source: GTP/trunk/App/Demos/Illum/IBRBillboardCloudTrees/OGRE/IBRTreesOGRE/media/materials/programs/OffsetMapping_specular.asm @ 1493

Revision 1493, 1.5 KB checked in by igarcia, 18 years ago (diff)
Line 
1// Pixel Shader for doing bump mapping with parallax plus diffuse and specular lighting by nfz
2
3// uv               TEXCOORD0
4// lightDir            TEXCOORD1
5// eyeDir            TEXCOORD2
6// half               TEXCOORD3
7
8// lightDiffuse         c0
9// lightSpecular      c1
10// Parallax scale and bias c2
11// normal/height map   texunit 0 - height map in alpha channel
12// diffuse texture      texunit 1
13
14ps.1.4
15
16
17texld r0, t0               // get height
18texcrd r2.xyz, t0            // get uv coordinates
19texcrd r3.xyz, t2            // get eyedir vector
20
21
22mad r0.xyz, r0.a, c2.x, c2.y   // displacement = height * scale + bias
23mad r2.xyz, r3, r0, r2         // newtexcoord = eyedir * displacement + uv
24
25phase
26
27texld r0, r2.xyz            // get normal N using newtexcoord
28texld r1, r2.xyz            // get diffuse texture using newtexcoord
29texcrd r4.xyz, t1            // get lightdir vector
30texcrd r5.xyz, t3            // get half angle vector
31
32dp3_sat r5.rgb, r0_bx2, r5         // N dot H - spec calc
33dp3_sat r4.rgb, r0_bx2, r4         // N dot L - diffuse calc
34+ mul r5.a, r5.r, r5.r
35mul r0.rgb, r4, r1            // colour = diffusetex * N dot L
36+ mul r5.a, r5.a, r5.a
37
38mul r5.rgb, r5.a, r5.a         
39mul r5.rgb, r5, r5         
40mul r5.rgb, r5, r5         
41mul r5.rgb, r5, c1            // specular = (N dot H)^32 * specularlight
42
43mad r0.rgb, r0, c0, r5         // colour = diffusetex * (N dot L)* diffuselight + specular
44+ mov r0.a, c2.b
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