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 ;------------------------------------------------------------------------------ ; 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 (multiply by constant color c0) mul r0, t3, c0 ; The output alpha comes from the normal map. mov r0.w, t0.a