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.
This commit is contained in:
Joe Ludwig
2013-12-23 14:58:45 -08:00
parent 9c37fcc3a8
commit 7309a5f13f
710 changed files with 74048 additions and 0 deletions

View File

@@ -0,0 +1,42 @@
ps.1.1
;------------------------------------------------------------------------------
; Environment mapping on a bumped surface
; t0 - Normalmap
; t3 - Cube environment map (*must* be a cube map!)
;
; c0 - color to multiply the results by
; Input texture coords required here are a little wonky.
; tc0.uv <- U,V into the normal map
; tc1.uvw, tc2.uvw, tc3.uvw <- 3x3 matrix transform
; from tangent space->env map space
; tc1.q, tc2.q, tc3.q <- eye vector in env map space
;------------------------------------------------------------------------------
; This version doesn't multiply by lighting.
; 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
; result goes in output color
mul r0.rgb, t3, c0 ; constant color
+mov r0.a, c0.a
mul r1.rgb, r0, r0
lrp r0.rgb, c1, r1, r0 ; blend between color and color * color
dp3 r1.rgb, r0, c3
lrp r0.rgb, c2, r0, r1 ; blend between color and greyscale
; Multiply the output color by the alpha channel of the normal map.
mul r0.rgb, t0.a, r0