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; STATIC: "NORMALMAPALPHAENVMAPMASK" "0..1"
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ps.1.4
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;------------------------------------------------------------------------------
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; Phase 1
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;------------------------------------------------------------------------------
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; Get the 3-vector from the normal map
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texld r0, t0
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; Get environment matrix
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texcrd r1.rgb, t1
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texcrd r2.rgb, t2
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texcrd r3.rgb, t3
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; Normalize eye-ray vector through normalizer cube map
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texld r4, t4 ; <---- CUBE MAP here!!!
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;mov r0.rgba, r4
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; Transform normal
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dp3 r5.r, r1, r0_bx2
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dp3 r5.g, r2, r0_bx2
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dp3 r5.b, r3, r0_bx2
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; Reflection calculatiom
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dp3_x2 r3.rgb, r5, r4_bx2 ; 2(N.Eye)
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mul r3.rgb, r5, r3 ; 2N(N.Eye)
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dp3 r2.rgb, r5, r5 ; N.N
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mad r2.rgb, -r4_bx2, r2, r3 ; 2N(N.Eye) - Eye(N.N)
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#if NORMALMAPALPHAENVMAPMASK
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; Alpha gets lost after phase marker, so store it here
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mov r5, r0.a
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#endif
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;------------------------------------------------------------------------------
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; Phase 2
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;------------------------------------------------------------------------------
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; What's left over from the last phase:
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; r0 - normal
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; r1 - free
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; r2 - vector to sample in envmap
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; r3 - free
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; r4 - normal
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; r5 - normal map alpha (rgba)
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phase
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; Sample environment map
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texld r3, r2
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; dot eye-vector with per-pixel normal from r0
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dp3_sat r1, v0_bx2, r0_bx2
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; Result goes in output color (multiply by constant color c0)
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mul r0.rgb, r3, c0
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; run Fresnel approx. on it: R0 + (1-R0) (1-cos(q))^5 in alpha channel
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mul r1.rgb, r0, r0
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+mul r0.a, 1-r1.a, 1-r1.a ; squared
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lrp r0.rgb, c1, r1, r0 ; blend between color and color * color
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+mul r0.a, r0.a, r0.a ; quartic
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dp3 r1.rgb, r0, c3
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+mul r0.a, r0.a, 1-r1.a ; quintic
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lrp r0.rgb, c2, r0, r1 ; blend between color and greyscale
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mad r0.a, r0.a, c6.a, c4.a ; Take Fresnel R(0) into consideration
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mul r0.rgb, r0, r0.a ; multiply output color by result of fresnel calc
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#if NORMALMAPALPHAENVMAPMASK
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+mul r0.a, c0.a, r5.r ; Fade amount * alpha from the texture
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#else
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+mov r0.a, c0.a ; Just use the fade amount
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#endif
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