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34 lines
972 B
34 lines
972 B
5 years ago
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ps.1.1
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;------------------------------------------------------------------------------
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; Environment mapping on a bumped surface
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; t0 - Normalmap
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; t3 - Cube environment map (*must* be a cube map!)
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;
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; c0 - color to multiply the results by
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; Input texture coords required here are a little wonky.
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; tc0.uv <- U,V into the normal map
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; tc1.uvw, tc2.uvw, tc3.uvw <- 3x3 matrix transform
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; from tangent space->env map space
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; tc1.q, tc2.q, tc3.q <- eye vector in env map space
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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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; Perform matrix multiply to get a local normal bump. Then
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; reflect the eye vector through the normal and sample from
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; a cubic environment map.
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texm3x3pad t1, t0_bx2
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texm3x3pad t2, t0_bx2
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texm3x3vspec t3, t0_bx2
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; result goes in output color (multiply by constant color c0)
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mul r0, t3, c0
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; The output alpha comes from the normal map.
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mov r0.w, t0.a
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