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36 lines
986 B
36 lines
986 B
4 years ago
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// Very simular to ps_WaveFixed.inl. Only the final coloring is different.
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// Even though so far they are identical.
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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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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 and we're done.
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mul r0.rgb, t3, v0;
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+mul r0.a, t0, v0;
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// mov r0, t0;
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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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