{ parms { stageSort sortCoverage } state { depthfunc GL_LEQUAL } hlsl_vp { #include "includes/vertex.inc" CALC_TEXCOORDS( result.texcoord0 ); float4 position; float4 normal; float4 tangent; float3 worldPosition; CALC_PNT( position, normal, tangent ); CALC_SKINNED_POSITION_NORMALS( result.position, result.texcoord1, result.texcoord2, result.texcoord3, result.texcoord4, position, normal, tangent, worldPosition ); } hlsl_fp { #include "includes/vmtr.inc" half4 sampleDiffuse; half4 sampleSpecular; half4 sampleNormal; half3 fromViewerN; half3 globalNormal; half4 globalReflection; half4 color; sampleDiffuse = tex2D( $spareDiffuseMap, fragment.texcoord0.xy ); sampleSpecular = tex2D( $spareSpecularMap, fragment.texcoord0.xy ); sampleNormal = tex2D( $spareBumpMap, fragment.texcoord0.xy ); half3 diffuse = sampleDiffuse.xyz; half3 specular = sampleSpecular.xyz; half power = 1.0; CALC_FROM_VIEWER( fromViewerN, fragment.texcoord4.xyz ); CALC_GLOBAL_NORMAL( globalNormal, sampleNormal, fragment.texcoord1.xyz, fragment.texcoord2.xyz, fragment.texcoord3.xyz ); CALC_GLOBAL_REFLECTION( globalReflection, globalNormal, fromViewerN ); APPLY_SPECULAR_REFLECTION( specular, power, globalReflection ); APPLY_SCALING( diffuse, specular ); APPLY_LIGHTING( color, diffuse, specular, globalNormal ); result.color0 = color; result.color1 = _float4( 0.0 ); } }