Added shaders and doomscript from the build.
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@@ -0,0 +1,32 @@
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#template SAMPLE_WRINKLEMAPS( occlusionRes, bumpRes, occlusionSrc, bumpSrc, texCoord )
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{
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half4 mask01 = tex2D( $fadeMap, float2( texCoord.x * 0.5f, texCoord.y ) );
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half4 mask23 = tex2D( $fadeMap, float2( texCoord.x * 0.5f + 0.5f, texCoord.y ) );
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mask01 = (mask01 - 0.50f)*2.2f;
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float wrinkleResFactor0 = (dot4(saturate(mask01 - 0.05f), $wrinkleFactor0)
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+ dot4(saturate(-mask01 - 0.05f), $wrinkleFactor1) );
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mask23 = (mask23 - 0.50f)*2.2f;
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float wrinkleResFactor1 = (dot4(saturate(mask23 - 0.05f), $wrinkleFactor2)
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+ dot4(saturate(-mask23 - 0.05f), $wrinkleFactor3) );
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float wrinkleResFactor = clamp( wrinkleResFactor0 + wrinkleResFactor1, -1.0f, 1.0f );
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wrinkleResFactor *= $wrinkleScale.x;
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float ambOccl = occlusionSrc.g;
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half4 bumpNormal = bumpSrc;
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// + is expand, - is contract
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if ( wrinkleResFactor > 0.05 ) {
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ambOccl = lerp( occlusionSrc.g, occlusionSrc.b, wrinkleResFactor );
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bumpNormal = lerp( bumpSrc, tex2D( $spareBumpMap2, texCoord.xy ), wrinkleResFactor );
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} else if ( wrinkleResFactor < -0.05 ) {
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ambOccl = lerp( occlusionSrc.g, occlusionSrc.r, -wrinkleResFactor );
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bumpNormal = lerp( bumpSrc, tex2D( $spareBumpMap1, texCoord.xy ), -wrinkleResFactor );
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}
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occlusionRes = ambOccl;
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bumpRes = bumpNormal;
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}
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#endtemplate
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