Team Fortress 2 Source Code as on 22/4/2020
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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 ;----
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