diff options
Diffstat (limited to 'materialsystem/stdshaders/VertexLitGeneric_EnvmappedBumpmapV2.psh')
| -rw-r--r-- | materialsystem/stdshaders/VertexLitGeneric_EnvmappedBumpmapV2.psh | 36 |
1 files changed, 36 insertions, 0 deletions
diff --git a/materialsystem/stdshaders/VertexLitGeneric_EnvmappedBumpmapV2.psh b/materialsystem/stdshaders/VertexLitGeneric_EnvmappedBumpmapV2.psh new file mode 100644 index 0000000..7cbd38f --- /dev/null +++ b/materialsystem/stdshaders/VertexLitGeneric_EnvmappedBumpmapV2.psh @@ -0,0 +1,36 @@ +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 + + |