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40 lines
1.1 KiB
40 lines
1.1 KiB
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const float3 g_OverbrightFactor : register( c0 ); |
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const float3 g_SelfIllumTint : register( c1 ); |
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const float3 g_EnvmapTint : register( c2 ); |
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sampler BumpmapSampler : register( s0 ); |
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struct PS_INPUT |
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{ |
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float2 vBumpTexCoord : TEXCOORD0; |
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float3 vTangentSpaceLightDir : TEXCOORD1; |
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float3 vAmbientColor : TEXCOORD2; |
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float4 vDirLightScale : COLOR0; |
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}; |
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float4 main( PS_INPUT i ) : COLOR |
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{ |
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float4 baseColor = tex2D( BumpmapSampler, i.vBumpTexCoord ); |
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// Dot the bump normal and the light vector. |
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float4 vBumpMapNormal = (baseColor - 0.5); // The format of the sphere map is 0 to 1, |
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// so this is now -0.5 to 0.5. |
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float3 vTangentSpaceLightDir = (i.vTangentSpaceLightDir - 0.5) * 2; // This is -1 to 1 |
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float4 vOutput = dot( vBumpMapNormal, vTangentSpaceLightDir ) + 0.5; |
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// Scale by the light color outputted by the vertex shader (ie: based on distance). |
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vOutput *= i.vDirLightScale; |
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// Add ambient. |
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vOutput += float4( i.vAmbientColor.x, i.vAmbientColor.y, i.vAmbientColor.z, 0 ); |
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// Alpha = normal map alpha * vertex alpha |
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vOutput.a = baseColor.a * i.vDirLightScale.a; |
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return vOutput; |
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} |
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