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.
26 lines
779 B
26 lines
779 B
ps.1.1 |
|
|
|
; Get the 3-vector from the normal map |
|
tex t0 |
|
|
|
; Perform matrix multiply to get a local normal bump. Then |
|
; reflect the eye vector through the normal and sample from |
|
; a cubic environment map. |
|
texm3x3pad t1, t0_bx2 |
|
texm3x3pad t2, t0_bx2 |
|
texm3x3vspec t3, t0_bx2 |
|
|
|
mul r0, t3, c1 ; envmap color * envmaptint |
|
|
|
dp3_sat t2, v0_bx2, t0_bx2 ; dot eye-vector with per-pixel normal from t0 |
|
|
|
; run Fresnel approx. on it: R0 + (1-R0) (1-cos(q))^5 in alpha channel |
|
; NOTE: This is not perspective-correct and results in strange artifacts |
|
mul r1.a, 1-t2.a, 1-t2.a ; squared |
|
mul r1.a, r1.a, r1.a ; quartic |
|
mul_sat r1.a, r1.a, 1-t2.a ; quintic |
|
|
|
; t1.a is now the fresnel factor |
|
lrp r0.rgb, r1.a, r0, c0 ; blend between reflected color and fog color based on fresnel |
|
|
|
|
|
|