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authorMichael Sartain <[email protected]>2014-10-02 08:25:55 -0700
committerMichael Sartain <[email protected]>2014-10-02 08:25:55 -0700
commit55ed12f8d1eb6887d348be03aee5573d44177ffb (patch)
tree3686f7ca78c780cd9a3d367b79a9d9250c1be7c0 /mp/src/materialsystem/stdshaders/LightmappedGeneric_BumpmappedEnvmap.psh
parent* Added support for Visual C++ 2013 Express to VPC (diff)
downloadsource-sdk-2013-55ed12f8d1eb6887d348be03aee5573d44177ffb.tar.xz
source-sdk-2013-55ed12f8d1eb6887d348be03aee5573d44177ffb.zip
Updated the SDK with the latest code from the TF and HL2 branches.
Diffstat (limited to 'mp/src/materialsystem/stdshaders/LightmappedGeneric_BumpmappedEnvmap.psh')
-rw-r--r--mp/src/materialsystem/stdshaders/LightmappedGeneric_BumpmappedEnvmap.psh132
1 files changed, 66 insertions, 66 deletions
diff --git a/mp/src/materialsystem/stdshaders/LightmappedGeneric_BumpmappedEnvmap.psh b/mp/src/materialsystem/stdshaders/LightmappedGeneric_BumpmappedEnvmap.psh
index ba349187..6f061278 100644
--- a/mp/src/materialsystem/stdshaders/LightmappedGeneric_BumpmappedEnvmap.psh
+++ b/mp/src/materialsystem/stdshaders/LightmappedGeneric_BumpmappedEnvmap.psh
@@ -1,66 +1,66 @@
-; STATIC: "NORMALMAPALPHAENVMAPMASK" "0..1"
-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
-; c1 - envmap contrast
-; c2 - envmap saturation
-; c3 - grey weights
-; c4 - fresnel amount
-; 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
-;------------------------------------------------------------------------------
-
-; 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
-
-; FIXME FIXME - Need to do specialized versions of this with and without:
-; - constant color
-; - fresnel amount of exactly 0 or 1 or in between
-; - envmap contrast of 0, 1, or in between
-; - envmap saturation of 0, 1, or in between
-
-; r0 = constant color * result of bump into envmap
-mul r0.rgb, t3, c0
-
-; dot eye-vector with per-pixel normal from t0
-dp3_sat r1, v0_bx2, t0_bx2
-
-; run Fresnel approx. on it: R0 + (1-R0) (1-cos(q))^5 in alpha channel
-mul r1.rgb, r0, r0 ; color squared
-+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 ; color greyscaled
-+mul r0.a, r0.a, 1-r1.a ; quintic
-
-; FIXME - these should be able to pair (I think), but don't on nvidia for some reason.
-; (I think) cannot pair due to use of >2 constants in single stage
-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, t0.a ; Fade amount * alpha from the texture
-#else
-+mov r0.a, c0.a ; Just use the fade amount
-#endif
-
-
+; STATIC: "NORMALMAPALPHAENVMAPMASK" "0..1"
+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
+; c1 - envmap contrast
+; c2 - envmap saturation
+; c3 - grey weights
+; c4 - fresnel amount
+; 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
+;------------------------------------------------------------------------------
+
+; 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
+
+; FIXME FIXME - Need to do specialized versions of this with and without:
+; - constant color
+; - fresnel amount of exactly 0 or 1 or in between
+; - envmap contrast of 0, 1, or in between
+; - envmap saturation of 0, 1, or in between
+
+; r0 = constant color * result of bump into envmap
+mul r0.rgb, t3, c0
+
+; dot eye-vector with per-pixel normal from t0
+dp3_sat r1, v0_bx2, t0_bx2
+
+; run Fresnel approx. on it: R0 + (1-R0) (1-cos(q))^5 in alpha channel
+mul r1.rgb, r0, r0 ; color squared
++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 ; color greyscaled
++mul r0.a, r0.a, 1-r1.a ; quintic
+
+; FIXME - these should be able to pair (I think), but don't on nvidia for some reason.
+; (I think) cannot pair due to use of >2 constants in single stage
+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, t0.a ; Fade amount * alpha from the texture
+#else
++mov r0.a, c0.a ; Just use the fade amount
+#endif
+
+