//====== Copyright © 1996-2004, Valve Corporation, All rights reserved. ======= // // Purpose: // //============================================================================= // STATIC: "NORMALMAP" "0..1" #include "common_ps_fxc.h" sampler SpotSampler : register( s0 ); sampler BaseTextureSampler : register( s1 ); sampler NormalizingCubemapSampler : register( s2 ); // use a normalizing cube map here if we aren't normal mapping #if NORMALMAP sampler NormalMapSampler : register( s3 ); #else sampler NormalizingCubemapSampler2 : register( s3 ); #endif #ifndef _XBOX static const HALF g_OverbrightFactor = 2.0f; #else const float g_OverbrightFactor : register( c0 ); #endif struct PS_INPUT { float4 spotTexCoord : TEXCOORD0; float2 baseTexCoord : TEXCOORD1; #if NORMALMAP float3 tangentPosToLightVector : TEXCOORD2; float2 normalMapTexCoord : TEXCOORD3; #else float3 worldPosToLightVector : TEXCOORD2; float3 normal : TEXCOORD3; #endif float4 vertAtten : COLOR0; }; float4 main( PS_INPUT i ) : COLOR { #if NORMALMAP float3 normal = tex2D( NormalMapSampler, i.normalMapTexCoord ) * 2.0f - 1.0f; #else float3 normal = texCUBE( NormalizingCubemapSampler2, i.normal ) * 2.0f - 1.0f; #endif float3 spotColor = tex2D( SpotSampler, i.spotTexCoord ); float4 baseSample = tex2D( BaseTextureSampler, i.baseTexCoord ); float3 baseColor = baseSample.xyz; #if NORMALMAP // wrap this! float3 tangentPosToLightVector = texCUBE( NormalizingCubemapSampler, i.tangentPosToLightVector ) * 2.0f - 1.0f; float nDotL = dot( tangentPosToLightVector, normal ); #else float3 worldPosToLightVector = texCUBE( NormalizingCubemapSampler, i.worldPosToLightVector ) * 2.0f - 1.0f; float nDotL = dot( worldPosToLightVector, normal ); #endif float3 outcolor; outcolor = spotColor * baseColor * nDotL * g_OverbrightFactor; // NOTE!! This has to be last to avoid loss of range. outcolor *= i.vertAtten; return float4( outcolor.xyz, baseSample.a * i.vertAtten.a ); }