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3 | float4 TexCoord : TEXCOORD0; |
3 | float4 TexCoord : TEXCOORD0; |
4 | float3 LightVec : TEXCOORD1; |
4 | float3 LightVec : TEXCOORD1; |
5 | float3 EyeVec : TEXCOORD2; |
5 | float3 EyeVec : TEXCOORD2; |
6 | float3 WorldNormal : TEXCOORD3; |
6 | float3 WorldNormal : TEXCOORD3; |
7 | float3 WorldView : TEXCOORD4; |
7 | float3 WorldView : TEXCOORD4; |
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8 | float3 test1 : TEXCOORD5; |
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9 | float3 test2 : TEXCOORD6; |
8 | }; |
10 | }; |
9 | |
11 | |
10 | struct pixelOut { |
12 | struct pixelOut { |
11 | float4 col : COLOR; |
13 | float4 col : COLOR; |
12 | }; |
14 | }; |
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… | |
16 | pixelOut OUT; |
18 | pixelOut OUT; |
17 | |
19 | |
18 | half SpecExpon = 200; |
20 | half SpecExpon = 200; |
19 | float4 AmbiColor = { 0.5, 0.5, 0.5, 1.0 }; |
21 | float4 AmbiColor = { 0.5, 0.5, 0.5, 1.0 }; |
20 | float4 LightColor = { 1, 1, 1, 1 }; |
22 | float4 LightColor = { 1, 1, 1, 1 }; |
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23 | IN.TexCoord.y += dot (IN.WorldNormal, float3 (1,1,0)); |
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24 | IN.TexCoord.x += dot (IN.WorldNormal, float3 (0,1,1)); |
21 | float4 diffuse_color = tex2D (Texture, IN.TexCoord.xy); |
25 | float4 diffuse_color = tex2D (Texture, IN.TexCoord.xy); |
22 | |
26 | |
23 | half3 Ln = normalize (IN.LightVec); |
27 | half3 Ln = normalize (IN.LightVec); |
24 | half3 Nn = normalize (IN.WorldNormal); |
28 | half3 Nn = normalize (IN.WorldNormal); |
25 | half3 Vn = normalize (IN.WorldView); |
29 | half3 Vn = normalize (IN.WorldView); |