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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 sampler2D glossMap : texunit4,
- uniform float4 Specular }
- DeclarationsScript
- {
- OUT_T0_T1_T2_T3_T4_T5_T6_C0
- FOUT
- }
- CoreScript
- {
- // load the decal
- half4 decalColor = tex2D(baseMap, IN.Tex0.xy);
- // load the gloss
- half4 glossColor = tex2D(glossMap, IN.Tex4.xy);
- // load the bump normal
- float4 bumpNormal = 2*(tex2D(bumpMap, IN.Tex1.xy)-0.5);
- // load the projector
- half4 projColor = texCUBE(projMap, IN.Tex2.xyz);
- half atten = saturate((2*(IN.Color.b-0.5)) * -(2*(IN.Color.b-0.5)) + (1-tex2D(attenMap, IN.Tex3.xy).b));
-
- // normalize post-filtered bump normals
- bumpNormal.xyz = normalize(bumpNormal.xyz);
-
- // normalize light vector
- float3 lightVec = normalize(IN.Tex5.xyz);
-
- // normalize view vector
- float3 viewVec = normalize(IN.Tex6.xyz);
- float3 reflVec = (2*dot(lightVec.xyz, bumpNormal.xyz)*bumpNormal.xyz)-lightVec.xyz;
- float NdotR = saturate(dot(reflVec.xyz, viewVec.xyz));
- half fSpec = pow(NdotR, Specular.w*glossColor.w);
-
- half3 spec = (fSpec * Specular.xyz * atten * decalColor.w * projColor.xyz) * 2;
-
- // finally add them all together
- OUT.Color.xyz = spec;
- OUT.Color.w = 1;
- }
-
-