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- /*
- ===========================================================================
- Doom 3 BFG Edition GPL Source Code
- Copyright (C) 1993-2012 id Software LLC, a ZeniMax Media company.
- This file is part of the Doom 3 BFG Edition GPL Source Code ("Doom 3 BFG Edition Source Code").
- Doom 3 BFG Edition Source Code is free software: you can redistribute it and/or modify
- it under the terms of the GNU General Public License as published by
- the Free Software Foundation, either version 3 of the License, or
- (at your option) any later version.
- Doom 3 BFG Edition Source Code is distributed in the hope that it will be useful,
- but WITHOUT ANY WARRANTY; without even the implied warranty of
- MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
- GNU General Public License for more details.
- You should have received a copy of the GNU General Public License
- along with Doom 3 BFG Edition Source Code. If not, see <http://www.gnu.org/licenses/>.
- In addition, the Doom 3 BFG Edition Source Code is also subject to certain additional terms. You should have received a copy of these additional terms immediately following the terms and conditions of the GNU General Public License which accompanied the Doom 3 BFG Edition Source Code. If not, please request a copy in writing from id Software at the address below.
- If you have questions concerning this license or the applicable additional terms, you may contact in writing id Software LLC, c/o ZeniMax Media Inc., Suite 120, Rockville, Maryland 20850 USA.
- ===========================================================================
- */
- #include "global.inc"
- uniform sampler2D samp0 : register(s0); // texture 1 is the per-surface bump map
- uniform sampler2D samp1 : register(s1); // texture 2 is the light falloff texture
- uniform sampler2D samp2 : register(s2); // texture 3 is the light projection texture
- uniform sampler2D samp3 : register(s3); // texture 4 is the per-surface diffuse map
- uniform sampler2D samp4 : register(s4); // texture 5 is the per-surface specular map
- struct PS_IN {
- half4 position : VPOS;
- half4 texcoord0 : TEXCOORD0_centroid;
- half4 texcoord1 : TEXCOORD1_centroid;
- half4 texcoord2 : TEXCOORD2_centroid;
- half4 texcoord3 : TEXCOORD3_centroid;
- half4 texcoord4 : TEXCOORD4_centroid;
- half4 texcoord5 : TEXCOORD5_centroid;
- half4 texcoord6 : TEXCOORD6_centroid;
- half4 color : COLOR0;
- };
- struct PS_OUT {
- half4 color : COLOR;
- };
- void main( PS_IN fragment, out PS_OUT result ) {
- half4 bumpMap = tex2D( samp0, fragment.texcoord1.xy );
- half4 lightFalloff = idtex2Dproj( samp1, fragment.texcoord2 );
- half4 lightProj = idtex2Dproj( samp2, fragment.texcoord3 );
- half4 YCoCG = tex2D( samp3, fragment.texcoord4.xy );
- half4 specMap = tex2D( samp4, fragment.texcoord5.xy );
- half3 lightVector = normalize( fragment.texcoord0.xyz );
- half3 diffuseMap = ConvertYCoCgToRGB( YCoCG );
- half3 localNormal;
- localNormal.xy = bumpMap.wy - 0.5;
- localNormal.z = sqrt( abs( dot( localNormal.xy, localNormal.xy ) - 0.25 ) );
- localNormal = normalize( localNormal );
- const half specularPower = 10.0f;
- half hDotN = dot3( normalize( fragment.texcoord6.xyz ), localNormal );
- half3 specularContribution = _half3( pow( hDotN, specularPower ) );
- half3 diffuseColor = diffuseMap * rpDiffuseModifier.xyz;
- half3 specularColor = specMap.xyz * specularContribution * rpSpecularModifier.xyz;
- half3 lightColor = dot3( lightVector, localNormal ) * lightProj.xyz * lightFalloff.xyz;
- result.color.xyz = ( diffuseColor + specularColor ) * lightColor * fragment.color.xyz;
- result.color.w = 1.0;
- }
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