source-sdk-2013-mapbase/sp/src/materialsystem/stdshaders/LightmappedGeneric_BumpmappedEnvmap_ps14.psh
Joe Ludwig 7309a5f13f 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.
2013-12-23 15:00:03 -08:00

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; STATIC: "NORMALMAPALPHAENVMAPMASK" "0..1"
ps.1.4
;------------------------------------------------------------------------------
; Phase 1
;------------------------------------------------------------------------------
; 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!!!
;mov r0.rgba, r4
; 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)
#if NORMALMAPALPHAENVMAPMASK
; Alpha gets lost after phase marker, so store it here
mov r5, r0.a
#endif
;------------------------------------------------------------------------------
; Phase 2
;------------------------------------------------------------------------------
; What's left over from the last phase:
; r0 - normal
; r1 - free
; r2 - vector to sample in envmap
; r3 - free
; r4 - normal
; r5 - normal map alpha (rgba)
phase
; Sample environment map
texld r3, r2
; dot eye-vector with per-pixel normal from r0
dp3_sat r1, v0_bx2, r0_bx2
; Result goes in output color (multiply by constant color c0)
mul r0.rgb, r3, c0
; run Fresnel approx. on it: R0 + (1-R0) (1-cos(q))^5 in alpha channel
mul r1.rgb, r0, r0
+mul r0.a, 1-r1.a, 1-r1.a ; squared
lrp r0.rgb, c1, r1, r0 ; blend between color and color * color
+mul r0.a, r0.a, r0.a ; quartic
dp3 r1.rgb, r0, c3
+mul r0.a, r0.a, 1-r1.a ; quintic
lrp r0.rgb, c2, r0, r1 ; blend between color and greyscale
mad r0.a, r0.a, c6.a, c4.a ; Take Fresnel R(0) into consideration
mul r0.rgb, r0, r0.a ; multiply output color by result of fresnel calc
#if NORMALMAPALPHAENVMAPMASK
+mul r0.a, c0.a, r5.r ; Fade amount * alpha from the texture
#else
+mov r0.a, c0.a ; Just use the fade amount
#endif