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1 | void main_fp(float2 texCoord: TEXCOORD0,
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2 | float2 subTexCoord: TEXCOORD1,
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3 | float4 position : WPOS,
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4 | float4 colour: COLOR0,
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5 | out float4 ocolor: COLOR,
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6 | uniform sampler2D texture)
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7 | {
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8 | // Normalmap
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9 | //normal = normalize(normal);
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10 | // Convert from [-1,1] to [0,1]
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11 | //ocolor.r = (normal.r + 1.0) / 2.0;
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12 | //ocolor.g = (normal.g + 1.0) / 2.0;
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13 | //ocolor.b = (normal.b + 1.0) / 2.0;
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14 | //ocolor.a = tex2D(textura,texCoord).a;
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15 |
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16 | // Depthmap
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17 | //ocolor.r = position.z;
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18 | //ocolor.g = position.z;
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19 | //ocolor.b = position.z;
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20 | //ocolor.a = 1.0;
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21 |
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22 | // Texture
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23 | ocolor.r = tex2D(texture, subTexCoord).r;
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24 | ocolor.g = tex2D(texture, subTexCoord).g;
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25 | ocolor.b = tex2D(texture, subTexCoord).b;
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26 | ocolor.a = tex2D(texture, subTexCoord).b;
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27 |
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28 | // Debug
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29 | //ocolor = ocolor + float4(colour.xyz,1.0);
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30 |
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31 | // Colour
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32 | //ocolor = colour;
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33 | } |
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