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Extensible Markup Language  |  2008-06-10  |  2KB  |  21 lines

  1. <?xml version="1.0" encoding="utf-8" ?>
  2. <ME_BRICK GUID="{4F1B57ED-1116-4CFD-8FB8-83975F21D269}" Name="RtUSpotlightPS2" GUIName="Spotlight-Pixel2" Description="Spotlight pixel 2 shader part">
  3.     <ME_BRICK_INPUTPARAM GUID="{E44257D1-58ED-48F7-B7CD-D6D756E2FF0C}" Name="SpotTexture" Type="RtSampler2D"/>
  4.     <ME_BRICK_INPUTPARAM GUID="{E376B96C-EA0C-4348-8A08-7F23E1C0F69F}" Name="ColorTone" Type="RtFloat4"/>
  5.     <ME_BRICK_INPUTPARAM GUID="{BFA3C12F-7E52-4628-B807-D927C13709E3}" Name="VSLightColor" Type="RtFloat4"/>
  6.     <ME_BRICK_INPUTPARAM GUID="{06060167-544E-44CC-90E0-30B1A9D0C5D6}" Name="VSLightDir" Type="RtFloat3"/>
  7.     <ME_BRICK_INPUTPARAM GUID="{1912AE74-2580-4A2D-B723-68CCE590BEF6}" Name="TargetVector" Type="RtFloat3"/>
  8.     <ME_BRICK_INPUTPARAM GUID="{B3AF1957-19CE-4964-9889-3FBA0095F3AC}" Name="MaxAngle" Type="RtFloat"/>
  9.     <ME_BRICK_OUTPUTPARAM GUID="{15C7B28D-36E8-4F70-BABA-463C744CC904}" Name="LightColor" Type="RtFloat4"/>
  10.     <ME_BRICK_CODE><![CDATA[
  11.     //The spotlight PS method
  12.     void RtUSpotlightPS2(in RtSampler2D SpotTexture, in RtFloat4 ColorTone, in RtFloat4 VSLightColor,  
  13.                          in RtFloat3 VSLightDir, in RtFloat3 TargetVector, in RtFloat MaxAngle,
  14.                          out RtFloat4 LightColor)
  15.     {
  16.         float fDot = rtx_Dot(rtx_CubeNormalize(-VSLightDir), TargetVector);
  17.         LightColor = (fDot>MaxAngle) ? rtx_Tex2DProj(SpotTexture, VSLightColor) * ColorTone : float4(0,0,0,0);
  18.     }
  19.     ]]></ME_BRICK_CODE>
  20. </ME_BRICK>
  21.