1 | ps.1.4
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2 | // conversion from Cg generated ARB_fragment_program to ps.1.4 by NFZ
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3 | // command line args: -profile arbfp1 -entry main_fp
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4 | // program main_fp
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5 | // c0 : distortionRange
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6 | // c1 : tintColour
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7 | // testure 0 : noiseMap
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8 | // texture 1 : reflectMap
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9 | // texture 2 : refractMap
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10 | // v0.x : fresnel
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11 | // t0.xyz : noiseCoord
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12 | // t1.xyw : projectionCoord
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13 |
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14 | def c2, 2, 1, 0, 0
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15 |
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16 | // Cg: distort.x = tex3D(noiseMap, noiseCoord).x;
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17 | // arbfp1: TEX R0.x, fragment.texcoord[0], texture[0], 3D;
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18 | // sample noise map using noiseCoord in TEX unit 0
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19 |
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20 | texld r0, t0.xyz
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21 |
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22 | // get projected texture coordinates from TEX coord 1
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23 | // will be used in phase 2
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24 |
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25 | texcrd r1.xy, t1_dw.xyw
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26 | mov r1.z, c2.y
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27 |
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28 | // Cg: distort.y = tex3D(noiseMap, noiseCoord + yoffset).x;
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29 | // arbfp1: ADD R1.xyz, fragment.texcoord[0], c1;
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30 | // arbfp1: TEX R1.x, R1, texture[0], 3D;
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31 | // arbfp1: MOV R0.y, R1.x;
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32 |
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33 | // Cg: distort = (distort * 2 - 1) * distortionRange;
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34 | // arbfp1: MAD R0.xy, R0, c0.x, -c0.y;
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35 | // arbfp1: MUL R0.xy, R0, u0.x;
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36 | // (distort * 2 - 1) same as 2*(distort -.5) so use _bx2
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37 |
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38 |
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39 | // Cg: final = projectionCoord.xy / projectionCoord.w;
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40 | // Cg: final += distort;
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41 | // arbfp1: RCP R0.w, fragment.texcoord[1].w;
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42 | // arbfp1: MAD R0.xy, fragment.texcoord[1], R0.w, R0;
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43 | // final = (distort * projectionCoord.w) + projectionCoord.xy
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44 | // for ps.1.4 have to re-arrange things a bit to perturb projected texture coordinates
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45 |
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46 | mad r0.xyz, r0_bx2, c0.x, r1
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47 |
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48 | phase
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49 |
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50 | // do dependant texture reads
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51 | // Cg: reflectionColour = tex2D(reflectMap, final);
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52 | // arbfp1: TEX R0, R0, texture[1], 2D;
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53 | // sampe reflectMap using dependant read : texunit 1
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54 |
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55 | texld r1, r0.xyz
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56 |
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57 | // Cg: refractionColour = tex2D(refractMap, final) + tintColour;
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58 | // arbfp1: TEX R1, R0, texture[2], 2D;
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59 | // sample refractMap : texunit 2
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60 |
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61 | texld r2, r0.xyz
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62 |
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63 | // adding tintColour that is in global c1
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64 | // arbfp1: ADD R1, R1, u1;
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65 |
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66 | add r2, r2, c1
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67 |
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68 | // Cg: col = lerp(refractionColour, reflectionColour, fresnel);
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69 | // arbfp1: ADD R0, R0, -R1;
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70 | // arbfp1: MAD result.color, fragment.color.primary.x, R0, R1;
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71 |
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72 | lrp r0, v0.x, r1, r2
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