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-rw-r--r--mp/src/materialsystem/stdshaders/WaterCheapFresnel_ps14.psh39
1 files changed, 39 insertions, 0 deletions
diff --git a/mp/src/materialsystem/stdshaders/WaterCheapFresnel_ps14.psh b/mp/src/materialsystem/stdshaders/WaterCheapFresnel_ps14.psh
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index 00000000..5ebb39f4
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+++ b/mp/src/materialsystem/stdshaders/WaterCheapFresnel_ps14.psh
@@ -0,0 +1,39 @@
+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.rgb, r3, c1
++mov_sat r0.a, v0.a
+add_sat r0.a, r1.a, r0.a