📄 basisskinning.nvf
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#include "constants.h"
vs.1.0
#beginfragment calculate_basis_vectors
// Calculate eye vector and stuff it in texture coordinates
dp4 oT1.w, -FIXED_POSITION, c_worldviewcubemap_0
dp4 oT2.w, -FIXED_POSITION, c_worldviewcubemap_1
dp4 oT3.w, -FIXED_POSITION, c_worldviewcubemap_2
// Scale S&T to get bump scaling
mul r_sbasis0, v_sbasis0, BUMP_SCALE
mul r_tbasis0, v_tbasis0, BUMP_SCALE
// Skin the basis matrices
dp3 oT1.x, r_sbasis0, c_worldviewcubemap_0
dp3 oT1.y, r_tbasis0, c_worldviewcubemap_0
dp3 oT1.z, v_normal, c_worldviewcubemap_0
dp3 oT2.x, r_sbasis0, c_worldviewcubemap_1
dp3 oT2.y, r_tbasis0, c_worldviewcubemap_1
dp3 oT2.z, v_normal, c_worldviewcubemap_1
dp3 oT3.x, r_sbasis0, c_worldviewcubemap_2
dp3 oT3.y, r_tbasis0, c_worldviewcubemap_2
dp3 oT3.z, v_normal, c_worldviewcubemap_2
mov oT0.xy, FIXED_TEXTURE0
#endfragment
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