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78 lines
2.0 KiB
78 lines
2.0 KiB
14 years ago
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//ps.1.1
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// def c0, 1.0, 0.0, 0.0, 1.0
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// mov r0, c0
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// Short pixel shader. Use the texm3x3vspec to do a per-pixel
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// reflected lookup into our environment map.
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// Input:
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// t0 - Normal map in tangent space. Apply _bx2 modifier to shift
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// [0..255] -> [-1..1]
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// t1 - UVW = tangent + eye2pos.x, map ignored.
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// t2 - UVW = binormal + eye2pos.y, map ignored
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// t3 - UVW = normal + eye2pos.z, map = environment cube map
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// v0 - attenuating color/alpha.
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// See docs on texm3x3vspec for explanation of the eye2pos wackiness.
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// Output:
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// r0 = reflected lookup from environment map X input v0.
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// Since environment map has alpha = 255, the output of this
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// shader can be used for either alpha or additive blending,
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// as long as v0 is fed in appropriately.
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ps.1.1
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def c0, 1.0, 0.0, 0.0, 1.0 // Temp Hack
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/*
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def c1, 0.0, 1.0, 0.0, 1.0
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def c2, 0.0, 0.0, 1.0, 1.0
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*/
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tex t0 // Bind texture in stage 0 to register t0.
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texm3x3pad t1, t0_bx2 // First row of matrix multiply.
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texm3x3pad t2, t0_bx2 // Second row of matrix multiply.
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texm3x3vspec t3, t0_bx2 // Third row of matrix multiply to get a 3-vector.
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// Reflect 3-vector by the eye-ray vector.
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// Use reflected vector to do a texture lookup
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// at stage 3.
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// t3 now has our reflected environment map value
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// We've (presumably) attenuated the effect on a vertex basis
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// and have our color w/ attenuated alpha in v0. So all we need
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// is to multiply t3 by v0 into r0, add our base color from v1 and we're done.
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mad r0.rgb, t3, v0, v1;
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/* HACKAGE
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//+mul r0.a, v1, v0;
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HACKAGE */
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mov r0.a, v0; //HACKAGE
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/*
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mov r0.rgb, v0;
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mov r0.a, v0;
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*/
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/*
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tex t0;
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texcoord t1;
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texcoord t2;
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texcoord t3;
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mov r0.rgb, t3;
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+mov r0.a, c0;
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*/
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/*
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tex t0;
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texcoord t1;
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texcoord t2;
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texcoord t3;
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mul r0.rgb, t0_bx2, c1;
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+mov r0.a, c2;
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*/
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