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authorFluorescentCIAAfricanAmerican <[email protected]>2020-04-22 12:56:21 -0400
committerFluorescentCIAAfricanAmerican <[email protected]>2020-04-22 12:56:21 -0400
commit3bf9df6b2785fa6d951086978a3e66f49427166a (patch)
tree2c0f1f0c63c4832882bc93814ebd2c2b1c6224e5 /materialsystem/stdshaders/LightmappedGeneric_BumpmappedEnvmap_ps14.psh
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Diffstat (limited to 'materialsystem/stdshaders/LightmappedGeneric_BumpmappedEnvmap_ps14.psh')
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diff --git a/materialsystem/stdshaders/LightmappedGeneric_BumpmappedEnvmap_ps14.psh b/materialsystem/stdshaders/LightmappedGeneric_BumpmappedEnvmap_ps14.psh
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+; STATIC: "NORMALMAPALPHAENVMAPMASK" "0..1"
+ps.1.4
+;------------------------------------------------------------------------------
+; Phase 1
+;------------------------------------------------------------------------------
+; Get the 3-vector from the normal map
+texld r0, t0
+; Get environment matrix
+texcrd r1.rgb, t1
+texcrd r2.rgb, t2
+texcrd r3.rgb, t3
+; Normalize eye-ray vector through normalizer cube map
+texld r4, t4 ; <---- CUBE MAP here!!!
+;mov r0.rgba, r4
+
+; Transform normal
+dp3 r5.r, r1, r0_bx2
+dp3 r5.g, r2, r0_bx2
+dp3 r5.b, r3, r0_bx2
+; Reflection calculatiom
+dp3_x2 r3.rgb, r5, r4_bx2 ; 2(N.Eye)
+mul r3.rgb, r5, r3 ; 2N(N.Eye)
+dp3 r2.rgb, r5, r5 ; N.N
+mad r2.rgb, -r4_bx2, r2, r3 ; 2N(N.Eye) - Eye(N.N)
+
+#if NORMALMAPALPHAENVMAPMASK
+; Alpha gets lost after phase marker, so store it here
+mov r5, r0.a
+#endif
+
+;------------------------------------------------------------------------------
+; Phase 2
+;------------------------------------------------------------------------------
+; What's left over from the last phase:
+; r0 - normal
+; r1 - free
+; r2 - vector to sample in envmap
+; r3 - free
+; r4 - normal
+; r5 - normal map alpha (rgba)
+
+phase
+
+; Sample environment map
+texld r3, r2
+
+; dot eye-vector with per-pixel normal from r0
+dp3_sat r1, v0_bx2, r0_bx2
+
+; Result goes in output color (multiply by constant color c0)
+mul r0.rgb, r3, c0
+
+; run Fresnel approx. on it: R0 + (1-R0) (1-cos(q))^5 in alpha channel
+mul r1.rgb, r0, r0
++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
++mul r0.a, r0.a, 1-r1.a ; quintic
+
+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, r5.r ; Fade amount * alpha from the texture
+#else
++mov r0.a, c0.a ; Just use the fade amount
+#endif