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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/VertexLitGeneric_EnvmappedBumpmapV2.psh
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Diffstat (limited to 'materialsystem/stdshaders/VertexLitGeneric_EnvmappedBumpmapV2.psh')
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diff --git a/materialsystem/stdshaders/VertexLitGeneric_EnvmappedBumpmapV2.psh b/materialsystem/stdshaders/VertexLitGeneric_EnvmappedBumpmapV2.psh
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+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
+; 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
+;------------------------------------------------------------------------------
+; This version doesn't multiply by lighting.
+
+; 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
+
+; result goes in output color
+mul r0.rgb, t3, c0 ; constant color
++mov r0.a, c0.a
+
+mul r1.rgb, r0, r0
+lrp r0.rgb, c1, r1, r0 ; blend between color and color * color
+dp3 r1.rgb, r0, c3
+lrp r0.rgb, c2, r0, r1 ; blend between color and greyscale
+
+