r500/drm/matrix_cubesphere.fs.asm

56 lines
1.4 KiB
NASM

-- temp[0] -- texture
-- temp[1] -- normal
-- temp[2] -- (world space) fragment position
-- temp[3] -- (world space) light position
-- PIXSIZE 4
TEX TEX_SEM_WAIT TEX_SEM_ACQUIRE
temp[0].rgba = LD tex[0].rgba temp[0].rgaa ;
-- normalize:
-- v * 1.0f / sqrt(dot(v, v))
-- norm = normalize(Normal)
src0.rgb = temp[1] :
DP3 src0.rgb src0.rgb ,
temp[1].a = DP ;
src0.a = temp[1] :
temp[1].a = RSQ src0.a ;
src0.rgb = temp[1] ,
src0.a = temp[1] :
temp[1].rgb = MAD src0.rgb src0.aaa src0.000 ;
-- temp[2] -- (world space) fragment position
-- temp[3] -- (world space) light position
-- lightDir = normalize(lightPos - fragPos)
-- srcp.rgb = (src1.rgb - src0.rgb)
src1.rgb = temp[3] ,
src0.rgb = temp[2] ,
srcp.rgb = neg :
DP3 srcp.rgb srcp.rgb ,
temp[3].a = DP ;
src0.a = temp[3] :
temp[3].a = RSQ src0.a ;
src0.rgb = temp[3] ,
src0.a = temp[3] :
temp[3].rgb = MAD src0.rgb src0.aaa src0.000 ;
-- diff = dot(norm, lightDir)
-- diff = dot(temp[1].rgb, temp[3].rgb)
src0.rgb = temp[1] ,
src1.rgb = temp[3] :
temp[4].r = DP3 src0.rgb src1.rgb ;
src0.rgb = temp[4] :
temp[4].r = MAX src0.r00 src0.000 ;
OUT TEX_SEM_WAIT
src0.a = temp[0], src0.rgb = temp[0] ,
src1.rgb = temp[4] ,
src2.rgb = temp[1] :
out[0].a = MAD src0.a src1.1 src1.0 ,
out[0].rgb = MAD src0.rgb src1.rrr src1.000 ;
--out[0].rgb = MAD src2.rgb src2.100 src1.000 ;
--out[0].rgb = MAD src2.r00 src1.rrr src1.000 ;