mirror of
https://github.com/nillerusr/source-engine.git
synced 2026-08-15 05:06:57 +00:00
1
This commit is contained in:
@@ -0,0 +1,26 @@
|
||||
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, t3, c1 ; envmap color * envmaptint
|
||||
|
||||
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
|
||||
lrp r0.rgb, r1.a, r0, c0 ; blend between reflected color and fog color based on fresnel
|
||||
|
||||
|
||||
Reference in New Issue
Block a user