mirror of
https://github.com/nillerusr/source-engine.git
synced 2024-12-22 22:27:05 +00:00
41 lines
1.1 KiB
Plaintext
41 lines
1.1 KiB
Plaintext
|
|
const float3 g_OverbrightFactor : register( c0 );
|
|
const float3 g_SelfIllumTint : register( c1 );
|
|
const float3 g_EnvmapTint : register( c2 );
|
|
|
|
sampler BumpmapSampler : register( s0 );
|
|
|
|
struct PS_INPUT
|
|
{
|
|
float2 vBumpTexCoord : TEXCOORD0;
|
|
float3 vTangentSpaceLightDir : TEXCOORD1;
|
|
float3 vAmbientColor : TEXCOORD2;
|
|
|
|
float4 vDirLightScale : COLOR0;
|
|
};
|
|
|
|
float4 main( PS_INPUT i ) : COLOR
|
|
{
|
|
float4 baseColor = tex2D( BumpmapSampler, i.vBumpTexCoord );
|
|
|
|
// Dot the bump normal and the light vector.
|
|
float4 vBumpMapNormal = (baseColor - 0.5); // The format of the sphere map is 0 to 1,
|
|
// so this is now -0.5 to 0.5.
|
|
|
|
float3 vTangentSpaceLightDir = (i.vTangentSpaceLightDir - 0.5) * 2; // This is -1 to 1
|
|
float4 vOutput = dot( vBumpMapNormal, vTangentSpaceLightDir ) + 0.5;
|
|
|
|
// Scale by the light color outputted by the vertex shader (ie: based on distance).
|
|
vOutput *= i.vDirLightScale;
|
|
|
|
// Add ambient.
|
|
vOutput += float4( i.vAmbientColor.x, i.vAmbientColor.y, i.vAmbientColor.z, 0 );
|
|
|
|
// Alpha = normal map alpha * vertex alpha
|
|
vOutput.a = baseColor.a * i.vDirLightScale.a;
|
|
|
|
return vOutput;
|
|
}
|
|
|
|
|