You can not select more than 25 topics
Topics must start with a letter or number, can include dashes ('-') and can be up to 35 characters long.
32 lines
1019 B
32 lines
1019 B
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
|
|
;------------------------------------------------------------------------------
|
|
|
|
; 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 (multiply by constant color c0)
|
|
mul r0, t3, c0
|
|
|
|
; The output alpha comes from the normal map.
|
|
mov r0.w, t0.a ; don't need this if we aren't alpha blending!
|
|
|
|
|