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- #include "../CGVPMacro.csi"
-
- MainInput { uniform sampler2D baseMap : texunit0,
- uniform sampler2D bumpMap : texunit1,
- uniform samplerCUBE normCubeMap : texunit2,
- uniform samplerCUBE projMap : texunit3,
- uniform float4 Diffuse }
- DeclarationsScript
- {
- OUT_T0_T1_T2_T3_C0_C1
- FOUT
- }
- CoreScript
- {
- // load the decal
- float4 decalColor = tex2D(baseMap, IN.Tex0.xy);
- // load the bump normal
- float4 bumpNormal = 2*(tex2D(bumpMap, IN.Tex1.xy)-0.5);
-
- float4 projColor = texCUBE(projMap, IN.Tex3.xyz);
-
- // Light vector from normalization cube-map
- float4 lVec = 2*(texCUBE(normCubeMap, IN.Tex2.xyz)-0.5);
-
- float NdotL = saturate(dot(lVec.xyz, bumpNormal.xyz));
- float3 dif = (decalColor.xyz * NdotL * projColor.xyz * Diffuse.xyz * IN.Color1.xyz) * 2;
-
- // finally add them all together
- OUT.Color.xyz = dif;
- OUT.Color.w = decalColor.w * Diffuse.w;
- }
-
-