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@@ -0,0 +1,18 @@
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ps.1.1
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; Get the 3-vector from the normal map
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tex t0
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; Perform matrix multiply to get a local normal bump. Then
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; reflect the eye vector through the normal and sample from
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; a cubic environment map.
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texm3x3pad t1, t0_bx2
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texm3x3pad t2, t0_bx2
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texm3x3vspec t3, t0_bx2
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mul r0.rgb, t3, c1 ; multiply color by reflecttint
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+mov_sat r0.a, v0.a ; NOTE: This is necessary since v0.a can be outside 0 - 1!
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add_sat r0.a, c1.a, r0.a ; cheap water blend factor + constant blend factor
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