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43 lines
1.0 KiB
43 lines
1.0 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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; 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_x4_sat r0, r1, r0, c5 ; r0 = r1*x + c = a*x*x + b*x + c |
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