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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/WaterRefractFresnel_ps11.psh
downloadarchived-source-engine-2018-hl2-src-master.tar.xz
archived-source-engine-2018-hl2-src-master.zip
Diffstat (limited to 'materialsystem/stdshaders/WaterRefractFresnel_ps11.psh')
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diff --git a/materialsystem/stdshaders/WaterRefractFresnel_ps11.psh b/materialsystem/stdshaders/WaterRefractFresnel_ps11.psh
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+ps.1.1
+
+; t0:
+; texture: dudv map
+; texcoords: dudvmap texcoords
+; t1:
+; texture: refraction render target
+; texcoords:
+
+tex t0 ; sample dudv map
+texbem t1, t0 ; refraction
+tex t2 ; The normal map
+tex t3 ; Normalize the tangent-space vector to the eye
+
+; dot eye-vector with per-pixel normal from t2
+dp3_sat r1.rgba, t2_bx2, t3_bx2
+
+mul r0.a, 1-r1.a, 1-r1.a ; squared
+mul r0.a, r0.a, r0.a ; quartic
+
+mul r0.rgb, t1, c0
++mul_sat r0.a, r0.a, 1-r1.a ; quintic
+
+add_sat r0.a, r0.a, v0.a ; cheap water distance