Updated the SDK with the latest code from the TF and HL2 branches.
This commit is contained in:
@@ -1,39 +1,39 @@
|
||||
ps.1.4
|
||||
|
||||
; Get the 3-vector from the normal map
|
||||
texld r0, t0
|
||||
; Get environment matrix
|
||||
texcrd r1.rgb, t1
|
||||
texcrd r2.rgb, t2
|
||||
texcrd r3.rgb, t3
|
||||
; Normalize eye-ray vector through normalizer cube map
|
||||
texld r4, t4 ; <---- CUBE MAP here!!!
|
||||
|
||||
; Transform normal
|
||||
dp3 r5.r, r1, r0_bx2
|
||||
dp3 r5.g, r2, r0_bx2
|
||||
dp3 r5.b, r3, r0_bx2
|
||||
; Reflection calculatiom
|
||||
dp3_x2 r3.rgb, r5, r4_bx2 ; 2(N.Eye)
|
||||
mul r3.rgb, r5, r3 ; 2N(N.Eye)
|
||||
dp3 r2.rgb, r5, r5 ; N.N
|
||||
mad r2.rgb, -r4_bx2, r2, r3 ; 2N(N.Eye) - Eye(N.N)
|
||||
|
||||
phase
|
||||
|
||||
; Sample environment map
|
||||
texld r3, r2
|
||||
texld r4, t5 ; Normalize the tangent-space eye vector
|
||||
|
||||
; dot eye-vector with per-pixel normal from r0
|
||||
dp3_sat r1, r4_bx2, r0_bx2
|
||||
|
||||
; run Fresnel approx. on it: R0 + (1-R0) (1-cos(q))^5 in alpha channel
|
||||
mul r0.a, 1-r1.a, 1-r1.a ; squared
|
||||
mul r0.a, r0.a, r0.a ; quartic
|
||||
mul_sat r1.a, r0.a, 1-r1.a ; quintic
|
||||
|
||||
; multiply color by reflecttint
|
||||
mul r0.rgb, r3, c1
|
||||
+mov_sat r0.a, v0.a
|
||||
add_sat r0.a, r1.a, r0.a
|
||||
ps.1.4
|
||||
|
||||
; Get the 3-vector from the normal map
|
||||
texld r0, t0
|
||||
; Get environment matrix
|
||||
texcrd r1.rgb, t1
|
||||
texcrd r2.rgb, t2
|
||||
texcrd r3.rgb, t3
|
||||
; Normalize eye-ray vector through normalizer cube map
|
||||
texld r4, t4 ; <---- CUBE MAP here!!!
|
||||
|
||||
; Transform normal
|
||||
dp3 r5.r, r1, r0_bx2
|
||||
dp3 r5.g, r2, r0_bx2
|
||||
dp3 r5.b, r3, r0_bx2
|
||||
; Reflection calculatiom
|
||||
dp3_x2 r3.rgb, r5, r4_bx2 ; 2(N.Eye)
|
||||
mul r3.rgb, r5, r3 ; 2N(N.Eye)
|
||||
dp3 r2.rgb, r5, r5 ; N.N
|
||||
mad r2.rgb, -r4_bx2, r2, r3 ; 2N(N.Eye) - Eye(N.N)
|
||||
|
||||
phase
|
||||
|
||||
; Sample environment map
|
||||
texld r3, r2
|
||||
texld r4, t5 ; Normalize the tangent-space eye vector
|
||||
|
||||
; dot eye-vector with per-pixel normal from r0
|
||||
dp3_sat r1, r4_bx2, r0_bx2
|
||||
|
||||
; run Fresnel approx. on it: R0 + (1-R0) (1-cos(q))^5 in alpha channel
|
||||
mul r0.a, 1-r1.a, 1-r1.a ; squared
|
||||
mul r0.a, r0.a, r0.a ; quartic
|
||||
mul_sat r1.a, r0.a, 1-r1.a ; quintic
|
||||
|
||||
; multiply color by reflecttint
|
||||
mul r0.rgb, r3, c1
|
||||
+mov_sat r0.a, v0.a
|
||||
add_sat r0.a, r1.a, r0.a
|
||||
|
||||
Reference in New Issue
Block a user