📄 blinn_reflect.nvp
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; Pixel shader - Bumped surface reflections.
; Transforms the bumpmap into the local coordinate system
; by the basis vectors supplied from the vertex shader.
; Then uses the normal and eye vector to generate a
; reflection vector which looks into a cubemap.
#include "PixelConstants.h"
// Declare pixel shader version 1.0
ps.1.0
// Define t0 as a standard 3-vector from bumpmap
tex t0
// Perform matrix multiply to get a local normal bump. Then
// reflect the eye vector through the normal and sample from
// a cubic environment map.
// Must use _bx2 to convert unsigned texture normal map values
// to the full [-1,1] signed range
texm3x3pad t1, t0_bx2
texm3x3pad t2, t0_bx2
texm3x3vspec t3, t0_bx2
// result goes in output color
mov r0, t3
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