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.rgb, t3, c1 ; multiply color by reflecttint #ifndef _XBOX +mov_sat r0.a, v0.a ; NOTE: This is necessary since v0.a can be outside 0 - 1! #else +mov r0.a, v0_sat.a #endif #ifndef _XBOX add_sat r0.a, c1.a, r0.a ; cheap water blend factor + constant blend factor #else add r0.a, c1.a, r0.a mov r0.a, r0_sat.a #endif
# | Change | User | Description | Committed | |
---|---|---|---|---|---|
#1 | 5821 | Knut Wikstrom |
Added Valve Source code. This is NOT to be commited to other than new code from Valve. |