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31 lines
716 B
31 lines
716 B
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// Composite the cosines together. |
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// Input map is cosine(pix) for each of |
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// the 4 waves. |
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// |
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// The constants are set up so: |
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// Nx = -freq * amp * dirX * cos(pix); |
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// Ny = -freq * amp * dirY * cos(pix); |
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// So c[i].x = -freq[i] * amp[i] * dirX[i] |
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// etc. |
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// All textures are: |
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// (r,g,b,a) = (cos(), cos(), 1, 1) |
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// |
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// So c[0].z = 1, but all other c[i].z = 0 |
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// Note also the c4 used for biasing back at the end. |
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ps.1.1 |
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tex t0; |
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tex t1; |
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tex t2; |
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tex t3; |
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mul r0, t0_bx2, c0; |
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mad r0, t1_bx2, c1, r0; |
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mad r0, t2_bx2, c2, r0; |
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mad r0, t3_bx2, c3, r0; |
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// Now bias it back into range [0..1] for output. |
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mul r0, r0, c4; // c4 = (0.5, 0.5, 0.5, 1) |
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add r0, r0, c4; |
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//mov r0, c4;
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