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tech5/bin/base/generated/decls/renderprog/eyehighqualitydiffuse.decl
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2026-08-09 04:23:10 -07:00

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{
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 sampleNormal;
half3 fromViewerN;
half3 globalNormal;
half4 globalReflection;
half4 color;
sampleDiffuse = tex2D( $spareDiffuseMap, fragment.texcoord0.xy );
clip( sampleDiffuse.w - 0.5 );
sampleNormal = tex2D( $spareBumpMap, fragment.texcoord0.xy );
half3 diffuse = sampleDiffuse.xyz;
CALC_FROM_VIEWER( fromViewerN, fragment.texcoord4.xyz );
CALC_GLOBAL_NORMAL( globalNormal, sampleNormal, fragment.texcoord1.xyz, fragment.texcoord2.xyz, fragment.texcoord3.xyz );
APPLY_SCALING_DIFFUSE( diffuse );
{
half primeLightFactor = saturate( dot3( $primeLightDir, globalNormal ) - 0.2 );
half3 primeLight = $primeLightColor.xyz * primeLightFactor;
half3 channelLight =
+ max( globalNormal.x * $channelLight0.xyz, 0 )
+ max( -globalNormal.x * $channelLight1.xyz, 0 )
+ max( globalNormal.y * $channelLight2.xyz, 0 )
+ max( -globalNormal.y * $channelLight3.xyz, 0 )
+ max( globalNormal.z * $channelLight4.xyz, 0 )
+ max( -globalNormal.z * $channelLight5.xyz, 0 );
half3 light = primeLight + channelLight;
// Maximum amount of dim-shadowing based on the pime light contribution
float acceptDimShadow = primeLightFactor * ( 1.0 - saturate( 0.5 + $primeLightMin.x ) );
color.xyz = light * diffuse;
color.w = acceptDimShadow;
}
result.color0 = color;
result.color1 = _float4( 0.0 );
}
}