Team Fortress 2 Source Code as on 22/4/2020
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ps.1.1
; t0: ; texture: dudv map ; texcoords: dudvmap texcoords ; t1: ; texture: refraction render target ; texcoords:
tex t0 ; sample dudv map texbem t1, t0 ; refraction tex t2 ; The normal map tex t3 ; Normalize the tangent-space vector to the eye
; dot eye-vector with per-pixel normal from t2 dp3_sat r1.rgba, t2_bx2, t3_bx2
mul r0.a, 1-r1.a, 1-r1.a ; squared mul r0.a, r0.a, r0.a ; quartic
mul r0.rgb, t1, c0 +mul_sat r0.a, r0.a, 1-r1.a ; quintic
add_sat r0.a, r0.a, v0.a ; cheap water distance
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