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hl2sdk/materialsystem/stdshaders/SDK_WaterFirstPass_ps11.psh

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ps.1.1
; t0:
; texture: dudv map
; texcoords: dudvmap texcoords
; t1:
; texture: refraction render target
; texcoords:
tex t0 ; The normal map
tex t1 ; Normalize the tangent-space vector to the eye
; dot eye-vector with per-pixel normal from t2
dp3 r1.rgba, t0_bx2, t1_bx2
mov r1, r1_sat
mul r0.a, 1-r1.a, 1-r1.a ; squared
mul r0.a, r0.a, r0.a ; quartic
mul r0.a, r0.a, 1-r1.a ; quintic
mov r0.a, r0_sat.a
add r0.a, r0.a, v0.a ; Cheap water factor
mov r0.rgba, r0_sat.a