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 #ifndef _XBOX dp3_sat t2, v0_bx2, t0_bx2 ; dot eye-vector with per-pixel normal from t0 #else dp3 t2, v0_bx2, t0_bx2 mov t2, t2_sat #endif ; 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 #ifndef _XBOX mul_sat r1.a, r1.a, 1-t2.a ; quintic #else mul r1.a, r1.a, 1-t2.a mov r1.a, r1_sat.a #endif ; t1.a is now the fresnel factor lrp r0.rgb, r1.a, r0, c0 ; blend between reflected color and fog color based on fresnel
# | 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. |