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67 lines
2.2 KiB
Plaintext
67 lines
2.2 KiB
Plaintext
; STATIC: "NORMALMAPALPHAENVMAPMASK" "0..1"
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ps.1.1
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;------------------------------------------------------------------------------
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; Environment mapping on a bumped surface
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; t0 - Normalmap
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; t3 - Cube environment map (*must* be a cube map!)
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;
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; c0 - color to multiply the results by
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; c1 - envmap contrast
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; c2 - envmap saturation
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; c3 - grey weights
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; c4 - fresnel amount
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; Input texture coords required here are a little wonky.
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; tc0.uv <- U,V into the normal map
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; tc1.uvw, tc2.uvw, tc3.uvw <- 3x3 matrix transform
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; from tangent space->env map space
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; tc1.q, tc2.q, tc3.q <- eye vector in env map space
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;------------------------------------------------------------------------------
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; Get the 3-vector from the normal map
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tex t0
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; Perform matrix multiply to get a local normal bump. Then
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; reflect the eye vector through the normal and sample from
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; a cubic environment map.
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texm3x3pad t1, t0_bx2
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texm3x3pad t2, t0_bx2
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texm3x3vspec t3, t0_bx2
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; FIXME FIXME - Need to do specialized versions of this with and without:
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; - constant color
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; - fresnel amount of exactly 0 or 1 or in between
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; - envmap contrast of 0, 1, or in between
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; - envmap saturation of 0, 1, or in between
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; r0 = constant color * result of bump into envmap
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mul r0.rgb, t3, c0
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; dot eye-vector with per-pixel normal from t0
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dp3_sat r1, v0_bx2, t0_bx2
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; run Fresnel approx. on it: R0 + (1-R0) (1-cos(q))^5 in alpha channel
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mul r1.rgb, r0, r0 ; color squared
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+mul r0.a, 1-r1.a, 1-r1.a ; squared
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lrp r0.rgb, c1, r1, r0 ; blend between color and color * color
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+mul r0.a, r0.a, r0.a ; quartic
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dp3 r1.rgb, r0, c3 ; color greyscaled
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+mul r0.a, r0.a, 1-r1.a ; quintic
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; FIXME - these should be able to pair (I think), but don't on nvidia for some reason.
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; (I think) cannot pair due to use of >2 constants in single stage
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lrp r0.rgb, c2, r0, r1 ; blend between color and greyscale
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mad r0.a, r0.a, c6.a, c4.a ; Take Fresnel R(0) into consideration
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mul r0.rgb, r0, r0.a ; multiply output color by result of fresnel calc
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#if NORMALMAPALPHAENVMAPMASK
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+mul r0.a, c0.a, t0.a ; Fade amount * alpha from the texture
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#else
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+mov r0.a, c0.a ; Just use the fade amount
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#endif
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