struct a2v { float4 pos: POSITION; float2 tc: TEXCOORD0; float2 lmtc: TEXCOORD0; float4 vcol: COLOR0; }; struct v2f { float4 pos: SV_POSITION; float2 tc: TEXCOORD0; float2 lmtc: TEXCOORD1; float4 vcol: COLOR0; float3 vtexprojcoord: TEXCOORD2; float3 vtexprojcoord: TEXCOORD2; }; #include #ifdef VERTEX_SHADER v2f main (a2v inp) { v2f outp; outp.pos = mul(m_model, inp.pos); outp.pos = mul(m_view, outp.pos); outp.pos = mul(m_projection, outp.pos); outp.tc = inp.tc; outp.lmtc = inp.lmtc; outp.vcol = inp.vcol; return outp; } #endif #ifdef FRAGMENT_SHADER Texture2D shaderTexture[7]; SamplerState SampleType[7]; float4 main (v2f inp) : SV_TARGET { float4 result; float4 base = shaderTexture[0].Sample(SampleType[0], inp.tc); #ifdef BUMP float4 bump = shaderTexture[1].Sample(SampleType[1], inp.tc); #else float4 bump = float4(0, 0, 1, 0); #endif float4 spec = shaderTexture[2].Sample(SampleType[2], inp.tc); #ifdef CUBE float4 cubemap = shaderTexture[3].Sample(SampleType[3], inp.vtexprojcoord); #endif //shadowmap 2d #ifdef LOWER float4 lower = shaderTexture[5].Sample(SampleType[5], inp.tc); base += lower; #endif #ifdef UPPER float4 upper = shaderTexture[6].Sample(SampleType[6], inp.tc); base += upper; #endif float lightscale = max(1.0 - (dot(inp.lightvector,inp.lightvector)/(l_lightradius*l_lightradius)), 0.0); float3 nl = normalize(inp.lightvector); float bumpscale = max(dot(bump.xyz, nl), 0.0); float3 halfdir = normalize(normalize(eyevector) + nl); float specscale = pow(max(dot(halfdir, bumps), 0.0), 32.0 * spec.a); result.a = base.a; result.rgb = base.rgb * (l_lightcolourscale.x + l_lightcolourscale.y * bumpscale); //amient light + diffuse result.rgb += spec.rgb * l_lightcolourscale.z * specscale; //specular result.rgb *= lightscale; //fade light by distance #ifdef CUBE result.rgb *= cubemap.rgb; //fade by cubemap #endif return result; } #endif