mirror of
https://github.com/nillerusr/source-engine.git
synced 2024-12-22 22:27:05 +00:00
27 lines
851 B
Plaintext
27 lines
851 B
Plaintext
|
ps.1.1
|
||
|
|
||
|
; Get the 3-vector from the normal map
|
||
|
tex t0
|
||
|
|
||
|
; Perform matrix multiply to get a local normal bump. Then
|
||
|
; reflect the eye vector through the normal and sample from
|
||
|
; a cubic environment map.
|
||
|
texm3x3pad t1, t0_bx2
|
||
|
texm3x3pad t2, t0_bx2
|
||
|
texm3x3vspec t3, t0_bx2
|
||
|
|
||
|
mul r0.rgb, t3, c1 ; envmap color * envmaptint
|
||
|
+mov_sat r0.a, v0.a ; Put the cheap water blend factor here
|
||
|
|
||
|
dp3_sat t2, v0_bx2, t0_bx2 ; dot eye-vector with per-pixel normal from t0
|
||
|
|
||
|
; run Fresnel approx. on it: R0 + (1-R0) (1-cos(q))^5 in alpha channel
|
||
|
; NOTE: This is not perspective-correct and results in strange artifacts
|
||
|
mul r1.a, 1-t2.a, 1-t2.a ; squared
|
||
|
mul r1.a, r1.a, r1.a ; quartic
|
||
|
mul_sat r1.a, r1.a, 1-t2.a ; quintic
|
||
|
|
||
|
; t1.a is now the fresnel factor
|
||
|
add_sat r0.a, r1.a, r0.a ; Now we have the final blend factor between cheap water + refraction
|
||
|
|