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struct vertexOut { |
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float4 HPosition : POSITION; |
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float4 TexCoord : TEXCOORD0; |
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float3 LightVec : TEXCOORD1; |
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float3 EyeVec : TEXCOORD2; |
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float3 WorldNormal : TEXCOORD3; |
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float3 WorldView : TEXCOORD4; |
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float3 test1 : TEXCOORD5; |
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float3 test2 : TEXCOORD6; |
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}; |
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|
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struct pixelOut { |
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float3 col : COLOR; |
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float depth : DEPTH; |
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}; |
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|
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pixelOut main(vertexOut IN, uniform sampler2D Texture) |
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{ |
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pixelOut OUT; |
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|
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half SpecExpon = 200; |
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float4 LightColor = { 1, 1, 1, 1 }; |
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float4 diffuse_color = tex2D (Texture, IN.TexCoord.xy); |
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|
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half3 Ln = normalize (IN.LightVec); |
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half3 Nn = normalize (IN.WorldNormal); |
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half3 Vn = normalize (IN.WorldView); |
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|
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half3 Hn = normalize (Ln + Vn); |
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half ldn = dot (Ln, Nn); |
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half hdn = dot (Hn, Nn); |
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|
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half3 litV = lit (ldn, hdn, SpecExpon); |
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half3 diffContrib = diffuse_color * ((litV.y + 0.3) * LightColor + glstate.lightmodel.ambient); |
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half3 specContrib = litV.y * litV.z * LightColor; |
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half4 result = (diffContrib + specContrib).xyzx; |
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//half3 result = diffuse_color * litV.y + LightColor * litV.z; |
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|
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OUT.col = result.xyz; |
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//float depth = IN.HPosition.z / IN.HPosition.w; |
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//OUT.depth = 0.5 * depth + 0.5; |
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return OUT; |
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} |
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