[390] | 1 | // Pixel Shader for doing bump mapping with parallax plus diffuse and specular lighting by nfz |
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| 2 | |
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| 3 | // uv TEXCOORD0 |
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| 4 | // lightDir TEXCOORD1 |
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| 5 | // eyeDir TEXCOORD2 |
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| 6 | // half TEXCOORD3 |
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| 7 | |
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| 8 | // lightDiffuse c0 |
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| 9 | // lightSpecular c1 |
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| 10 | // Parallax scale and bias c2 |
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| 11 | // normal/height map texunit 0 - height map in alpha channel |
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| 12 | // diffuse texture texunit 1 |
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| 13 | |
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| 14 | ps.1.4 |
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| 15 | |
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| 16 | |
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| 17 | texld r0, t0 // get height |
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| 18 | texcrd r2.xyz, t0 // get uv coordinates |
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| 19 | texcrd r3.xyz, t2 // get eyedir vector |
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| 20 | |
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| 21 | |
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| 22 | mad r0.xyz, r0.a, c2.x, c2.y // displacement = height * scale + bias |
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| 23 | mad r2.xyz, r3, r0, r2 // newtexcoord = eyedir * displacement + uv |
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| 24 | |
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| 25 | phase |
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| 26 | |
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| 27 | texld r0, r2.xyz // get normal N using newtexcoord |
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| 28 | texld r1, r2.xyz // get diffuse texture using newtexcoord |
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| 29 | texcrd r4.xyz, t1 // get lightdir vector |
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| 30 | texcrd r5.xyz, t3 // get half angle vector |
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| 31 | |
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| 32 | dp3_sat r5.rgb, r0_bx2, r5 // N dot H - spec calc |
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| 33 | dp3_sat r4.rgb, r0_bx2, r4 // N dot L - diffuse calc |
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| 34 | + mul r5.a, r5.r, r5.r |
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| 35 | mul r0.rgb, r4, r1 // colour = diffusetex * N dot L |
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| 36 | + mul r5.a, r5.a, r5.a |
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| 37 | |
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| 38 | mul r5.rgb, r5.a, r5.a |
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| 39 | mul r5.rgb, r5, r5 |
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| 40 | mul r5.rgb, r5, r5 |
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| 41 | mul r5.rgb, r5, c1 // specular = (N dot H)^32 * specularlight |
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| 42 | |
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| 43 | mad r0.rgb, r0, c0, r5 // colour = diffusetex * (N dot L)* diffuselight + specular |
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| 44 | + mov r0.a, c2.b |
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