PK
]rM shaders/PK
\rM&Um m shaders/buildingShader.xml
mAbsNormal.y ? (mAbsNormal.x > mAbsNormal.z ? In.vs.texCoordsX : In.vs.texCoordsZ) : (mAbsNormal.y > mAbsNormal.z ? In.vs.texCoordsY : In.vs.texCoordsZ);
globals.gDirtDiffuse = tex2D( mDirtDiffuse, uvs ).rgba;
globals.gDirtNormal = tex2D( mDirtNormal, uvs ).rgba;
globals.gMossDiffuse = tex2D( mMossDiffuse, uvs ).rgba;
globals.gMossNormal = tex2D( mMossNormal, uvs ).rgba;
}
float3 mMask = tex2D( mMaskMap, In.vs.maskMapTexCoords ).rgb;
globals.gMossMask = mMask.r;
globals.gAO = mMask.g;
globals.gDirtMask = mMask.b;
globals.gIndex = floor(In.vs.ALBEDOMAP_TEXCOORD.y + 8.0);
]]>
PK
]rM shared/PK
pMHD8 8 shared/default_normal.ddsDDS |
DXT1 @ |||||||||||||||||||||||PK
pMiz8 8 shared/mapDirt_diffuse.ddsDDS |
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