnvMapParams.y;
- half fEnvmapAmount = EnvMapParams.z;
-
- float fFresnelScale = FresnelParams.x;
- float fFresnelBias = FresnelParams.y;
- float fFresnelPow = FresnelParams.z;
-
- // Calc Reflection Vector
- float3x3 worldTangentSpace;
- worldTangentSpace[0] = IN.Tex5.xyz;
- worldTangentSpace[1] = IN.Tex6.xyz;
- worldTangentSpace[2] = IN.Tex7.xyz;
-
- float3 viewVec = normalize(IN.Tex4.xyz);
- float NdotE = dot(bumpNormal.xyz, viewVec);
- float3 reflectVect = (2.0*NdotE*bumpNormal.xyz)-(dot(bumpNormal.xyz, bumpNormal.xyz)*viewVec);
- float3 worldReflectVec = mul(reflectVect, worldTangentSpace);
-
- // Calc Fresnel factor
- half fresnel = fFresnelBias + (pow((1-NdotE), fFresnelPow) * fFresnelScale);
-
- // Calc environment
- half3 env = texCUBE(envMap, worldReflectVec).xyz * fEnvmapAmount;
- half3 envSquared = env * env;
- env = lerp(env, envSquared, fEnvmapContrast);
- half3 greyScale = dot(env, half3(0.33, 0.59, 0.11));
- env = lerp(greyScale, env, fEnvmapSaturation) * fresnel;
-
- half3 dif = (decalColor.xyz * fDif * atten * projColor.xyz * Diffuse.xyz) * 2;
- half3 amb = Ambient.xyz * decalColor.xyz;
-
- // finally add them all together
- OUT.Color.xyz = amb + dif + env;
- OUT.Color.w = decalColor.w * Ambient.w;
- }
-
-
-