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// ======= Copyright © 1996-2007, Valve Corporation, All rights reserved. ======
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//
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// Run procedural glint generation inner loop in pixel shader (ps_2_0)
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//
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// =============================================================================
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struct PS_INPUT
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{
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float2 tc : TEXCOORD0; // Interpolated coordinate of current texel
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float2 glintCenter : TEXCOORD1; // Uniform value containing center of glint
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float3 glintColor : TEXCOORD2; // Uniform value of color of glint
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};
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float GlintGaussSpotCoefficient( float2 d )
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{
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return saturate( exp( -25.0f * dot(d, d) ) );
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}
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float4 main( PS_INPUT i ) : COLOR
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{
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float2 uv = i.tc - i.glintCenter; // This texel relative to glint center
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float intensity = GlintGaussSpotCoefficient( uv + float2(-0.25f, -0.25f) ) +
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GlintGaussSpotCoefficient( uv + float2( 0.25f, -0.25f) ) +
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5 * GlintGaussSpotCoefficient( uv ) +
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GlintGaussSpotCoefficient( uv + float2(-0.25f, 0.25f) ) +
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GlintGaussSpotCoefficient( uv + float2( 0.25f, 0.25f) );
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intensity *= 4.0f/9.0f;
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return float4( intensity * i.glintColor, 1.0f );
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}
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