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79 lines
1.8 KiB
79 lines
1.8 KiB
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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;------------------------------------------------------------------------------ |
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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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; 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 ) + |
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; r0 = ( N dot basis[0] ) |
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; don't "_sat" here so that everything adds up to one even if the normal is outside of the basis!!!!! |
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dp3 r0, t0_bx2, c0 |
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; r1 = ( N dot basis[1] ) |
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dp3 r1, t0_bx2, c1 |
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;---- |
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; r0 = ( N dot basis[0] ) |
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; r1 = ( N dot basis[1] ) |
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;---- |
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; r0.rgb = ( N dot basis[0] )^2 |
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mul r0.rgb, r0, r0 |
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; r1.a = ( N dot basis[1] )^2 |
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+mul r1.a, r1, r1 |
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;---- |
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; r0.rgb = ( N dot basis[0] )^2 |
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; r1.a = ( N dot basis[1] )^2 |
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;---- |
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mul t1, r0, t1 |
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;---- |
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; r1.a = ( N dot basis[1] )^2 |
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; t1 = lightmapColor[0] * ( N dot basis[0] )^2 |
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;---- |
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dp3 r0, t0_bx2, c2 |
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;---- |
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; r1.a = ( N dot basis[1] )^2 |
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; t1 = lightmapColor[0] * ( N dot basis[0] )^2 |
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; r0 = ( N dot basis[2] ) |
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;---- |
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mad t1.rgb, r1.a, t2, t1 |
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+mul r0.a, r0, r0 |
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;---- |
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; t1.rgb = lightmapColor[0] * ( N dot basis[0] )^2 + lightmapColor[1] * ( N dot basis[1] )^2 |
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; r0.a = ( N dot basis[2] )^2 |
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;---- |
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mad r0.rgba, r0.a, t3, t1 |
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;---- |
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; r0.rgb = 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 |
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;----
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