ps.1.1 ;------------------------------------------------------------------------------ ; Computes the diffuse component of lighting using lightmap + bumpmap ; t0 - Normalmap ; t1 - Lightmap1 ; t2 - Lightmap2 ; t3 - Lightmap3 ; ; The texture coordinates need to be defined as follows: ; tc0 - Normalmap and lightmap texture coordinates ; c0, c1, c2 - Axes of the lightmap coordinate system in tangent space ; c3 = a ; c4 = b ; c5 = c in a quadratic approx to pow( 1/2.2 ) ;------------------------------------------------------------------------------ ; Get the 3-vector from the normal map tex t0 ; Sample the lightmaps tex t1 tex t2 tex t3 ; Compute the dot product of axis 1 and the normal dp3_sat r1, t0_bx2, c0 ; Modulate the lightmap color by N dot Axis 1 mul r0, t1, r1 ; Do the same for the other two axes dp3_sat r1, t0_bx2, c1 mad r0, r1, t2, r0 dp3_sat r1, t0_bx2, c2 mad r0, r1, t3, r0 ; Do quadratic approximation to pow( x, 1 / 2.2 ) ;mad r1, c3, r0, c4 ; r1 = a*x + b ;mad_x4_sat r0, r1, r0, c5 ; r0 = r1*x + c = a*x*x + b*x + c