tenebrae2/cg/deluxe1.cg

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/**
* Geforce 4 deluxmaps, pass one
* compile with "-profile fp20"
*/
struct inputVertex {
float4 norVec : COLOR0;
float4 tanVec : TEXCOORD0;
float4 binVec : TEXCOORD1;
float4 deLuxCoord : TEXCOORD2;
float4 texCoord : TEXCOORD3;
};
float4 main(inputVertex I, uniform samplerCUBE tangentCube, uniform samplerCUBE binormalCube,
uniform sampler2D deLuxMap, uniform sampler2D normalMap) : COLOR
{
//normal
float3 normal = I.norVec.xyz;
normal = normal + (normal/2)*(1-dot(normal,normal));//renormalize
//tangent
float3 tangent = 2 * (texCUBE(tangentCube, I.tanVec.xyz).xyz - 0.5);
//binormal
float3 binormal = 2 * (texCUBE(binormalCube, I.binVec.xyz).xyz - 0.5);
// Get the worldspace delux
float3 wDelux = 2 * (tex2D(deLuxMap, I.deLuxCoord.xy).xyz - 0.5);
//Put into tangent space
float3 tDelux;
tDelux.x = dot(wDelux,tangent);
tDelux.y = dot(wDelux,binormal);
tDelux.z = dot(wDelux,normal);
tDelux = tDelux + (tDelux/2)*(1-dot(tDelux,tDelux));//renormalize
// Get the normal from normal map lookup
float3 matNormal = 2 * (tex2D(normalMap, I.texCoord.xy).xyz - 0.5);
// normal . light vector
float4 res;
res = saturate(dot(tDelux.xyz, matNormal.xyz).x);
return res;
}