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-rw-r--r--materialsystem/stdshaders/particlesphere_ps11.fxc40
1 files changed, 40 insertions, 0 deletions
diff --git a/materialsystem/stdshaders/particlesphere_ps11.fxc b/materialsystem/stdshaders/particlesphere_ps11.fxc
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+++ b/materialsystem/stdshaders/particlesphere_ps11.fxc
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+
+const float3 g_OverbrightFactor : register( c0 );
+const float3 g_SelfIllumTint : register( c1 );
+const float3 g_EnvmapTint : register( c2 );
+
+sampler BumpmapSampler : register( s0 );
+
+struct PS_INPUT
+{
+ float2 vBumpTexCoord : TEXCOORD0;
+ float3 vTangentSpaceLightDir : TEXCOORD1;
+ float3 vAmbientColor : TEXCOORD2;
+
+ float4 vDirLightScale : COLOR0;
+};
+
+float4 main( PS_INPUT i ) : COLOR
+{
+ float4 baseColor = tex2D( BumpmapSampler, i.vBumpTexCoord );
+
+ // Dot the bump normal and the light vector.
+ float4 vBumpMapNormal = (baseColor - 0.5); // The format of the sphere map is 0 to 1,
+ // so this is now -0.5 to 0.5.
+
+ float3 vTangentSpaceLightDir = (i.vTangentSpaceLightDir - 0.5) * 2; // This is -1 to 1
+ float4 vOutput = dot( vBumpMapNormal, vTangentSpaceLightDir ) + 0.5;
+
+ // Scale by the light color outputted by the vertex shader (ie: based on distance).
+ vOutput *= i.vDirLightScale;
+
+ // Add ambient.
+ vOutput += float4( i.vAmbientColor.x, i.vAmbientColor.y, i.vAmbientColor.z, 0 );
+
+ // Alpha = normal map alpha * vertex alpha
+ vOutput.a = baseColor.a * i.vDirLightScale.a;
+
+ return vOutput;
+}
+
+