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CWE-ou-minkata/Sources/Plasma/PubUtilLib/plSurface/ShaderSrc/ps_WaveDecEnv.inl
Branan Purvine-Riley 908aaeb6f6 Fix line endings and tabs
2011-04-11 16:27:55 -07:00

36 lines
998 B
C++

// 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;
*/