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 ;------------------------------------------------------------------------------ ; Get the 3-vector from the normal map tex t0 ; Sample the lightmaps tex t1 tex t2 tex t3 ; output = lightmapColor[0] * ( ( N dot basis[0] )^2 ) + ; lightmapColor[1] * ( ( N dot basis[1] )^2 ) + ; lightmapColor[2] * ( ( N dot basis[2] )^2 ) + ; r0 = ( N dot basis[0] ) ; don't "_sat" here so that everything adds up to one even if the normal is outside of the basis!!!!! dp3 r0, t0_bx2, c0 ; r1 = ( N dot basis[1] ) dp3 r1, t0_bx2, c1 ;---- ; r0 = ( N dot basis[0] ) ; r1 = ( N dot basis[1] ) ;---- ; r0.rgb = ( N dot basis[0] )^2 mul r0.rgb, r0, r0 ; r1.a = ( N dot basis[1] )^2 +mul r1.a, r1, r1 ;---- ; r0.rgb = ( N dot basis[0] )^2 ; r1.a = ( N dot basis[1] )^2 ;---- mul t1, r0, t1 ;---- ; r1.a = ( N dot basis[1] )^2 ; t1 = lightmapColor[0] * ( N dot basis[0] )^2 ;---- dp3 r0, t0_bx2, c2 ;---- ; r1.a = ( N dot basis[1] )^2 ; t1 = lightmapColor[0] * ( N dot basis[0] )^2 ; r0 = ( N dot basis[2] ) ;---- mad t1.rgb, r1.a, t2, t1 +mul r0.a, r0, r0 ;---- ; t1.rgb = lightmapColor[0] * ( N dot basis[0] )^2 + lightmapColor[1] * ( N dot basis[1] )^2 ; r0.a = ( N dot basis[2] )^2 ;---- mad r0.rgba, r0.a, t3, t1 ;---- ; r0.rgb = lightmapColor[0] * ( N dot basis[0] )^2 + ; lightmapColor[1] * ( N dot basis[1] )^2 + ; lightmapColor[2] * ( N dot basis[2] )^2 ;----