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 /sp/src/materialsystem/stdshaders/LightmappedGeneric_BumpmappedEnvmap.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 'sp/src/materialsystem/stdshaders/LightmappedGeneric_BumpmappedEnvmap.psh')
| -rw-r--r-- | sp/src/materialsystem/stdshaders/LightmappedGeneric_BumpmappedEnvmap.psh | 132 |
1 files changed, 66 insertions, 66 deletions
diff --git a/sp/src/materialsystem/stdshaders/LightmappedGeneric_BumpmappedEnvmap.psh b/sp/src/materialsystem/stdshaders/LightmappedGeneric_BumpmappedEnvmap.psh index ba349187..6f061278 100644 --- a/sp/src/materialsystem/stdshaders/LightmappedGeneric_BumpmappedEnvmap.psh +++ b/sp/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 + + |