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path: root/mp/src/materialsystem/stdshaders/LightmappedGeneric_BumpmappedLightmap.psh
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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
;----