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| author | FluorescentCIAAfricanAmerican <[email protected]> | 2020-04-22 12:56:21 -0400 |
|---|---|---|
| committer | FluorescentCIAAfricanAmerican <[email protected]> | 2020-04-22 12:56:21 -0400 |
| commit | 3bf9df6b2785fa6d951086978a3e66f49427166a (patch) | |
| tree | 2c0f1f0c63c4832882bc93814ebd2c2b1c6224e5 /materialsystem/stdshaders/LightmappedGeneric_BumpmappedEnvmap.psh | |
| download | archived-source-engine-2018-hl2-src-master.tar.xz archived-source-engine-2018-hl2-src-master.zip | |
Diffstat (limited to 'materialsystem/stdshaders/LightmappedGeneric_BumpmappedEnvmap.psh')
| -rw-r--r-- | materialsystem/stdshaders/LightmappedGeneric_BumpmappedEnvmap.psh | 66 |
1 files changed, 66 insertions, 0 deletions
diff --git a/materialsystem/stdshaders/LightmappedGeneric_BumpmappedEnvmap.psh b/materialsystem/stdshaders/LightmappedGeneric_BumpmappedEnvmap.psh new file mode 100644 index 0000000..6f06127 --- /dev/null +++ b/materialsystem/stdshaders/LightmappedGeneric_BumpmappedEnvmap.psh @@ -0,0 +1,66 @@ +; STATIC: "NORMALMAPALPHAENVMAPMASK" "0..1" +ps.1.1 + +;------------------------------------------------------------------------------ +; Environment mapping on a bumped surface +; t0 - Normalmap +; t3 - Cube environment map (*must* be a cube map!) +; +; c0 - color to multiply the results by +; c1 - envmap contrast +; c2 - envmap saturation +; c3 - grey weights +; c4 - fresnel amount +; Input texture coords required here are a little wonky. +; tc0.uv <- U,V into the normal map +; tc1.uvw, tc2.uvw, tc3.uvw <- 3x3 matrix transform +; from tangent space->env map space +; tc1.q, tc2.q, tc3.q <- eye vector in env map space +;------------------------------------------------------------------------------ + +; Get the 3-vector from the normal map +tex t0 + +; Perform matrix multiply to get a local normal bump. Then +; reflect the eye vector through the normal and sample from +; a cubic environment map. +texm3x3pad t1, t0_bx2 +texm3x3pad t2, t0_bx2 +texm3x3vspec t3, t0_bx2 + +; FIXME FIXME - Need to do specialized versions of this with and without: +; - constant color +; - fresnel amount of exactly 0 or 1 or in between +; - envmap contrast of 0, 1, or in between +; - envmap saturation of 0, 1, or in between + +; r0 = constant color * result of bump into envmap +mul r0.rgb, t3, c0 + +; dot eye-vector with per-pixel normal from t0 +dp3_sat r1, v0_bx2, t0_bx2 + +; run Fresnel approx. on it: R0 + (1-R0) (1-cos(q))^5 in alpha channel +mul r1.rgb, r0, r0 ; color squared ++mul r0.a, 1-r1.a, 1-r1.a ; squared + +lrp r0.rgb, c1, r1, r0 ; blend between color and color * color ++mul r0.a, r0.a, r0.a ; quartic + +dp3 r1.rgb, r0, c3 ; color greyscaled ++mul r0.a, r0.a, 1-r1.a ; quintic + +; FIXME - these should be able to pair (I think), but don't on nvidia for some reason. +; (I think) cannot pair due to use of >2 constants in single stage +lrp r0.rgb, c2, r0, r1 ; blend between color and greyscale +mad r0.a, r0.a, c6.a, c4.a ; Take Fresnel R(0) into consideration + +mul r0.rgb, r0, r0.a ; multiply output color by result of fresnel calc + +#if NORMALMAPALPHAENVMAPMASK ++mul r0.a, c0.a, t0.a ; Fade amount * alpha from the texture +#else ++mov r0.a, c0.a ; Just use the fade amount +#endif + + |