interaction_skinned.pixel 3.5 KB

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  1. /*
  2. ===========================================================================
  3. Doom 3 BFG Edition GPL Source Code
  4. Copyright (C) 1993-2012 id Software LLC, a ZeniMax Media company.
  5. This file is part of the Doom 3 BFG Edition GPL Source Code ("Doom 3 BFG Edition Source Code").
  6. Doom 3 BFG Edition Source Code is free software: you can redistribute it and/or modify
  7. it under the terms of the GNU General Public License as published by
  8. the Free Software Foundation, either version 3 of the License, or
  9. (at your option) any later version.
  10. Doom 3 BFG Edition Source Code is distributed in the hope that it will be useful,
  11. but WITHOUT ANY WARRANTY; without even the implied warranty of
  12. MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
  13. GNU General Public License for more details.
  14. You should have received a copy of the GNU General Public License
  15. along with Doom 3 BFG Edition Source Code. If not, see <http://www.gnu.org/licenses/>.
  16. 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.
  17. 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.
  18. ===========================================================================
  19. */
  20. #include "global.inc"
  21. uniform sampler2D samp0 : register(s0); // texture 1 is the per-surface bump map
  22. uniform sampler2D samp1 : register(s1); // texture 2 is the light falloff texture
  23. uniform sampler2D samp2 : register(s2); // texture 3 is the light projection texture
  24. uniform sampler2D samp3 : register(s3); // texture 4 is the per-surface diffuse map
  25. uniform sampler2D samp4 : register(s4); // texture 5 is the per-surface specular map
  26. struct PS_IN {
  27. half4 position : VPOS;
  28. half4 texcoord0 : TEXCOORD0_centroid;
  29. half4 texcoord1 : TEXCOORD1_centroid;
  30. half4 texcoord2 : TEXCOORD2_centroid;
  31. half4 texcoord3 : TEXCOORD3_centroid;
  32. half4 texcoord4 : TEXCOORD4_centroid;
  33. half4 texcoord5 : TEXCOORD5_centroid;
  34. half4 texcoord6 : TEXCOORD6_centroid;
  35. half4 color : COLOR0;
  36. };
  37. struct PS_OUT {
  38. half4 color : COLOR;
  39. };
  40. void main( PS_IN fragment, out PS_OUT result ) {
  41. half4 bumpMap = tex2D( samp0, fragment.texcoord1.xy );
  42. half4 lightFalloff = idtex2Dproj( samp1, fragment.texcoord2 );
  43. half4 lightProj = idtex2Dproj( samp2, fragment.texcoord3 );
  44. half4 YCoCG = tex2D( samp3, fragment.texcoord4.xy );
  45. half4 specMap = tex2D( samp4, fragment.texcoord5.xy );
  46. half3 lightVector = normalize( fragment.texcoord0.xyz );
  47. half3 diffuseMap = ConvertYCoCgToRGB( YCoCG );
  48. half3 localNormal;
  49. localNormal.xy = bumpMap.wy - 0.5;
  50. localNormal.z = sqrt( abs( dot( localNormal.xy, localNormal.xy ) - 0.25 ) );
  51. localNormal = normalize( localNormal );
  52. const half specularPower = 10.0f;
  53. half hDotN = dot3( normalize( fragment.texcoord6.xyz ), localNormal );
  54. half3 specularContribution = _half3( pow( hDotN, specularPower ) );
  55. half3 diffuseColor = diffuseMap * rpDiffuseModifier.xyz;
  56. half3 specularColor = specMap.xyz * specularContribution * rpSpecularModifier.xyz;
  57. half3 lightColor = dot3( lightVector, localNormal ) * lightProj.xyz * lightFalloff.xyz;
  58. result.color.xyz = ( diffuseColor + specularColor ) * lightColor * fragment.color.xyz;
  59. result.color.w = 1.0;
  60. }