Team Fortress 2 Source Code as on 22/4/2020
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ps.1.1
;------------------------------------------------------------------------------ ; Environment mapping on a bumped surface ; t0 - Normalmap ; t3 - Cube environment map (*must* be a cube map!) ; ; c0 - color to multiply the results by ; Input texture coords required here are a little wonky. ; tc0.uv <- U,V into the normal map ; tc1.uvw, tc2.uvw, tc3.uvw <- 3x3 matrix transform ; from tangent space->env map space ; tc1.q, tc2.q, tc3.q <- eye vector in env map space ;------------------------------------------------------------------------------
; 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
; result goes in output color (multiply by constant color c0) mul r0, t3, c0
; The output alpha comes from the normal map. mov r0.w, t0.a ; don't need this if we aren't alpha blending!
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