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

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ps.1.1
;------------------------------------------------------------------------------
; Sphere-lit particle pixel shader.
;
; The ParticleSphere lighting equation is:
; A + [[N dot |L - P|] * 0.5 + 0.5] * C * r / ||L - P||
;
; where:
; A = ambient light color
; N = particle normal (stored in the texture)
; L = light position
; P = point on surface
; C = directional light color
; r = directional light intensity
;
; This shader takes as input:
; t0 = Normal map texture coordinates (N)
; t1 = Light vector Normalize(L - P) * 0.5 in range [0,1]
; v0 = Directional color (C * r / ||L - P||^2) * 0.5
; t2 = Ambient light color (A)
; c0 = 0.5
;
; and outputs [v1 + (sample(t0) dot t1) * 0.5f + 0.5f]
;------------------------------------------------------------------------------
tex t0 ; Get the 3-vector from the normal map
texcoord t1 ; Interpret tcoord t1 as color data.
texcoord t2 ; Ambient light color
dp3 r1, t0_bx2, t1_bx2 ; r0 = sample(t0) dot t1
add r0, r1, c0 ; + 0.5
mul r1, v0, r0 ; scale the dot product by the dirlight's actual color
add r0.rgb, r1, t2 ; add the ambient color in v1
mul r0.a, t0, v0 ; Alpha = normal map alpha * vertex alpha