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48 lines
1.1 KiB
48 lines
1.1 KiB
5 years ago
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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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; t4 - Base1
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; t5 - Base2
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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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;------------------------------------------------------------------------------
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ps.1.4
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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 ) ) * lerp(base1, base2, lightmapColor[0].a)
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; Get the 3-vector from the normal map
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texld r0, t0
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dp3 r5.r, r0_bx2, c0
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dp3 r5.g, r0_bx2, c1
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dp3 r5.b, r0_bx2, c2
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mul r5.rgb, r5, r5
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phase
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; Sample the lightmaps
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texld r1, t1
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texld r2, t2
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texld r3, t3
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; Sample the base textures
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texld r4, t4
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texld r5, t5
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mul r1, r1, r5.r
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mad r1, r2, r5.g, r1
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mad r1, r3, r5.g, r1
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; blend base textures
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lrp r4, r4, r5, r1.a
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; assume overbright_2 !!!
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mul_x2 r0, r1, r4
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