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48 lines
1.2 KiB
48 lines
1.2 KiB
5 years ago
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ps.1.1
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;------------------------------------------------------------------------------
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; Computes the diffuse component of lighting using lightmap + bumpmap
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; t0 - decal texture
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; t1 - Lightmap1
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; t2 - Lightmap2
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; t3 - Lightmap3
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;
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; The texture coordinates need to be defined as follows:
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; tc0 - Normalmap and lightmap texture coordinates
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; c0, c1, c2 - ( ( N dot basis[0] )^2 ), ( ( N dot basis[1] )^2 ), ( ( N dot basis[2] )^2 )
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;------------------------------------------------------------------------------
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; Get the decal color
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tex t0
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; Sample the lightmaps
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tex t1
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tex t2
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tex t3
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; output = lightmapColor[0] * ( ( N dot basis[0] )^2 ) +
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; lightmapColor[1] * ( ( N dot basis[1] )^2 ) +
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; lightmapColor[2] * ( ( N dot basis[2] )^2 ) +
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; r0 = lightmapColor[0] * ( ( N dot basis[0] )^2 )
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mul r0, t1, c0
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; r0 = lightmapColor[0] * ( ( N dot basis[0] )^2 ) + lightmapColor[1] * ( ( N dot basis[1] )^2 )
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mad r0, t2, c1, r0
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; r0 = lightmapColor[0] * ( ( N dot basis[0] )^2 ) +
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; lightmapColor[1] * ( ( N dot basis[1] )^2 ) +
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; lightmapColor[2] * ( ( N dot basis[2] )^2 )
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mad r0, t3, c2, r0
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; Modulate by decal texture
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mul r0.rgb, r0, t0
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+ mov r0.a, t0.a
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; Modulate by constant color
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mul r0, r0, c3
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; Modulate by per-vertex factor
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mul r0, r0, v0
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