diff options
Diffstat (limited to 'sp/src/materialsystem/stdshaders/VertexLitGeneric_EnvmappedBumpmapV2.psh')
| -rw-r--r-- | sp/src/materialsystem/stdshaders/VertexLitGeneric_EnvmappedBumpmapV2.psh | 72 |
1 files changed, 36 insertions, 36 deletions
diff --git a/sp/src/materialsystem/stdshaders/VertexLitGeneric_EnvmappedBumpmapV2.psh b/sp/src/materialsystem/stdshaders/VertexLitGeneric_EnvmappedBumpmapV2.psh index e6b0c6e4..7cbd38fc 100644 --- a/sp/src/materialsystem/stdshaders/VertexLitGeneric_EnvmappedBumpmapV2.psh +++ b/sp/src/materialsystem/stdshaders/VertexLitGeneric_EnvmappedBumpmapV2.psh @@ -1,36 +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
-
-
+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 + + |