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40 lines
1006 B
Plaintext
40 lines
1006 B
Plaintext
ps.1.4
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; Get the 3-vector from the normal map
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texld r0, t0
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; Get environment matrix
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texcrd r1.rgb, t1
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texcrd r2.rgb, t2
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texcrd r3.rgb, t3
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; Normalize eye-ray vector through normalizer cube map
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texld r4, t4 ; <---- CUBE MAP here!!!
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; Transform normal
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dp3 r5.r, r1, r0_bx2
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dp3 r5.g, r2, r0_bx2
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dp3 r5.b, r3, r0_bx2
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; Reflection calculatiom
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dp3_x2 r3.rgb, r5, r4_bx2 ; 2(N.Eye)
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mul r3.rgb, r5, r3 ; 2N(N.Eye)
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dp3 r2.rgb, r5, r5 ; N.N
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mad r2.rgb, -r4_bx2, r2, r3 ; 2N(N.Eye) - Eye(N.N)
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phase
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; Sample environment map
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texld r3, r2
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texld r4, t5 ; Normalize the tangent-space eye vector
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; dot eye-vector with per-pixel normal from r0
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dp3_sat r1, r4_bx2, r0_bx2
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; run Fresnel approx. on it: R0 + (1-R0) (1-cos(q))^5 in alpha channel
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mul r0.a, 1-r1.a, 1-r1.a ; squared
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mul r0.a, r0.a, r0.a ; quartic
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mul_sat r1.a, r0.a, 1-r1.a ; quintic
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; multiply color by reflecttint
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mul r0.rgb, r3, c1
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+mov_sat r0.a, v0.a
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add_sat r0.a, r1.a, r0.a
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