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ps.1.4 ;------------------------------------------------------------------------------ ; Phase 1 ;------------------------------------------------------------------------------ ; Get the 3-vector from the normal map texld r0, t0 ; Get environment matrix texcrd r1.rgb, t1 texcrd r2.rgb, t2 texcrd r3.rgb, t3 ; Normalize eye-ray vector through normalizer cube map texld r4, t4 ; <---- CUBE MAP here!!! ;mov r0.rgba, r4
; Transform normal dp3 r5.r, r1, r0_bx2 dp3 r5.g, r2, r0_bx2 dp3 r5.b, r3, r0_bx2 ; Reflection calculatiom dp3_x2 r3.rgb, r5, r4_bx2 ; 2(N.Eye) mul r3.rgb, r5, r3 ; 2N(N.Eye) dp3 r2.rgb, r5, r5 ; N.N mad r2.rgb, -r4_bx2, r2, r3 ; 2N(N.Eye) - Eye(N.N) ; Alpha gets lost after phase marker, so store it here mov r5, r0.a ;------------------------------------------------------------------------------ ; Phase 2 ;------------------------------------------------------------------------------ phase ; Sample environment map texld r3, r2 ; Result goes in output color (multiply by constant color c0) mul r0.rgb, r3, c0 +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
; mult by alpha mul r0.rgb, r0, r5
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