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- #include "../CGVPMacro.csi"
-
- MainInput { uniform sampler2D shadowMap0 : texunit0,
- uniform sampler2D shadowMap1 : texunit1,
- uniform sampler2D shadowMap2 : texunit2,
- uniform sampler2D baseMap : texunit3,
- uniform float4 Ambient,
- uniform float4 Fading }
- DeclarationsScript
- {
- OUT_T0_T1_T2_T3_C0
- FOUT
- }
- CoreScript
- {
- // load the decal
- float4 shadowColor0 = tex2Dproj(shadowMap0, IN.Tex0.xyw);
- float4 shadowColor1 = tex2Dproj(shadowMap1, IN.Tex1.xyw);
- float4 shadowColor2 = tex2Dproj(shadowMap2, IN.Tex2.xyw);
- float4 decalColor = tex2D(baseMap, IN.Tex3.xy);
- float3 color = decalColor.xyz * IN.Color.xyz;
- float3 vShadow = (float3)0;
- vShadow.x = shadowColor0.a;
- vShadow.y = shadowColor1.a;
- vShadow.z = shadowColor2.a;
- vShadow.xyz = vShadow.xyz * Fading.xyz;
- float shadow = dot(vShadow.xyz, float3(1, 1, 1));
- OUT.Color.xyz = color.xyz;
- OUT.Color.a = shadow;
- }
-
-