/* =========================================================================== Doom 3 BFG Edition GPL Source Code Copyright (C) 1993-2012 id Software LLC, a ZeniMax Media company. This file is part of the Doom 3 BFG Edition GPL Source Code ("Doom 3 BFG Edition Source Code"). Doom 3 BFG Edition Source Code is free software: you can redistribute it and/or modify it under the terms of the GNU General Public License as published by the Free Software Foundation, either version 3 of the License, or (at your option) any later version. Doom 3 BFG Edition Source Code is distributed in the hope that it will be useful, but WITHOUT ANY WARRANTY; without even the implied warranty of MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU General Public License for more details. You should have received a copy of the GNU General Public License along with Doom 3 BFG Edition Source Code. If not, see . 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. 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. =========================================================================== */ #include "global.inc" struct PS_IN { float4 position : VPOS; float4 texcoord0 : TEXCOORD0_centroid; }; struct PS_OUT { float4 color : COLOR; }; uniform sampler2D samp0 : register(s0); static float2 screenPosToTexcoord( float2 pos, float4 bias_scale ) { return ( pos * bias_scale.zw + bias_scale.xy ); } void main( PS_IN fragment, out PS_OUT result ) { const float renderWidth = 1280.0f; const float renderHeight = 720.0f; const float4 positionToViewTexture = float4( 0.5f / renderWidth, 0.5f / renderHeight, 1.0f / renderWidth, 1.0f / renderHeight ); float interpolatedZOverW = ( 1.0 - ( fragment.texcoord0.z / fragment.texcoord0.w ) ); float3 pos; pos.z = 1.0 / interpolatedZOverW; pos.xy = pos.z * ( 2.0 * screenPosToTexcoord( fragment.position.xy, positionToViewTexture ) - 1.0 ); float3 normal = normalize( cross( ddy( pos ), ddx( pos ) ) ); // light is above and to the right in the eye plane float3 L = normalize( float3( 1.0, 1.0, 0.0 ) - pos ); result.color.xyz = _float3( dot3( normal, L ) * 0.75 ); result.color.w = 1.0; }