From 55ed12f8d1eb6887d348be03aee5573d44177ffb Mon Sep 17 00:00:00 2001 From: Michael Sartain Date: Thu, 2 Oct 2014 08:25:55 -0700 Subject: Updated the SDK with the latest code from the TF and HL2 branches. --- .../LightmappedGeneric_BumpmappedLightmap.psh | 158 ++++++++++----------- 1 file changed, 79 insertions(+), 79 deletions(-) (limited to 'mp/src/materialsystem/stdshaders/LightmappedGeneric_BumpmappedLightmap.psh') diff --git a/mp/src/materialsystem/stdshaders/LightmappedGeneric_BumpmappedLightmap.psh b/mp/src/materialsystem/stdshaders/LightmappedGeneric_BumpmappedLightmap.psh index 9e55248e..82b83a49 100644 --- a/mp/src/materialsystem/stdshaders/LightmappedGeneric_BumpmappedLightmap.psh +++ b/mp/src/materialsystem/stdshaders/LightmappedGeneric_BumpmappedLightmap.psh @@ -1,79 +1,79 @@ -ps.1.1 - -;------------------------------------------------------------------------------ -; Computes the diffuse component of lighting using lightmap + bumpmap -; t0 - Normalmap -; t1 - Lightmap1 -; t2 - Lightmap2 -; t3 - Lightmap3 -; -; The texture coordinates need to be defined as follows: -; tc0 - Normalmap and lightmap texture coordinates -; c0, c1, c2 - Axes of the lightmap coordinate system in tangent space -;------------------------------------------------------------------------------ - -; Get the 3-vector from the normal map -tex t0 - -; Sample the lightmaps -tex t1 -tex t2 -tex t3 - -; output = lightmapColor[0] * ( ( N dot basis[0] )^2 ) + -; lightmapColor[1] * ( ( N dot basis[1] )^2 ) + -; lightmapColor[2] * ( ( N dot basis[2] )^2 ) + - -; r0 = ( N dot basis[0] ) -; don't "_sat" here so that everything adds up to one even if the normal is outside of the basis!!!!! -dp3 r0, t0_bx2, c0 - -; r1 = ( N dot basis[1] ) -dp3 r1, t0_bx2, c1 - -;---- -; r0 = ( N dot basis[0] ) -; r1 = ( N dot basis[1] ) -;---- - -; r0.rgb = ( N dot basis[0] )^2 -mul r0.rgb, r0, r0 - -; r1.a = ( N dot basis[1] )^2 -+mul r1.a, r1, r1 - -;---- -; r0.rgb = ( N dot basis[0] )^2 -; r1.a = ( N dot basis[1] )^2 -;---- - -mul t1, r0, t1 - -;---- -; r1.a = ( N dot basis[1] )^2 -; t1 = lightmapColor[0] * ( N dot basis[0] )^2 -;---- - -dp3 r0, t0_bx2, c2 - -;---- -; r1.a = ( N dot basis[1] )^2 -; t1 = lightmapColor[0] * ( N dot basis[0] )^2 -; r0 = ( N dot basis[2] ) -;---- - -mad t1.rgb, r1.a, t2, t1 -+mul r0.a, r0, r0 - -;---- -; t1.rgb = lightmapColor[0] * ( N dot basis[0] )^2 + lightmapColor[1] * ( N dot basis[1] )^2 -; r0.a = ( N dot basis[2] )^2 -;---- - -mad r0.rgba, r0.a, t3, t1 - -;---- -; r0.rgb = lightmapColor[0] * ( N dot basis[0] )^2 + -; lightmapColor[1] * ( N dot basis[1] )^2 + -; lightmapColor[2] * ( N dot basis[2] )^2 -;---- +ps.1.1 + +;------------------------------------------------------------------------------ +; Computes the diffuse component of lighting using lightmap + bumpmap +; t0 - Normalmap +; t1 - Lightmap1 +; t2 - Lightmap2 +; t3 - Lightmap3 +; +; The texture coordinates need to be defined as follows: +; tc0 - Normalmap and lightmap texture coordinates +; c0, c1, c2 - Axes of the lightmap coordinate system in tangent space +;------------------------------------------------------------------------------ + +; Get the 3-vector from the normal map +tex t0 + +; Sample the lightmaps +tex t1 +tex t2 +tex t3 + +; output = lightmapColor[0] * ( ( N dot basis[0] )^2 ) + +; lightmapColor[1] * ( ( N dot basis[1] )^2 ) + +; lightmapColor[2] * ( ( N dot basis[2] )^2 ) + + +; r0 = ( N dot basis[0] ) +; don't "_sat" here so that everything adds up to one even if the normal is outside of the basis!!!!! +dp3 r0, t0_bx2, c0 + +; r1 = ( N dot basis[1] ) +dp3 r1, t0_bx2, c1 + +;---- +; r0 = ( N dot basis[0] ) +; r1 = ( N dot basis[1] ) +;---- + +; r0.rgb = ( N dot basis[0] )^2 +mul r0.rgb, r0, r0 + +; r1.a = ( N dot basis[1] )^2 ++mul r1.a, r1, r1 + +;---- +; r0.rgb = ( N dot basis[0] )^2 +; r1.a = ( N dot basis[1] )^2 +;---- + +mul t1, r0, t1 + +;---- +; r1.a = ( N dot basis[1] )^2 +; t1 = lightmapColor[0] * ( N dot basis[0] )^2 +;---- + +dp3 r0, t0_bx2, c2 + +;---- +; r1.a = ( N dot basis[1] )^2 +; t1 = lightmapColor[0] * ( N dot basis[0] )^2 +; r0 = ( N dot basis[2] ) +;---- + +mad t1.rgb, r1.a, t2, t1 ++mul r0.a, r0, r0 + +;---- +; t1.rgb = lightmapColor[0] * ( N dot basis[0] )^2 + lightmapColor[1] * ( N dot basis[1] )^2 +; r0.a = ( N dot basis[2] )^2 +;---- + +mad r0.rgba, r0.a, t3, t1 + +;---- +; r0.rgb = lightmapColor[0] * ( N dot basis[0] )^2 + +; lightmapColor[1] * ( N dot basis[1] )^2 + +; lightmapColor[2] * ( N dot basis[2] )^2 +;---- -- cgit v1.2.3