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Extensible Markup Language  |  2008-06-10  |  1KB  |  19 lines

  1. <?xml version="1.0" encoding="utf-8" ?>
  2. <ME_BRICK GUID="{61C6BDA6-1DC9-47B3-B79E-867608343D86}" Name="RtUDirlightPS2" GUIName="Dirlight-Pixel2" Description="Dirlight pixel 2 shader part">
  3.     <ME_BRICK_INPUTPARAM GUID="{575B674D-FB13-40BA-B00A-D1FAB9805210}" Name="SpotTexture" Type="RtSampler2D"/>
  4.     <ME_BRICK_INPUTPARAM GUID="{C6DD9A9C-9B6A-4B0B-80A2-96581FD63C80}" Name="ColorTone" Type="RtFloat4"/>
  5.     <ME_BRICK_INPUTPARAM GUID="{9BC1FFE8-C8B1-4458-A745-5C2497F46894}" Name="VSLightColor" Type="RtFloat4"/>
  6.     <ME_BRICK_OUTPUTPARAM GUID="{B27A81E1-777D-468E-A686-138F3E391670}" Name="LightColor" Type="RtFloat4"/>
  7.     <ME_BRICK_CODE><![CDATA[
  8.     //The Dirlight PS method
  9.     void RtUDirlightPS2(in RtSampler2D SpotTexture, in RtFloat4 ColorTone, in RtFloat4 VSLightColor,  
  10.                         out RtFloat4 LightColor)
  11.     {
  12.         if (VSLightColor.z<0)
  13.             LightColor = float4(0,0,0,0);
  14.         else 
  15.             LightColor = rtx_Tex2D(SpotTexture, saturate(VSLightColor)) * ColorTone;
  16.     }
  17.     ]]></ME_BRICK_CODE>
  18. </ME_BRICK>
  19.