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63 lines
1.9 KiB
63 lines
1.9 KiB
//ps.1.1 |
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// def c0, 1.0, 0.0, 0.0, 1.0 |
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// mov r0, c0 |
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// Short pixel shader. Use the texm3x3vspec to do a per-pixel |
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// reflected lookup into our environment map. |
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// Input: |
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// t0 - Normal map in tangent space. Apply _bx2 modifier to shift |
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// [0..255] -> [-1..1] |
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// t1 - UVW = tangent + eye2pos.x, map ignored. |
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// t2 - UVW = binormal + eye2pos.y, map ignored |
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// t3 - UVW = normal + eye2pos.z, map = environment cube map |
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// v0 - attenuating color/alpha. |
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// See docs on texm3x3vspec for explanation of the eye2pos wackiness. |
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// Output: |
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// r0 = reflected lookup from environment map X input v0. |
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// Since environment map has alpha = 255, the output of this |
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// shader can be used for either alpha or additive blending, |
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// as long as v0 is fed in appropriately. |
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ps.1.1 |
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//def c0, 1.0, 1.0, 1.0, 1.0 // Temp Hack |
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//def c1, 2.0, 2.0, 2.0, 1.0 |
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//texcoord t0; |
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//texcoord t1; |
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//texcoord t2; |
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//texcoord t3; |
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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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mad r0.rgb, t3, v1, v0; |
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//add r0.rgb, t3, v0; |
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+mov r0.a, v1; |
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//mov r0.rgb, v1.a; // HACKAGE |
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//mov r0.a, v1.a; // HACKAGE |
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//mov r0, v1; // HACKAGE |
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//mov r0, c0 |
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//mul r0, r0, t0; |
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//mov r0, v1; |
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//mov r0, t3; |
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//mov r0.rgb, t3; |
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//+mov r0.a, c0; |
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