mirror of
https://github.com/nillerusr/source-engine.git
synced 2026-08-09 18:29:35 +00:00
1
This commit is contained in:
@@ -0,0 +1,30 @@
|
||||
ps.1.1
|
||||
|
||||
;------------------------------------------------------------------------------
|
||||
; Environment mapping on a bumped surface
|
||||
; t0 - Normalmap
|
||||
; t3 - Cube environment map (*must* be a cube map!)
|
||||
;
|
||||
; c0 - color to multiply the results by
|
||||
; Input texture coords required here are a little wonky.
|
||||
; tc0.uv <- U,V into the normal map
|
||||
; tc1.uvw, tc2.uvw, tc3.uvw <- 3x3 matrix transform
|
||||
; from tangent space->env map space
|
||||
; tc1.q, tc2.q, tc3.q <- eye vector in env map space
|
||||
;------------------------------------------------------------------------------
|
||||
; This version doesn't multiply by lighting.
|
||||
|
||||
; 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
|
||||
|
||||
; result goes in output color (multiply by constant color c0)
|
||||
mul r0.rgb, t3, c0
|
||||
mov r0.a, c0.a
|
||||
|
||||
Reference in New Issue
Block a user