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Text File  |  2004-01-06  |  1.3 KB  |  39 lines

  1.       #include "../CGVPMacro.csi"
  2.  
  3.       PS20Only
  4.       
  5.       MainInput { uniform sampler2D baseMap : texunit0,
  6.                   uniform sampler2D bumpMap : texunit1,
  7.                   uniform samplerCUBE normCubeMapHA : texunit2,
  8.                   uniform samplerCUBE projMap : texunit3,
  9.                   uniform sampler2D attenMap : texunit4,
  10.                   uniform float4 Specular }
  11.       DeclarationsScript
  12.       {
  13.         OUT_T0_T1_T2_T3_T4_C0
  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.         half4 projColor = texCUBE(projMap, IN.Tex3.xyz);
  23.         half atten = saturate((2*(IN.Color.b-0.5)) * -(2*(IN.Color.b-0.5)) + (1-tex2D(attenMap, IN.Tex4.xy).b));
  24.  
  25.         // Half angle vector from normalization cube-map
  26.         float4 hVec = 2*(texCUBE(normCubeMapHA, IN.Tex2.xyz)-0.5);
  27.         
  28.         half NdotH = saturate(dot(hVec.xyz, bumpNormal.xyz));
  29.         half  specVal = saturate((NdotH - 0.75)*4);
  30.         specVal = specVal * specVal;
  31.         half3 spec = (specVal * Specular.xyz * atten * projColor.xyz * decalColor.a) * 2;
  32.  
  33.         // finally add them all together
  34.         OUT.Color.xyz = spec;
  35.         OUT.Color.w = Specular.w;
  36.       }
  37.  
  38.  
  39.