ps.1.1 ; t0: ; texture: dudv map ; texcoords: dudvmap texcoords ; t1: ; texture: refraction render target ; texcoords: tex t0 ; sample dudv map texbem t1, t0 ; refraction tex t2 ; The normal map tex t3 ; Normalize the tangent-space vector to the eye ; dot eye-vector with per-pixel normal from t2 #ifndef _XBOX dp3_sat r1.rgba, t2_bx2, t3_bx2 #else dp3 r1.rgba, t2_bx2, t3_bx2 mov r1, r1_sat #endif mul r0.a, 1-r1.a, 1-r1.a ; squared mul r0.a, r0.a, r0.a ; quartic mul r0.rgb, t1, c0 #ifndef _XBOX +mul_sat r0.a, r0.a, 1-r1.a ; quintic #else +mul r0.a, r0.a, 1-r1.a mov r0.a, r0_sat.a #endif #ifndef _XBOX add_sat r0.a, r0.a, v0.a ; cheap water distance #else add r0.a, r0.a, v0.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. |