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 ;------------------------------------------------------------------------------ ; This version doesn't multiply by lighting.
; 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 mul r0.rgb, t3, c0 ; constant color +mov r0.a, c0.a
mul r1.rgb, r0, r0 lrp r0.rgb, c1, r1, r0 ; blend between color and color * color dp3 r1.rgb, r0, c3 lrp r0.rgb, c2, r0, r1 ; blend between color and greyscale
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