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2026-08-09 04:23:10 -07:00

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{
inherit outside
parms {
stageSort sortCoverage+1
}
state {
depthfunc GL_LEQUAL
}
hlsl_fp {
#include "includes/vmtr.inc"
half4 sampleSpecular;
half4 sampleYCoCg;
half4 sampleNormal;
half2 feedbackTexCoord;
float4 feedback;
half3 surfaceDiffuse;
half3 surfaceSpecular;
half3 fromViewerN;
half3 globalNormal;
half4 globalReflection;
half4 color;
FETCH_VMTR_BLEND( sampleSpecular, sampleYCoCg, sampleNormal, feedbackTexCoord, fragment.texcoord1.w );
clip( sampleSpecular.w - 0.5 );
CALC_VMTR_FEEDBACK( feedback, feedbackTexCoord );
CALC_DIFFUSE_RGB( surfaceDiffuse, sampleYCoCg );
CALC_SPECULAR_RGB( surfaceSpecular, sampleSpecular, sampleNormal.z );
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 );
half3 diffuse = surfaceDiffuse;
half3 specular = surfaceSpecular;
BRANCH if ( $lightingModel.x > 0 ) {
float3 fragmentXYZ;
CALC_FRAGMENT_POS( fragmentXYZ, fragment.texcoord4.xyz );
APPLY_LIGHTING_LOCAL( color, diffuse, specular, sampleNormal.x, globalNormal, fragmentXYZ, globalReflection );
} else {
APPLY_GRAZING( diffuse, specular, globalNormal, fromViewerN );
APPLY_SPECULAR_REFLECTION( specular, sampleNormal.x, globalReflection );
APPLY_SCALING( diffuse, specular );
APPLY_LIGHTING( color, diffuse, specular, globalNormal );
}
APPLY_HIGHLIGHT( color, fromViewerN, fragment.texcoord1, fragment.texcoord2, fragment.texcoord3 );
result.color0 = color;
result.color1 = feedback;
OUTPUT_SURFACE_ATTRIBUTES( surfaceDiffuse, surfaceSpecular, sampleNormal.x, globalNormal );
}
}