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27 lines
721 B
27 lines
721 B
5 years ago
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ps.1.1
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; t0:
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; texture: dudv map
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; texcoords: dudvmap texcoords
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; t1:
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; texture: reflection render target
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; texcoords:
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; t2:
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; texture: normal map (usef for fresnel calculation)
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; texcoords:
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; t4: texture: normalization cube map
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; texcoords: eye vect
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tex t0 ; sample dudv map
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texbem t1, t0 ; reflection
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tex t2 ; normal map
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tex t3 ; eye vector (through normalization cubemap)
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; dot eye-vector with per-pixel normal from t2
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dp3_sat r1.rgba, t3_bx2, t2_bx2
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; run Fresnel approx. on it: R0 + (1-R0) (1-cos(q))^5
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mul r0.a, 1-r1.a, 1-r1.a // squared
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mul r0.a, r0.a, r0.a // quartic
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mul r0.rgb, t1, c0 // shove color from reflection render target into r0
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+mul_sat r0.a, r0.a, 1-r1.a // quintic
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