// Very simular to ps_WaveFixed.inl. Only the final coloring is different. // Even though so far they are identical. ps.1.1 //def c0, 1.0, 0.0, 0.0, 1.0 // Temp Hack 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 and we're done. mul r0.rgb, t3, v0; +mul r0.a, t0, v0; // mov r0, t0; /* tex t0; texcoord t1; texcoord t2; texcoord t3; mov r0.rgb, t3; +mov r0.a, c0; */