const float3 g_OverbrightFactor : register( c0 ); const float3 g_SelfIllumTint : register( c1 ); const float3 g_EnvmapTint : register( c2 ); sampler BumpmapSampler : register( s0 ); struct PS_INPUT { float2 vBumpTexCoord : TEXCOORD0; float3 vTangentSpaceLightDir : TEXCOORD1; float3 vAmbientColor : TEXCOORD2; float4 vDirLightScale : COLOR0; }; float4 main( PS_INPUT i ) : COLOR { float4 baseColor = tex2D( BumpmapSampler, i.vBumpTexCoord ); // Dot the bump normal and the light vector. float4 vBumpMapNormal = (baseColor - 0.5); // The format of the sphere map is 0 to 1, // so this is now -0.5 to 0.5. float3 vTangentSpaceLightDir = (i.vTangentSpaceLightDir - 0.5) * 2; // This is -1 to 1 float4 vOutput = dot( vBumpMapNormal, vTangentSpaceLightDir ) + 0.5; // Scale by the light color outputted by the vertex shader (ie: based on distance). vOutput *= i.vDirLightScale; // Add ambient. vOutput += float4( i.vAmbientColor.x, i.vAmbientColor.y, i.vAmbientColor.z, 0 ); // Alpha = normal map alpha * vertex alpha vOutput.a = baseColor.a * i.vDirLightScale.a; return vOutput; }