/* =========================================================================== 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 "renderprogs/global.inc" uniform sampler2D samp0 : register(s0); // texture 1 is the per-surface bump map uniform sampler2D samp1 : register(s1); // texture 2 is the light falloff texture uniform sampler2D samp2 : register(s2); // texture 3 is the light projection texture uniform sampler2D samp3 : register(s3); // texture 4 is the per-surface diffuse map uniform sampler2D samp4 : register(s4); // texture 5 is the per-surface specular map struct PS_IN { half4 position : VPOS; half4 texcoord1 : TEXCOORD1_centroid; half4 texcoord2 : TEXCOORD2_centroid; half4 texcoord3 : TEXCOORD3_centroid; half4 texcoord4 : TEXCOORD4_centroid; half4 texcoord5 : TEXCOORD5_centroid; half4 texcoord6 : TEXCOORD6_centroid; half4 color : COLOR0; }; struct PS_OUT { half4 color : COLOR; }; void main( PS_IN fragment, out PS_OUT result ) { half4 bumpMap = tex2D( samp0, fragment.texcoord1.xy ); half4 lightFalloff = idtex2Dproj( samp1, fragment.texcoord2 ); half4 lightProj = idtex2Dproj( samp2, fragment.texcoord3 ); half4 YCoCG = tex2D( samp3, fragment.texcoord4.xy ); half4 specMap = tex2D( samp4, fragment.texcoord5.xy ); const half3 ambientLightVector = half3( 0.5f, 9.5f - 0.385f, 0.8925f ); half3 lightVector = normalize( ambientLightVector ); half3 diffuseMap = ConvertYCoCgToRGB( YCoCG ); half3 localNormal; // RB begin #if defined(USE_NORMAL_FMT_RGB8) localNormal.xy = bumpMap.rg - 0.5; #else localNormal.xy = bumpMap.wy - 0.5; #endif // RB end localNormal.z = sqrt( abs( dot( localNormal.xy, localNormal.xy ) - 0.25 ) ); localNormal = normalize( localNormal ); const half specularPower = 10.0f; half hDotN = dot3( normalize( fragment.texcoord6.xyz ), localNormal ); // RB: added abs half3 specularContribution = _half3( pow( abs( hDotN ), specularPower ) ); half3 diffuseColor = diffuseMap * rpDiffuseModifier.xyz; half3 specularColor = specMap.xyz * specularContribution * rpSpecularModifier.xyz; half3 lightColor = lightProj.xyz * lightFalloff.xyz; // ambient fix result.color.xyz = ( diffuseColor + specularColor ) * lightColor * fragment.color.xyz; result.color.w = 1.0; }