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35 lines
998 B
35 lines
998 B
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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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