diff options
| author | Michael Sartain <[email protected]> | 2014-10-02 08:25:55 -0700 |
|---|---|---|
| committer | Michael Sartain <[email protected]> | 2014-10-02 08:25:55 -0700 |
| commit | 55ed12f8d1eb6887d348be03aee5573d44177ffb (patch) | |
| tree | 3686f7ca78c780cd9a3d367b79a9d9250c1be7c0 /mp/src/materialsystem/stdshaders/WaterCheapFresnelOpaque_ps14.psh | |
| parent | * Added support for Visual C++ 2013 Express to VPC (diff) | |
| download | source-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/WaterCheapFresnelOpaque_ps14.psh')
| -rw-r--r-- | mp/src/materialsystem/stdshaders/WaterCheapFresnelOpaque_ps14.psh | 78 |
1 files changed, 39 insertions, 39 deletions
diff --git a/mp/src/materialsystem/stdshaders/WaterCheapFresnelOpaque_ps14.psh b/mp/src/materialsystem/stdshaders/WaterCheapFresnelOpaque_ps14.psh index 08438dcb..2aff6a46 100644 --- a/mp/src/materialsystem/stdshaders/WaterCheapFresnelOpaque_ps14.psh +++ b/mp/src/materialsystem/stdshaders/WaterCheapFresnelOpaque_ps14.psh @@ -1,40 +1,40 @@ -ps.1.4
-
-; Get the 3-vector from the normal map
-texld r0, t0
-; Get environment matrix
-texcrd r1.rgb, t1
-texcrd r2.rgb, t2
-texcrd r3.rgb, t3
-; Normalize eye-ray vector through normalizer cube map
-texld r4, t4 ; <---- CUBE MAP here!!!
-
-; Transform normal
-dp3 r5.r, r1, r0_bx2
-dp3 r5.g, r2, r0_bx2
-dp3 r5.b, r3, r0_bx2
-; Reflection calculatiom
-dp3_x2 r3.rgb, r5, r4_bx2 ; 2(N.Eye)
-mul r3.rgb, r5, r3 ; 2N(N.Eye)
-dp3 r2.rgb, r5, r5 ; N.N
-mad r2.rgb, -r4_bx2, r2, r3 ; 2N(N.Eye) - Eye(N.N)
-
-phase
-
-; Sample environment map
-texld r3, r2
-texld r4, t5 ; Normalize the tangent-space eye vector
-
-; dot eye-vector with per-pixel normal from r0
-dp3_sat r1, r4_bx2, r0_bx2
-
-; run Fresnel approx. on it: R0 + (1-R0) (1-cos(q))^5 in alpha channel
-mul r0.a, 1-r1.a, 1-r1.a ; squared
-mul r0.a, r0.a, r0.a ; quartic
-mul_sat r1.a, r0.a, 1-r1.a ; quintic
-
-; multiply color by reflecttint
-mul r0, r3, c1
-
-; blend between reflected color and fog color based on fresnel
+ps.1.4 + +; Get the 3-vector from the normal map +texld r0, t0 +; Get environment matrix +texcrd r1.rgb, t1 +texcrd r2.rgb, t2 +texcrd r3.rgb, t3 +; Normalize eye-ray vector through normalizer cube map +texld r4, t4 ; <---- CUBE MAP here!!! + +; Transform normal +dp3 r5.r, r1, r0_bx2 +dp3 r5.g, r2, r0_bx2 +dp3 r5.b, r3, r0_bx2 +; Reflection calculatiom +dp3_x2 r3.rgb, r5, r4_bx2 ; 2(N.Eye) +mul r3.rgb, r5, r3 ; 2N(N.Eye) +dp3 r2.rgb, r5, r5 ; N.N +mad r2.rgb, -r4_bx2, r2, r3 ; 2N(N.Eye) - Eye(N.N) + +phase + +; Sample environment map +texld r3, r2 +texld r4, t5 ; Normalize the tangent-space eye vector + +; dot eye-vector with per-pixel normal from r0 +dp3_sat r1, r4_bx2, r0_bx2 + +; run Fresnel approx. on it: R0 + (1-R0) (1-cos(q))^5 in alpha channel +mul r0.a, 1-r1.a, 1-r1.a ; squared +mul r0.a, r0.a, r0.a ; quartic +mul_sat r1.a, r0.a, 1-r1.a ; quintic + +; multiply color by reflecttint +mul r0, r3, c1 + +; blend between reflected color and fog color based on fresnel lrp r0.rgb, r1.a, r0, c0
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