// STATIC: "BASETEXTURE" "0..1" // STATIC: "ENVMAP" "0..1" // STATIC: "ENVMAPMASK" "0..1" // STATIC: "SELFILLUM" "0..1" // STATIC: "BASEALPHAENVMAPMASK" "0..1" // SKIP: !$ENVMAP && ( $BASEALPHAENVMAPMASK || $ENVMAPMASK ) // SKIP: !$BASETEXTURE && $BASEALPHAENVMAPMASK // SKIP: $BASEALPHAENVMAPMASK && $ENVMAPMASK // SKIP: !$BASETEXTURE && $BASEALPHAENVMAPMASK // SKIP: $SELFILLUM && $BASEALPHAENVMAPMASK // SKIP: !$BASETEXTURE && $SELFILLUM const float3 g_OverbrightFactor : register( c0 ); const float3 g_SelfIllumTint : register( c1 ); const float3 g_EnvmapTint : register( c2 ); sampler BaseTextureSampler : register( s0 ); sampler LightmapSampler : register( s1 ); sampler EnvmapSampler : register( s2 ); sampler EnvmapMaskSampler : register( s3 ); //sampler DetailSampler : register( s3 ); struct PS_INPUT { float2 baseTexCoord : TEXCOORD0; float2 lightmapTexCoord : TEXCOORD1; float3 envmapTexCoord : TEXCOORD2; float2 envmapMaskTexCoord : TEXCOORD3; float4 vertexColor : COLOR0; }; float4 main( PS_INPUT i ) : COLOR { bool bBaseTexture = BASETEXTURE ? true : false; bool bEnvmap = ENVMAP ? true : false; bool bEnvmapMask = ENVMAPMASK ? true : false; bool bSelfIllum = SELFILLUM ? true : false; bool bBaseAlphaEnvmapMask = BASEALPHAENVMAPMASK ? true : false; #if 1 float4 baseColor = float4( 1.0f, 1.0f, 1.0f, 1.0f ); if( bBaseTexture ) { baseColor = tex2D( BaseTextureSampler, i.baseTexCoord ); } float3 specularFactor = 1.0f; if( bEnvmapMask ) { specularFactor *= tex2D( EnvmapMaskSampler, i.envmapMaskTexCoord ).xyz; } if( bBaseAlphaEnvmapMask ) { specularFactor *= 1.0 - baseColor.a; // this blows! } float3 diffuseLighting = tex2D( LightmapSampler, i.lightmapTexCoord ); float3 albedo = float3( 1.0f, 1.0f, 1.0f ); float alpha = 1.0f; if( bBaseTexture ) { albedo *= baseColor; if( !bBaseAlphaEnvmapMask && !bSelfIllum ) { alpha *= baseColor.a; } } // The vertex color contains the modulation color + vertex color combined albedo *= i.vertexColor; alpha *= i.vertexColor.a; // not sure about this one float3 diffuseComponent = ( albedo * diffuseLighting * 2.0f ) * g_OverbrightFactor; if( bSelfIllum ) { float3 selfIllumComponent = g_SelfIllumTint * albedo; diffuseComponent = lerp( diffuseComponent, selfIllumComponent, baseColor.a ); } float3 specularLighting = float3( 0.0f, 0.0f, 0.0f ); if( bEnvmap ) { specularLighting = tex2D( EnvmapSampler, i.envmapTexCoord ); specularLighting *= specularFactor; specularLighting *= g_EnvmapTint; } float3 result = diffuseComponent + specularLighting; return float4( result, alpha ); #endif #if 0 float4 baseColor = float4( 1.0f, 1.0f, 1.0f, 1.0f ); float3 diffuseLighting = tex2D( LightmapSampler, i.lightmapTexCoord ); float3 albedo = float3( 1.0f, 1.0f, 1.0f ); float alpha = 1.0f; albedo *= i.vertexColor; alpha *= i.vertexColor.a; // not sure about this one float3 diffuseComponent = ( albedo * diffuseLighting * 2.0f ) * g_OverbrightFactor; float3 result = diffuseComponent; return float4( result, alpha ); #endif #if 0 float4 result; result.rgb = tex2D( LightmapSampler, i.lightmapTexCoord ).rgb * i.vertexColor.rgb; result.a = i.vertexColor.a; result.rgb = ( result.rgb * g_OverbrightFactor ) * 2.0f; return result; #endif }