hl2_src-leak-2017/src/materialsystem/stdshaders/WaterCheapFresnel_ps14.psh

40 lines
1006 B
Plaintext

ps.1.4
; Get the 3-vector from the normal map
texld r0, t0
; Get environment matrix
texcrd r1.rgb, t1
texcrd r2.rgb, t2
texcrd r3.rgb, t3
; Normalize eye-ray vector through normalizer cube map
texld r4, t4 ; <---- CUBE MAP here!!!
; Transform normal
dp3 r5.r, r1, r0_bx2
dp3 r5.g, r2, r0_bx2
dp3 r5.b, r3, r0_bx2
; Reflection calculatiom
dp3_x2 r3.rgb, r5, r4_bx2 ; 2(N.Eye)
mul r3.rgb, r5, r3 ; 2N(N.Eye)
dp3 r2.rgb, r5, r5 ; N.N
mad r2.rgb, -r4_bx2, r2, r3 ; 2N(N.Eye) - Eye(N.N)
phase
; Sample environment map
texld r3, r2
texld r4, t5 ; Normalize the tangent-space eye vector
; dot eye-vector with per-pixel normal from r0
dp3_sat r1, r4_bx2, r0_bx2
; run Fresnel approx. on it: R0 + (1-R0) (1-cos(q))^5 in alpha channel
mul r0.a, 1-r1.a, 1-r1.a ; squared
mul r0.a, r0.a, r0.a ; quartic
mul_sat r1.a, r0.a, 1-r1.a ; quintic
; multiply color by reflecttint
mul r0.rgb, r3, c1
+mov_sat r0.a, v0.a
add_sat r0.a, r1.a, r0.a