55 lines
1.5 KiB
Plaintext
55 lines
1.5 KiB
Plaintext
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#ifdef FXCOMPOSER_VERSION // in fxcompser editor
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#include "include/common.cgh"
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#else
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#include "common.cgh"
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#endif
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/********* pixel shader ********/
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float4 dplatePSStuds(BumpVertexOutput IN,
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uniform float Ks,
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uniform float SpecExpon,
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uniform float3 Lamp0Color,
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uniform float3 Lamp1Color,
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uniform float3 AmbiColor,
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uniform sampler2D StudsSamp,
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uniform sampler2D NormalSamp
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) : COLOR
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{
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float4 studShade = tex2D(StudsSamp, IN.ModelUV.xy);
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float fade = 1-abs(IN.ObjectNormal.w); // ObjectNormal.w holds z distance from object position to camera
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// *.00555 is division by 180, the fade distance for LOD drawing
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// so that the contribution of shader will fade to 0 at 180
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if(fade < 0)
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fade = 0;
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float NormalRatio = 0.15;
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float2 NormalUV = IN.ModelUV.zw;
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float3 dColor = IN.Color.xyz;
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float3 tNorm = tex2D(NormalSamp,NormalUV).xyz - float3(0.5,0.5,0.5);
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float3 aWorldBinormal = cross(IN.WorldNormal, IN.WorldTangent);
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float3 NnBump = normalize(tNorm.x * IN.WorldTangent + tNorm.y * aWorldBinormal + tNorm.z * IN.WorldNormal);
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NnBump *= fade;
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Ks *= fade;
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float3 Nn = normalize(lerp(NnBump, IN.WorldNormal, 0.7));
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float3 diffContrib;
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float3 specContrib;
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ps_shared_lighting(dColor, Nn, IN.WorldView,
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IN.Light0Vec, IN.Light1Vec,
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Lamp0Color, Lamp1Color,
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AmbiColor,
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Ks, SpecExpon,
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diffContrib,
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specContrib);
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float3 result = lerp(diffContrib, studShade.xyz, studShade.w) + specContrib;
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return float4(result+0.01, 1);
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}
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