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-rw-r--r--sp/src/materialsystem/stdshaders/WaterCheapOpaque_ps14.psh31
1 files changed, 31 insertions, 0 deletions
diff --git a/sp/src/materialsystem/stdshaders/WaterCheapOpaque_ps14.psh b/sp/src/materialsystem/stdshaders/WaterCheapOpaque_ps14.psh
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index 00000000..bd491d58
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+++ b/sp/src/materialsystem/stdshaders/WaterCheapOpaque_ps14.psh
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+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
+
+; multiply color by reflecttint
+mul r0, r3, c1
+
+; blend between reflected color and fog color based on constant factor
+lrp r0.rgb, c1.a, r0, c0