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@@ -0,0 +1,26 @@
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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 ; envmap color * envmaptint
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+mov_sat r0.a, v0.a ; Put the cheap water blend factor here
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dp3_sat t2, v0_bx2, t0_bx2 ; dot eye-vector with per-pixel normal from t0
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; run Fresnel approx. on it: R0 + (1-R0) (1-cos(q))^5 in alpha channel
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; NOTE: This is not perspective-correct and results in strange artifacts
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mul r1.a, 1-t2.a, 1-t2.a ; squared
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mul r1.a, r1.a, r1.a ; quartic
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mul_sat r1.a, r1.a, 1-t2.a ; quintic
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; t1.a is now the fresnel factor
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add_sat r0.a, r1.a, r0.a ; Now we have the final blend factor between cheap water + refraction
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