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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