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re3/src/extras/shaders/neoGloss_PS.hlsl
2020-08-19 16:10:22 +02:00

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HLSL

sampler2D tex0 : register(s0);
float glossMult : register(c1);
struct VS_out
{
float4 Position : POSITION;
float3 TexCoord0 : TEXCOORD0;
float3 Normal : COLOR0;
float3 Light : COLOR1;
};
float4 main(VS_out input) : COLOR
{
float4 color = tex2D(tex0, input.TexCoord0.xy);
float3 n = 2.0*input.Normal-1.0; // unpack
float3 v = 2.0*input.Light-1.0; //
float s = dot(n, v);
return s*s*s*s*s*s*s*s*color*input.TexCoord0.z*glossMult;
}