Buckets:
| /*============================================================================= | |
| DirectionalLightPixelShader.hlsl: Directional light pixel shader. | |
| Copyright 1998-2008 Epic Games, Inc. All Rights Reserved. | |
| =============================================================================*/ | |
| half3 LightColor; | |
| sampler2D ShadowTexture; | |
| void Main( | |
| in FVertexFactoryInterpolants FactoryInterpolants, | |
| in float3 TangentLightVector : TEXCOORD4, | |
| in float4 WorldLightVector : TEXCOORD5, | |
| in float3 CameraVector : TEXCOORD6, | |
| in float4 PixelPosition : TEXCOORD7, | |
| OPTIONAL_FacingSign | |
| out float4 OutColor : COLOR0 | |
| ) | |
| { | |
| FMaterialParameters MaterialParameters = GetMaterialParameters(FactoryInterpolants); | |
| CalcMaterialParameters(MaterialParameters,FacingSign,CameraVector,PixelPosition,TangentLightVector); | |
| half LightMask = Square(tex2D(ShadowTexture,GetLightMapCoordinate(FactoryInterpolants)).r); | |
| half LightMask = WorldLightVector.w; | |
| half LightMask = 1; | |
| GetMaterialClipping(MaterialParameters); | |
| OutColor.rgb = GetLightAttenuation(MaterialParameters.ScreenPosition) * | |
| LightMask * | |
| GetMaterialPointLightTransfer(MaterialParameters,WorldLightVector.xyz,0) * | |
| LightColor; | |
| OutColor.a = 0.0f; | |
| OutColor = RETURN_COLOR(AccumulateSceneColor(OutColor)); | |
| } | |
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