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