📄 reflectivebumpmapping.psh
字号:
ps.1.1
;Some ambient light
def c0, 0.1, 0.1, 0.1, 1.0
;This is the normal map
tex t0
;Do the transformation and reflection
texm3x3pad t1, t0_bx2
texm3x3pad t2, t0_bx2
texm3x3vspec t3, t0_bx2
;Get the dot product of the diffuse and the normal map
dp3_sat r0, t0_bx2, v0_bx2
;Add in some ambient
add_sat r0, r0, c0
// result goes in output color
mul r0, r0, t3
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