Team Fortress 2 Source Code as on 22/4/2020
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26 lines
851 B

  1. ps.1.1
  2. ; Get the 3-vector from the normal map
  3. tex t0
  4. ; Perform matrix multiply to get a local normal bump. Then
  5. ; reflect the eye vector through the normal and sample from
  6. ; a cubic environment map.
  7. texm3x3pad t1, t0_bx2
  8. texm3x3pad t2, t0_bx2
  9. texm3x3vspec t3, t0_bx2
  10. mul r0.rgb, t3, c1 ; envmap color * envmaptint
  11. +mov_sat r0.a, v0.a ; Put the cheap water blend factor here
  12. dp3_sat t2, v0_bx2, t0_bx2 ; dot eye-vector with per-pixel normal from t0
  13. ; run Fresnel approx. on it: R0 + (1-R0) (1-cos(q))^5 in alpha channel
  14. ; NOTE: This is not perspective-correct and results in strange artifacts
  15. mul r1.a, 1-t2.a, 1-t2.a ; squared
  16. mul r1.a, r1.a, r1.a ; quartic
  17. mul_sat r1.a, r1.a, 1-t2.a ; quintic
  18. ; t1.a is now the fresnel factor
  19. add_sat r0.a, r1.a, r0.a ; Now we have the final blend factor between cheap water + refraction