--- /dev/null
+/// ============================================================================
+/*
+Copyright (C) 2004 Robert Beckebans <trebor_7@users.sourceforge.net>
+Please see the file "AUTHORS" for a list of contributors
+
+This program is free software; you can redistribute it and/or
+modify it under the terms of the GNU General Public License
+as published by the Free Software Foundation; either version 2
+of the License, or (at your option) any later version.
+
+This program is distributed in the hope that it will be useful,
+but WITHOUT ANY WARRANTY; without even the implied warranty of
+MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.
+
+See the GNU General Public License for more details.
+
+You should have received a copy of the GNU General Public License
+along with this program; if not, write to the Free Software
+Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA.
+*/
+/// ============================================================================
+
+#include "utils.cg"
+
+struct cg_vertex2fragment
+{
+ float4 position : TEXCOORD0;
+ float4 tex_diffuse_bump : TEXCOORD1;
+ float4 tex_specular : TEXCOORD2;
+ float4 tex_atten_xy_z : TEXCOORD3;
+
+ float3 tangent : TEXCOORD4;
+ float3 binormal : TEXCOORD5;
+ float3 normal : TEXCOORD6;
+};
+
+struct cg_fragment2final
+{
+ float4 color : COLOR;
+};
+
+
+cg_fragment2final main(cg_vertex2fragment IN,
+ uniform sampler2D diffusemap,
+ uniform sampler2D bumpmap,
+ uniform sampler2D specularmap,
+ uniform sampler2D attenuationmap_xy,
+ uniform sampler2D attenuationmap_z,
+ uniform float3 view_origin,
+ uniform float3 light_origin,
+ uniform float3 light_color,
+ uniform float bump_scale,
+ uniform float specular_exponent)
+{
+ cg_fragment2final OUT;
+
+ // construct object-space-to-tangent-space 3x3 matrix
+ float3x3 rotation = float3x3(IN.tangent, IN.binormal, IN.normal);
+
+ // compute view direction in tangent space
+ float3 V = normalize(mul(rotation, view_origin - IN.position.xyz));
+
+ // compute light direction in tangent space
+ float3 L = normalize(mul(rotation, (light_origin - IN.position.xyz)));
+
+ // compute half angle in tangent space
+ float3 H = normalize(L + V);
+
+ // compute normal in tangent space from bumpmap
+ float3 T = CG_Expand(tex2D(bumpmap, IN.tex_diffuse_bump.zw).xyz);
+ T.z *= bump_scale;
+ float3 N = normalize(T);
+
+ // compute the diffuse term
+ float4 diffuse = tex2D(diffusemap, IN.tex_diffuse_bump.xy);
+ diffuse.rgb *= light_color * saturate(dot(N, L));
+
+ // compute the specular term
+ float3 specular = tex2D(specularmap, IN.tex_specular.xy).rgb * light_color * pow(saturate(dot(N, H)), specular_exponent);
+
+ // compute attenuation
+ float3 attenuation_xy = tex2Dproj(attenuationmap_xy, float3(IN.tex_atten_xy_z.x, IN.tex_atten_xy_z.y, IN.tex_atten_xy_z.w)).rgb;
+ float3 attenuation_z = tex2D(attenuationmap_z, float2(IN.tex_atten_xy_z.z, 0)).rgb;
+
+ // compute final color
+ OUT.color.rgba = diffuse;
+ OUT.color.rgb += specular;
+ OUT.color.rgb *= attenuation_xy;
+ OUT.color.rgb *= attenuation_z;
+
+ return OUT;
+}