Updated the SDK with the latest code from the TF and HL2 branches.
This commit is contained in:
@@ -1,79 +1,79 @@
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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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;------------------------------------------------------------------------------
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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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; output = lightmapColor[0] * ( ( N dot basis[0] )^2 ) +
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; lightmapColor[1] * ( ( N dot basis[1] )^2 ) +
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; lightmapColor[2] * ( ( N dot basis[2] )^2 ) +
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; r0 = ( N dot basis[0] )
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; don't "_sat" here so that everything adds up to one even if the normal is outside of the basis!!!!!
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dp3 r0, t0_bx2, c0
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; r1 = ( N dot basis[1] )
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dp3 r1, t0_bx2, c1
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;----
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; r0 = ( N dot basis[0] )
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; r1 = ( N dot basis[1] )
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;----
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; r0.rgb = ( N dot basis[0] )^2
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mul r0.rgb, r0, r0
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; r1.a = ( N dot basis[1] )^2
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+mul r1.a, r1, r1
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;----
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; r0.rgb = ( N dot basis[0] )^2
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; r1.a = ( N dot basis[1] )^2
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;----
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mul t1, r0, t1
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;----
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; r1.a = ( N dot basis[1] )^2
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; t1 = lightmapColor[0] * ( N dot basis[0] )^2
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;----
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dp3 r0, t0_bx2, c2
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;----
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; r1.a = ( N dot basis[1] )^2
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; t1 = lightmapColor[0] * ( N dot basis[0] )^2
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; r0 = ( N dot basis[2] )
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;----
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mad t1.rgb, r1.a, t2, t1
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+mul r0.a, r0, r0
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;----
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; t1.rgb = lightmapColor[0] * ( N dot basis[0] )^2 + lightmapColor[1] * ( N dot basis[1] )^2
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; r0.a = ( N dot basis[2] )^2
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;----
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mad r0.rgba, r0.a, t3, t1
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;----
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; r0.rgb = lightmapColor[0] * ( N dot basis[0] )^2 +
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; lightmapColor[1] * ( N dot basis[1] )^2 +
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; lightmapColor[2] * ( N dot basis[2] )^2
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;----
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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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;------------------------------------------------------------------------------
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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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; output = lightmapColor[0] * ( ( N dot basis[0] )^2 ) +
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; lightmapColor[1] * ( ( N dot basis[1] )^2 ) +
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; lightmapColor[2] * ( ( N dot basis[2] )^2 ) +
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; r0 = ( N dot basis[0] )
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; don't "_sat" here so that everything adds up to one even if the normal is outside of the basis!!!!!
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dp3 r0, t0_bx2, c0
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; r1 = ( N dot basis[1] )
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dp3 r1, t0_bx2, c1
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;----
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; r0 = ( N dot basis[0] )
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; r1 = ( N dot basis[1] )
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;----
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; r0.rgb = ( N dot basis[0] )^2
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mul r0.rgb, r0, r0
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; r1.a = ( N dot basis[1] )^2
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+mul r1.a, r1, r1
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;----
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; r0.rgb = ( N dot basis[0] )^2
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; r1.a = ( N dot basis[1] )^2
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;----
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mul t1, r0, t1
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;----
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; r1.a = ( N dot basis[1] )^2
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; t1 = lightmapColor[0] * ( N dot basis[0] )^2
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;----
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dp3 r0, t0_bx2, c2
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;----
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; r1.a = ( N dot basis[1] )^2
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; t1 = lightmapColor[0] * ( N dot basis[0] )^2
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; r0 = ( N dot basis[2] )
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;----
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mad t1.rgb, r1.a, t2, t1
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+mul r0.a, r0, r0
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;----
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; t1.rgb = lightmapColor[0] * ( N dot basis[0] )^2 + lightmapColor[1] * ( N dot basis[1] )^2
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; r0.a = ( N dot basis[2] )^2
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;----
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mad r0.rgba, r0.a, t3, t1
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;----
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; r0.rgb = lightmapColor[0] * ( N dot basis[0] )^2 +
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; lightmapColor[1] * ( N dot basis[1] )^2 +
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; lightmapColor[2] * ( N dot basis[2] )^2
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;----
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