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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/WaterCheapOpaque_ps11.psh | |
| download | archived-source-engine-2018-hl2-src-master.tar.xz archived-source-engine-2018-hl2-src-master.zip | |
Diffstat (limited to 'materialsystem/stdshaders/WaterCheapOpaque_ps11.psh')
| -rw-r--r-- | materialsystem/stdshaders/WaterCheapOpaque_ps11.psh | 26 |
1 files changed, 26 insertions, 0 deletions
diff --git a/materialsystem/stdshaders/WaterCheapOpaque_ps11.psh b/materialsystem/stdshaders/WaterCheapOpaque_ps11.psh new file mode 100644 index 0000000..9704bfd --- /dev/null +++ b/materialsystem/stdshaders/WaterCheapOpaque_ps11.psh @@ -0,0 +1,26 @@ +ps.1.1 + +; 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 + +mul r0, t3, c1 ; envmap color * envmaptint + +dp3_sat t2, v0_bx2, t0_bx2 ; dot eye-vector with per-pixel normal from t0 + +; run Fresnel approx. on it: R0 + (1-R0) (1-cos(q))^5 in alpha channel +; NOTE: This is not perspective-correct and results in strange artifacts +mul r1.a, 1-t2.a, 1-t2.a ; squared +mul r1.a, r1.a, r1.a ; quartic +mul_sat r1.a, r1.a, 1-t2.a ; quintic + +; t1.a is now the fresnel factor +lrp r0.rgb, r1.a, r0, c0 ; blend between reflected color and fog color based on fresnel + + |