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//====== Copyright <EFBFBD> 1996-2004, Valve Corporation, All rights reserved. =======
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//
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// Purpose:
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//
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//=============================================================================
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// STATIC: "NORMALMAP" "0..1"
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// STATIC: "NOCULL" "0..1"
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#include "common_ps_fxc.h"
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sampler SpotSampler : register( s0 );
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sampler BaseTextureSampler : register( s1 );
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sampler NormalizingCubemapSampler : register( s2 );
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// use a normalizing cube map here if we aren't normal mapping
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#if NORMALMAP
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sampler NormalMapSampler : register( s3 );
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#else
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sampler NormalizingCubemapSampler2 : register( s3 );
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#endif
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static const HALF g_OverbrightFactor = 2.0f;
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struct PS_INPUT
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{
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float4 spotTexCoord : TEXCOORD0;
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float2 baseTexCoord : TEXCOORD1;
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#if NORMALMAP
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float3 tangentPosToLightVector : TEXCOORD2;
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float2 normalMapTexCoord : TEXCOORD3;
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#else
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float3 worldPosToLightVector : TEXCOORD2;
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float3 normal : TEXCOORD3;
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#endif
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float4 vertAtten : COLOR0;
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};
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float4 main( PS_INPUT i ) : COLOR
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{
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#if NORMALMAP
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float3 normal = tex2D( NormalMapSampler, i.normalMapTexCoord ) * 2.0f - 1.0f;
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#else
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float3 normal = texCUBE( NormalizingCubemapSampler2, i.normal ) * 2.0f - 1.0f;
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#endif
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float3 spotColor = tex2D( SpotSampler, i.spotTexCoord );
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float4 baseSample = tex2D( BaseTextureSampler, i.baseTexCoord );
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float3 baseColor = baseSample.xyz;
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#if NORMALMAP
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// wrap this!
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float3 tangentPosToLightVector = texCUBE( NormalizingCubemapSampler, i.tangentPosToLightVector ) * 2.0f - 1.0f;
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float nDotL = saturate( dot( tangentPosToLightVector, normal ) );
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#else
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float3 worldPosToLightVector = texCUBE( NormalizingCubemapSampler, i.worldPosToLightVector ) * 2.0f - 1.0f;
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float nDotL = saturate( dot( worldPosToLightVector, normal ) );
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#endif
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float3 outcolor;
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outcolor = spotColor * baseColor * g_OverbrightFactor;
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#if !NOCULL
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outcolor *= nDotL;
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#endif
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// NOTE!! This has to be last to avoid loss of range.
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outcolor *= i.vertAtten;
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return float4( outcolor.xyz, baseSample.a * i.vertAtten.a );
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}
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