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44 lines
1.0 KiB
44 lines
1.0 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 - Normalmap
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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 - Axes of the lightmap coordinate system in tangent space
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; c3 = a
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; c4 = b
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; c5 = c in a quadratic approx to pow( 1/2.2 )
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;------------------------------------------------------------------------------
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; Get the 3-vector from the normal map
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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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; Compute the dot product of axis 1 and the normal
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dp3_sat r1, t0_bx2, c0
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; Modulate the lightmap color by N dot Axis 1
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mul r0, t1, r1
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; Do the same for the other two axes
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dp3_sat r1, t0_bx2, c1
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mad r0, r1, t2, r0
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dp3_sat r1, t0_bx2, c2
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mad r0, r1, t3, r0
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; Do quadratic approximation to pow( x, 1 / 2.2 )
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;mad r1, c3, r0, c4 ; r1 = a*x + b
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;mad_x2_sat r0, r1, r0, c5 ; r0 = r1*x + c = a*x*x + b*x + c
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