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materialsystem/stdshaders/Cable.psh
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27
materialsystem/stdshaders/Cable.psh
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ps.1.1
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;------------------------------------------------------------------------------
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; See the vertex shader for info
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;
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; This shader takes:
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; t0 = normal map
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; t1 = base texture
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; v0 = directional light color
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; t2 = directional light direction (biased into 0-1)
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; c0 = percent of dirlight to add as ambient
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;
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; Output:
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; (t0 dot t1) * v0
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;------------------------------------------------------------------------------
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tex t0 ; Get the 3-vector from the normal map
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tex t1 ; Interpret tcoord t1 as color data.
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texcoord t2
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dp3 r1, t0_bx2, t2_bx2 ; r1 = normalMap dot dirLightDir
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add r0, r1, c0 ; + 0.5
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mul r1, v0, r0 ; scale the dot product by the dirlight's actual color
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mul r0.rgb, r1, t1 + ; scale by the texture color
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mul r0.a, t1.a, v0.a
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