diff options
Diffstat (limited to 'sp/src/materialsystem/stdshaders/VertexLitGeneric_EnvmappedBumpmapV2_MultByAlpha_ps14.psh')
| -rw-r--r-- | sp/src/materialsystem/stdshaders/VertexLitGeneric_EnvmappedBumpmapV2_MultByAlpha_ps14.psh | 84 |
1 files changed, 42 insertions, 42 deletions
diff --git a/sp/src/materialsystem/stdshaders/VertexLitGeneric_EnvmappedBumpmapV2_MultByAlpha_ps14.psh b/sp/src/materialsystem/stdshaders/VertexLitGeneric_EnvmappedBumpmapV2_MultByAlpha_ps14.psh index eac900c9..912143f8 100644 --- a/sp/src/materialsystem/stdshaders/VertexLitGeneric_EnvmappedBumpmapV2_MultByAlpha_ps14.psh +++ b/sp/src/materialsystem/stdshaders/VertexLitGeneric_EnvmappedBumpmapV2_MultByAlpha_ps14.psh @@ -1,42 +1,42 @@ -ps.1.4
-;------------------------------------------------------------------------------
-; Phase 1
-;------------------------------------------------------------------------------
-; 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!!!
-;mov r0.rgba, r4
-
-; 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)
-; Alpha gets lost after phase marker, so store it here
-mov r5, r0.a
-;------------------------------------------------------------------------------
-; Phase 2
-;------------------------------------------------------------------------------
-phase
-; Sample environment map
-texld r3, r2
-; Result goes in output color (multiply by constant color c0)
-mul r0.rgb, r3, c0
-+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
-
-; mult by alpha
-mul r0.rgb, r0, r5
+ps.1.4 +;------------------------------------------------------------------------------ +; Phase 1 +;------------------------------------------------------------------------------ +; 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!!! +;mov r0.rgba, r4 + +; 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) +; Alpha gets lost after phase marker, so store it here +mov r5, r0.a +;------------------------------------------------------------------------------ +; Phase 2 +;------------------------------------------------------------------------------ +phase +; Sample environment map +texld r3, r2 +; Result goes in output color (multiply by constant color c0) +mul r0.rgb, r3, c0 ++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 + +; mult by alpha +mul r0.rgb, r0, r5 |