You can not select more than 25 topics
Topics must start with a letter or number, can include dashes ('-') and can be up to 35 characters long.
78 lines
1.9 KiB
78 lines
1.9 KiB
4 years ago
|
//ps.1.1
|
||
|
|
||
|
// def c0, 1.0, 0.0, 0.0, 1.0
|
||
|
|
||
|
// mov r0, c0
|
||
|
|
||
|
// Short pixel shader. Use the texm3x3vspec to do a per-pixel
|
||
|
// reflected lookup into our environment map.
|
||
|
// Input:
|
||
|
// t0 - Normal map in tangent space. Apply _bx2 modifier to shift
|
||
|
// [0..255] -> [-1..1]
|
||
|
// t1 - UVW = tangent + eye2pos.x, map ignored.
|
||
|
// t2 - UVW = binormal + eye2pos.y, map ignored
|
||
|
// t3 - UVW = normal + eye2pos.z, map = environment cube map
|
||
|
// v0 - attenuating color/alpha.
|
||
|
// See docs on texm3x3vspec for explanation of the eye2pos wackiness.
|
||
|
// Output:
|
||
|
// r0 = reflected lookup from environment map X input v0.
|
||
|
// Since environment map has alpha = 255, the output of this
|
||
|
// shader can be used for either alpha or additive blending,
|
||
|
// as long as v0 is fed in appropriately.
|
||
|
|
||
|
ps.1.1
|
||
|
|
||
|
def c0, 1.0, 0.0, 0.0, 1.0 // Temp Hack
|
||
|
/*
|
||
|
def c1, 0.0, 1.0, 0.0, 1.0
|
||
|
def c2, 0.0, 0.0, 1.0, 1.0
|
||
|
*/
|
||
|
|
||
|
|
||
|
tex t0 // Bind texture in stage 0 to register t0.
|
||
|
texm3x3pad t1, t0_bx2 // First row of matrix multiply.
|
||
|
texm3x3pad t2, t0_bx2 // Second row of matrix multiply.
|
||
|
texm3x3vspec t3, t0_bx2 // Third row of matrix multiply to get a 3-vector.
|
||
|
// Reflect 3-vector by the eye-ray vector.
|
||
|
// Use reflected vector to do a texture lookup
|
||
|
// at stage 3.
|
||
|
|
||
|
// t3 now has our reflected environment map value
|
||
|
// We've (presumably) attenuated the effect on a vertex basis
|
||
|
// and have our color w/ attenuated alpha in v0. So all we need
|
||
|
// is to multiply t3 by v0 into r0, add our base color from v1 and we're done.
|
||
|
mad r0.rgb, t3, v0, v1;
|
||
|
/* HACKAGE
|
||
|
//+mul r0.a, v1, v0;
|
||
|
HACKAGE */
|
||
|
mov r0.a, v0; //HACKAGE
|
||
|
/*
|
||
|
mov r0.rgb, v0;
|
||
|
mov r0.a, v0;
|
||
|
*/
|
||
|
|
||
|
/*
|
||
|
tex t0;
|
||
|
texcoord t1;
|
||
|
texcoord t2;
|
||
|
texcoord t3;
|
||
|
|
||
|
mov r0.rgb, t3;
|
||
|
|
||
|
+mov r0.a, c0;
|
||
|
*/
|
||
|
|
||
|
|
||
|
|
||
|
|
||
|
|
||
|
/*
|
||
|
tex t0;
|
||
|
texcoord t1;
|
||
|
texcoord t2;
|
||
|
texcoord t3;
|
||
|
|
||
|
mul r0.rgb, t0_bx2, c1;
|
||
|
+mov r0.a, c2;
|
||
|
*/
|