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.
73 lines
2.0 KiB
73 lines
2.0 KiB
5 years ago
|
; STATIC: "NORMALMAPALPHAENVMAPMASK" "0..1"
|
||
|
ps.1.4
|
||
|
;------------------------------------------------------------------------------
|
||
|
; Phase 1
|
||
|
;------------------------------------------------------------------------------
|
||
|
; Get the 3-vector from the normal map
|
||
|
texld r0, t0
|
||
|
; Get environment matrix
|
||
|
texcrd r1.rgb, t1
|
||
|
texcrd r2.rgb, t2
|
||
|
texcrd r3.rgb, t3
|
||
|
; Normalize eye-ray vector through normalizer cube map
|
||
|
texld r4, t4 ; <---- CUBE MAP here!!!
|
||
|
;mov r0.rgba, r4
|
||
|
|
||
|
; Transform normal
|
||
|
dp3 r5.r, r1, r0_bx2
|
||
|
dp3 r5.g, r2, r0_bx2
|
||
|
dp3 r5.b, r3, r0_bx2
|
||
|
; Reflection calculatiom
|
||
|
dp3_x2 r3.rgb, r5, r4_bx2 ; 2(N.Eye)
|
||
|
mul r3.rgb, r5, r3 ; 2N(N.Eye)
|
||
|
dp3 r2.rgb, r5, r5 ; N.N
|
||
|
mad r2.rgb, -r4_bx2, r2, r3 ; 2N(N.Eye) - Eye(N.N)
|
||
|
|
||
|
#if NORMALMAPALPHAENVMAPMASK
|
||
|
; Alpha gets lost after phase marker, so store it here
|
||
|
mov r5, r0.a
|
||
|
#endif
|
||
|
|
||
|
;------------------------------------------------------------------------------
|
||
|
; Phase 2
|
||
|
;------------------------------------------------------------------------------
|
||
|
; What's left over from the last phase:
|
||
|
; r0 - normal
|
||
|
; r1 - free
|
||
|
; r2 - vector to sample in envmap
|
||
|
; r3 - free
|
||
|
; r4 - normal
|
||
|
; r5 - normal map alpha (rgba)
|
||
|
|
||
|
phase
|
||
|
|
||
|
; Sample environment map
|
||
|
texld r3, r2
|
||
|
|
||
|
; dot eye-vector with per-pixel normal from r0
|
||
|
dp3_sat r1, v0_bx2, r0_bx2
|
||
|
|
||
|
; Result goes in output color (multiply by constant color c0)
|
||
|
mul r0.rgb, r3, c0
|
||
|
|
||
|
; run Fresnel approx. on it: R0 + (1-R0) (1-cos(q))^5 in alpha channel
|
||
|
mul r1.rgb, r0, r0
|
||
|
+mul r0.a, 1-r1.a, 1-r1.a ; squared
|
||
|
|
||
|
lrp r0.rgb, c1, r1, r0 ; blend between color and color * color
|
||
|
+mul r0.a, r0.a, r0.a ; quartic
|
||
|
|
||
|
dp3 r1.rgb, r0, c3
|
||
|
+mul r0.a, r0.a, 1-r1.a ; quintic
|
||
|
|
||
|
lrp r0.rgb, c2, r0, r1 ; blend between color and greyscale
|
||
|
mad r0.a, r0.a, c6.a, c4.a ; Take Fresnel R(0) into consideration
|
||
|
|
||
|
mul r0.rgb, r0, r0.a ; multiply output color by result of fresnel calc
|
||
|
|
||
|
#if NORMALMAPALPHAENVMAPMASK
|
||
|
+mul r0.a, c0.a, r5.r ; Fade amount * alpha from the texture
|
||
|
#else
|
||
|
+mov r0.a, c0.a ; Just use the fade amount
|
||
|
#endif
|