| 1 |
root |
1.2 |
struct vertexOut { |
| 2 |
root |
1.8 |
float4 HPosition : POSITION; |
| 3 |
|
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float4 TexCoord : TEXCOORD0; |
| 4 |
|
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float3 LightVec : TEXCOORD1; |
| 5 |
|
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float3 EyeVec : TEXCOORD2; |
| 6 |
|
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float3 WorldNormal : TEXCOORD3; |
| 7 |
root |
1.12 |
float3 WorldView : TEXCOORD4; |
| 8 |
root |
1.16 |
float3 test1 : TEXCOORD5; |
| 9 |
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float3 test2 : TEXCOORD6; |
| 10 |
root |
1.2 |
}; |
| 11 |
root |
1.1 |
|
| 12 |
|
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struct pixelOut { |
| 13 |
root |
1.24 |
float3 col : COLOR; |
| 14 |
root |
1.23 |
float depth : DEPTH; |
| 15 |
root |
1.1 |
}; |
| 16 |
root |
1.3 |
|
| 17 |
root |
1.15 |
pixelOut main(vertexOut IN, uniform sampler2D Texture) |
| 18 |
root |
1.1 |
{ |
| 19 |
root |
1.12 |
pixelOut OUT; |
| 20 |
root |
1.8 |
|
| 21 |
root |
1.12 |
half SpecExpon = 200; |
| 22 |
root |
1.5 |
float4 LightColor = { 1, 1, 1, 1 }; |
| 23 |
root |
1.15 |
float4 diffuse_color = tex2D (Texture, IN.TexCoord.xy); |
| 24 |
root |
1.3 |
|
| 25 |
root |
1.12 |
half3 Ln = normalize (IN.LightVec); |
| 26 |
|
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half3 Nn = normalize (IN.WorldNormal); |
| 27 |
|
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half3 Vn = normalize (IN.WorldView); |
| 28 |
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| 29 |
|
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half3 Hn = normalize (Ln + Vn); |
| 30 |
|
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half ldn = dot (Ln, Nn); |
| 31 |
|
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half hdn = dot (Hn, Nn); |
| 32 |
root |
1.8 |
|
| 33 |
root |
1.22 |
half3 litV = lit (ldn, hdn, SpecExpon); |
| 34 |
|
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half3 diffContrib = diffuse_color * ((litV.y + 0.3) * LightColor + glstate.lightmodel.ambient); |
| 35 |
|
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half3 specContrib = litV.y * litV.z * LightColor; |
| 36 |
|
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half4 result = (diffContrib + specContrib).xyzx; |
| 37 |
|
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//half3 result = diffuse_color * litV.y + LightColor * litV.z; |
| 38 |
root |
1.8 |
|
| 39 |
root |
1.24 |
OUT.col = result.xyz; |
| 40 |
root |
1.22 |
//float depth = IN.HPosition.z / IN.HPosition.w; |
| 41 |
|
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//OUT.depth = 0.5 * depth + 0.5; |
| 42 |
root |
1.9 |
return OUT; |
| 43 |
root |
1.1 |
} |
| 44 |
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