port from perforce
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58
evoke-64k/trunk/ev10/cfg/pstext.txt
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58
evoke-64k/trunk/ev10/cfg/pstext.txt
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float4 g_fResolution : register(c0);
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float3 g_vLightDir : register(c1);
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float4 g_fTime : register(c3);
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sampler1D dif : register(s2);
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sampler1D spec : register(s3);
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sampler2D shadowSampler : register(s4);
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sampler2D depthSampler : register(s5);
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static float4 g_fSpecularPower = {1.15f, 1.05f, 1.0f, 1.25f};
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struct psIn
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{
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float4 c : COLOR0;
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float2 t : TEXCOORD0;
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float3 n : TEXCOORD1;
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float3 v : TEXCOORD2;
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float4 s : TEXCOORD3;
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float3 w : TEXCOORD4;
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};
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float4 ps_main(psIn i):color
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{
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// Shadow AA
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float2 sc = i.s.xy / i.s.w;
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float aa = abs( tex2D(depthSampler, sc).x - i.s.z );
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float2 ddaa = float2(ddx(aa), ddy(aa));
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float2 aaetc = sign(-ddaa) * g_fResolution.zw;
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sc += aaetc * saturate(4.f * aa);
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float3 fColor = lerp( float3(1, 0.126, 0.251), float3(255, 224, 32) / 255, 0.5f + 0.5f * cos( g_fTime.x * 0.1f ) );
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fColor = lerp( fColor, float3(64, 192, 96) / 255, 0.5f + 0.5f * cos( g_fTime.x * 0.3f ) );
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fColor = lerp(i.c.xyz, fColor, 0.75f * (g_fTime.x > 130 * 64) * saturate(-i.w.x + 0.5f) );
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//float fS= 0.2f + 0.8f * tex2D(shadowSampler, sc);
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float3 n = normalize(i.n);
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float3 v = normalize(i.v);
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// Lighting
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//fColor.xyz *= tex1D( dif, fS * ( 0.5f + 0.5f * dot( n, -g_vLightDir) ) );
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fColor.xyz *= tex1D( dif, ( 0.5f + 0.5f * dot( n, -g_vLightDir) ) );
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// Specular highlights
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float3 h = normalize( v + -g_vLightDir );
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float s = dot(n, h);
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//fColor += g_fSpecularPower * tex1D(spec, fS * ( 0.5f + 0.5f * s ) );
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fColor += g_fSpecularPower * tex1D(spec,( 0.5f + 0.5f * s ) );
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float fGlow = ( g_fTime.x < 0 )
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? saturate( -106.5f - ( g_fTime.x / 32.0f ) )
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: 1.0f - saturate( g_fTime.w );
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fGlow = saturate( fGlow - ( 0.5f + 0.5f * cos(g_fTime.x * 0.5f + i.w.x * 0.1f) ) * (g_fTime.x > 130 * 64) );
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return float4(fColor, fGlow );
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}
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