diff options
Diffstat (limited to 'sp/src/materialsystem/stdshaders/WaterCheap_ps11.psh')
| -rw-r--r-- | sp/src/materialsystem/stdshaders/WaterCheap_ps11.psh | 26 |
1 files changed, 26 insertions, 0 deletions
diff --git a/sp/src/materialsystem/stdshaders/WaterCheap_ps11.psh b/sp/src/materialsystem/stdshaders/WaterCheap_ps11.psh new file mode 100644 index 00000000..34178d28 --- /dev/null +++ b/sp/src/materialsystem/stdshaders/WaterCheap_ps11.psh @@ -0,0 +1,26 @@ +ps.1.1
+
+; 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
+
+mul r0.rgb, t3, c1 ; envmap color * envmaptint
++mov_sat r0.a, v0.a ; Put the cheap water blend factor here
+
+dp3_sat t2, v0_bx2, t0_bx2 ; dot eye-vector with per-pixel normal from t0
+
+; run Fresnel approx. on it: R0 + (1-R0) (1-cos(q))^5 in alpha channel
+; NOTE: This is not perspective-correct and results in strange artifacts
+mul r1.a, 1-t2.a, 1-t2.a ; squared
+mul r1.a, r1.a, r1.a ; quartic
+mul_sat r1.a, r1.a, 1-t2.a ; quintic
+
+; t1.a is now the fresnel factor
+add_sat r0.a, r1.a, r0.a ; Now we have the final blend factor between cheap water + refraction
+
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