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43 lines
1.2 KiB
Plaintext
43 lines
1.2 KiB
Plaintext
ps.1.1
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;------------------------------------------------------------------------------
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; Environment mapping on a bumped surface
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; t0 - Normalmap
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; t3 - Cube environment map (*must* be a cube map!)
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;
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; c0 - color to multiply the results by
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; Input texture coords required here are a little wonky.
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; tc0.uv <- U,V into the normal map
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; tc1.uvw, tc2.uvw, tc3.uvw <- 3x3 matrix transform
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; from tangent space->env map space
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; tc1.q, tc2.q, tc3.q <- eye vector in env map space
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;------------------------------------------------------------------------------
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; This version doesn't multiply by lighting.
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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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; result goes in output color
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mul r0.rgb, t3, c0 ; constant color
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+mov r0.a, c0.a
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mul r1.rgb, r0, r0
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lrp r0.rgb, c1, r1, r0 ; blend between color and color * color
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dp3 r1.rgb, r0, c3
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lrp r0.rgb, c2, r0, r1 ; blend between color and greyscale
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; Multiply the output color by the alpha channel of the normal map.
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mul r0.rgb, t0.a, r0
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