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// DYNAMIC: "PIXELFOGTYPE" "0..1"
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// STATIC: "CONVERT_TO_SRGB" "0..1" [ps20b][= g_pHardwareConfig->NeedsShaderSRGBConversion()] [PC]
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// STATIC: "CONVERT_TO_SRGB" "0..0" [= 0] [XBOX]
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// STATIC: "DEPTHBLEND" "0..1" [ps20b]
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#include "shader_constant_register_map.h"
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const float4 g_FogParams : register( PSREG_FOG_PARAMS );
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const float4 g_EyePos_SpecExponent : register( PSREG_EYEPOS_SPEC_EXPONENT );
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const float4 g_DepthFeatheringConstants : register( c0 );
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sampler BumpmapSampler : register( s0 );
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sampler DepthSampler : register( s1 );
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struct PS_INPUT
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{
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float2 vBumpTexCoord : TEXCOORD0;
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float3 vTangentSpaceLightDir : TEXCOORD1;
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float3 vAmbientColor : TEXCOORD2;
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#if defined( _X360 )
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float4 vScreenPos_ReverseZ : TEXCOORD3;
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#else
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float4 vScreenPos : TEXCOORD3;
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#endif
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float4 vDirLightScale : COLOR0;
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float4 worldPos_projPosZ : TEXCOORD7; // Necessary for pixel fog
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};
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float4 main( PS_INPUT i ) : COLOR
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{
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float4 baseColor = tex2D( BumpmapSampler, i.vBumpTexCoord );
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// Dot the bump normal and the light vector.
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float4 vBumpMapNormal = (baseColor - 0.5); // The format of the sphere map is 0 to 1,
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// so this is now -0.5 to 0.5.
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float3 vTangentSpaceLightDir = (i.vTangentSpaceLightDir - 0.5) * 2; // This is -1 to 1
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float4 vOutput = dot( vBumpMapNormal, vTangentSpaceLightDir ) + 0.5;
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// Scale by the light color outputted by the vertex shader (ie: based on distance).
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vOutput *= i.vDirLightScale;
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// Add ambient.
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vOutput += float4( i.vAmbientColor.x, i.vAmbientColor.y, i.vAmbientColor.z, 0 );
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// Alpha = normal map alpha * vertex alpha
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vOutput.a = baseColor.a * i.vDirLightScale.a;
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//Soft Particles FTW
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# if (DEPTHBLEND == 1)
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# if defined( _X360 )
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vOutput.a *= DepthFeathering( DepthSampler, i.vScreenPos_ReverseZ.xy / i.vScreenPos_ReverseZ.w, i.vScreenPos_ReverseZ.z, i.vScreenPos_ReverseZ.w, g_DepthFeatheringConstants );
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# else
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vOutput.a *= DepthFeathering( DepthSampler, i.vScreenPos.xy / i.vScreenPos.w, i.vScreenPos.z, i.vScreenPos.w, g_DepthFeatheringConstants );
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# endif
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# endif
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float fogFactor = CalcPixelFogFactor( PIXELFOGTYPE, g_FogParams, g_EyePos_SpecExponent.z, i.worldPos_projPosZ.z, i.worldPos_projPosZ.w );
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return FinalOutput( vOutput, fogFactor, PIXELFOGTYPE, TONEMAP_SCALE_LINEAR );
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}
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