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Jedi-Academy/code/x_shaders/specular_dynamic.psh
2013-04-04 14:32:05 -07:00

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xps.1.1
tex t0 ; normal map + gloss map
texm3x2pad t1, t0_bx2 ; u = t0 dot (t1) light vector
texm3x2tex t2, t0_bx2 ; v = t0 dot (t2) half vector
; fetch texture 4 at u, v
; t2.a = (N dot H)^16
tex t3 ; ranged point light vector
mul_x4 r1, t0.a, t2.a ; (N dot H)^16 * gloss value
; Factor in falloff
mul r0.rgb, r1, t3.a