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;------------------------------------------------------------------------------ ; Computes the diffuse component of lighting using lightmap + bumpmap ; t0 - Normalmap ; t1 - Lightmap1 ; t2 - Lightmap2 ; t3 - Lightmap3 ; t4 - Base1 ; t5 - Base2 ; ; 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 ;------------------------------------------------------------------------------ ps.1.4
; output = (lightmapColor[0] * ( ( N dot basis[0] )^2 ) + ; lightmapColor[1] * ( ( N dot basis[1] )^2 ) + ; lightmapColor[2] * ( ( N dot basis[2] )^2 ) ) * lerp(base1, base2, lightmapColor[0].a)
; Get the 3-vector from the normal map texld r0, t0
dp3 r5.r, r0_bx2, c0 dp3 r5.g, r0_bx2, c1 dp3 r5.b, r0_bx2, c2 mul r5.rgb, r5, r5
phase
; Sample the lightmaps texld r1, t1 texld r2, t2 texld r3, t3
; Sample the base textures texld r4, t4 texld r5, t5
mul r1, r1, r5.r mad r1, r2, r5.g, r1 mad r1, r3, r5.g, r1
; blend base textures lrp r4, r4, r5, r1.a
; assume overbright_2 !!! mul_x2 r0, r1, r4
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