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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.
73 lines
2.1 KiB
Plaintext
73 lines
2.1 KiB
Plaintext
; STATIC: "NORMALMAPALPHAENVMAPMASK" "0..1"
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ps.1.4
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;------------------------------------------------------------------------------
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; Phase 1
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;------------------------------------------------------------------------------
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; Get the 3-vector from the normal map
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texld r0, t0
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; Get environment matrix
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texcrd r1.rgb, t1
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texcrd r2.rgb, t2
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texcrd r3.rgb, t3
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; Normalize eye-ray vector through normalizer cube map
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texld r4, t4 ; <---- CUBE MAP here!!!
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;mov r0.rgba, r4
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; Transform normal
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dp3 r5.r, r1, r0_bx2
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dp3 r5.g, r2, r0_bx2
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dp3 r5.b, r3, r0_bx2
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; Reflection calculatiom
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dp3_x2 r3.rgb, r5, r4_bx2 ; 2(N.Eye)
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mul r3.rgb, r5, r3 ; 2N(N.Eye)
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dp3 r2.rgb, r5, r5 ; N.N
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mad r2.rgb, -r4_bx2, r2, r3 ; 2N(N.Eye) - Eye(N.N)
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#if NORMALMAPALPHAENVMAPMASK
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; Alpha gets lost after phase marker, so store it here
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mov r5, r0.a
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#endif
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;------------------------------------------------------------------------------
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; Phase 2
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;------------------------------------------------------------------------------
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; What's left over from the last phase:
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; r0 - normal
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; r1 - free
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; r2 - vector to sample in envmap
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; r3 - free
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; r4 - normal
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; r5 - normal map alpha (rgba)
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phase
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; Sample environment map
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texld r3, r2
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; dot eye-vector with per-pixel normal from r0
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dp3_sat r1, v0_bx2, r0_bx2
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; Result goes in output color (multiply by constant color c0)
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mul r0.rgb, r3, c0
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; run Fresnel approx. on it: R0 + (1-R0) (1-cos(q))^5 in alpha channel
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mul r1.rgb, r0, r0
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+mul r0.a, 1-r1.a, 1-r1.a ; squared
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lrp r0.rgb, c1, r1, r0 ; blend between color and color * color
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+mul r0.a, r0.a, r0.a ; quartic
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dp3 r1.rgb, r0, c3
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+mul r0.a, r0.a, 1-r1.a ; quintic
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lrp r0.rgb, c2, r0, r1 ; blend between color and greyscale
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mad r0.a, r0.a, c6.a, c4.a ; Take Fresnel R(0) into consideration
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mul r0.rgb, r0, r0.a ; multiply output color by result of fresnel calc
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#if NORMALMAPALPHAENVMAPMASK
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+mul r0.a, c0.a, r5.r ; Fade amount * alpha from the texture
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#else
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+mov r0.a, c0.a ; Just use the fade amount
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#endif
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