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27 lines
783 B
27 lines
783 B
ps.1.1 |
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;------------------------------------------------------------------------------ |
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; See the vertex shader for info |
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; |
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; This shader takes: |
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; t0 = normal map |
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; t1 = base texture |
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; v0 = directional light color |
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; t2 = directional light direction (biased into 0-1) |
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; c0 = percent of dirlight to add as ambient |
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; |
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; Output: |
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; (t0 dot t1) * v0 |
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;------------------------------------------------------------------------------ |
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tex t0 ; Get the 3-vector from the normal map |
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tex t1 ; Interpret tcoord t1 as color data. |
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texcoord t2 |
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dp3 r1, t0_bx2, t2_bx2 ; r1 = normalMap dot dirLightDir |
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add r0, r1, c0 ; + 0.5 |
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mul r1, v0, r0 ; scale the dot product by the dirlight's actual color |
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mul r0.rgb, r1, t1 + ; scale by the texture color |
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mul r0.a, t1.a, v0.a
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