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/*
===========================================================================
Doom 3 BFG Edition GPL Source Code
Copyright (C) 1993-2012 id Software LLC, a ZeniMax Media company.
Copyright (C) 2016 Robert Beckebans
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 <http://www.gnu.org/licenses/>.
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 "global.inc.hlsl"
// *INDENT-OFF*
uniform sampler2D samp0 : register(s0); // normal map
struct PS_IN
{
float4 position : VPOS;
float2 texcoord0 : TEXCOORD0_centroid;
float3 texcoord1 : TEXCOORD1_centroid;
float3 texcoord2 : TEXCOORD2_centroid;
float3 texcoord3 : TEXCOORD3_centroid;
float3 texcoord4 : TEXCOORD4_centroid;
float4 color : COLOR0;
};
struct PS_OUT
{
float4 color : COLOR;
};
// *INDENT-ON*
void main( PS_IN fragment, out PS_OUT result )
{
float4 bump = tex2D( samp0, fragment.texcoord0 ) * 2.0f - 1.0f;
// RB begin
float3 localNormal;
#if defined(USE_NORMAL_FMT_RGB8)
localNormal = float3( bump.rg, 0.0f );
#else
localNormal = float3( bump.wy, 0.0f );
#endif
// RB end
localNormal.z = sqrt( 1.0f - dot3( localNormal, localNormal ) );
float3 globalNormal;
#if 1
globalNormal.x = dot3( localNormal, fragment.texcoord2 );
globalNormal.y = dot3( localNormal, fragment.texcoord3 );
globalNormal.z = dot3( localNormal, fragment.texcoord4 );
#else
// only the normal in view space
globalNormal.x = fragment.texcoord2.z;
globalNormal.y = fragment.texcoord3.z;
globalNormal.z = fragment.texcoord4.z;
//globalNormal.z = fragment.texcoord4.z * -0.001; //sqrt( abs( dot( globalNormal.xy, globalNormal.xy ) - 0.25 ) );
globalNormal = normalize( globalNormal );
#endif
// RB: rpColor is white and only used to generate the _fa_ uniform array
result.color.rgb = ( globalNormal.xyz * 0.5 + 0.5 ) * fragment.color.rgb;// * rpColor;
//result.color.rgb = ( globalNormal.xyz );// * fragment.color.rgb;// * rpColor;
result.color.a = 1.0;
}
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