Added many shader source files
This should include the latest version of every shader that was in the 2007 SDK. It also includes a smattering of debug shaders, both VR distortion shaders, and other assorted shaders that will hopefully be useful. None of these new files are included in the game shader DLL project. If you need to modify one of these shaders for use in your mod you will need to rename it so that you don't collide with the version of that shader that lives in stdshader_dx9.dll.
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@@ -0,0 +1,47 @@
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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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; t4 - Base1
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; t5 - Base2
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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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ps.1.4
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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 ) ) * lerp(base1, base2, lightmapColor[0].a)
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; Get the 3-vector from the normal map
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texld r0, t0
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dp3 r5.r, r0_bx2, c0
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dp3 r5.g, r0_bx2, c1
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dp3 r5.b, r0_bx2, c2
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mul r5.rgb, r5, r5
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phase
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; Sample the lightmaps
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texld r1, t1
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texld r2, t2
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texld r3, t3
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; Sample the base textures
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texld r4, t4
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texld r5, t5
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mul r1, r1, r5.r
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mad r1, r2, r5.g, r1
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mad r1, r3, r5.g, r1
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; blend base textures
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lrp r4, r4, r5, r1.a
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; assume overbright_2 !!!
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mul_x2 r0, r1, r4
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