2012-01-14 23:34:14 +00:00
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sampler RT : register(s0);
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sampler NormalMap : register(s1);
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sampler CausticMap : register(s2);
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float4 main_ps(float2 iTexCoord : TEXCOORD0,
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float3 noiseCoord : TEXCOORD1,
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uniform float4 tintColour) : COLOR
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{
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2012-04-03 20:53:08 +00:00
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float4 normal = tex2D(NormalMap, noiseCoord) * 2 - 1;
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2012-01-14 23:34:14 +00:00
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return tex2D(RT, iTexCoord + normal.xy * 0.05) +
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(tex2D(CausticMap, noiseCoord) / 5) +
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tintColour ;
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}
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