Moving some file around...
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| struct a2v | ||||
| { | ||||
|     float4 Position : POSITION; //in object space | ||||
|     float3 Normal : NORMAL; | ||||
| }; | ||||
|  | ||||
| struct v2f | ||||
| { | ||||
|     float4 Position : POSITION; //in projection space | ||||
|     float4 TexCoords : TEXCOORD0; | ||||
|     float3 LightDirection : TEXCOORD1; | ||||
|     float3 Normal : TEXCOORD2; | ||||
| }; | ||||
|  | ||||
| float4 main(v2f IN, uniform sampler3D colourMap : TEXUNIT0, uniform sampler3D normalMap : TEXUNIT1) : COLOR | ||||
| { | ||||
|        float3 normalMapValue = tex3D(normalMap, IN.TexCoords.xyz).rgb; | ||||
|        normalMapValue = (normalMapValue - 0.5) * 2; | ||||
|  | ||||
|        float3 finalNormal = normalize(IN.Normal + normalMapValue); | ||||
|         | ||||
|        float3 colourMapValue = tex3D(colourMap, IN.TexCoords.xyz).rgb; | ||||
|  | ||||
|         | ||||
|        // calculate light vector | ||||
| 	   //float3 Normal = normalize(IN.Color.xyz); | ||||
| 	  /* float3 Normal = (IN.Color.xyz * 2) - float3(1.0,1.0,1.0); | ||||
| 	   Normal = normalize(Normal+ normalAdjustment); | ||||
| 	   float3 lightDirection = normalize(float3(1,1,1)); */ | ||||
|  | ||||
| 	   // Calculate diffuse component | ||||
| 	   float diffuse = max(dot(finalNormal, IN.LightDirection) , 0); | ||||
|  | ||||
| 	   diffuse += 0.3; | ||||
|  | ||||
| 	   //OUT.Color = ambient + float4(diffuse,diffuse,diffuse,1.0); | ||||
|  | ||||
|  | ||||
|        //return float4(detailColor * IN.Color.rgb, 1.0); | ||||
|         | ||||
|        return float4(colourMapValue*diffuse, 1.0); | ||||
| } | ||||
|  | ||||
| /*float4 main(v2f IN, uniform sampler3D detailTexture : TEXUNIT0) : COLOR | ||||
| { | ||||
|        float3 detailColor = tex3D(detailTexture, IN.TexCoords.xyz).rgb; | ||||
|        return float4(detailColor * IN.Color.rgb, 1.0); | ||||
| }    */ | ||||
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