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18 lines
491 B
18 lines
491 B
ps.1.1 |
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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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mul r0.rgb, t3, c1 ; multiply color by reflecttint |
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+mov_sat r0.a, v0.a ; NOTE: This is necessary since v0.a can be outside 0 - 1! |
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add_sat r0.a, c1.a, r0.a ; cheap water blend factor + constant blend factor |
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