Re: Revelation Test
Posted: Tue Jul 01, 2014 2:00 pm
Isn't the sliding simply how pixel offset mapping works? Cannot "extrude outwards" so need to "extrude inwards" ... = sliding pixels relative to surface.
Code: Select all
!!ARBvp1.0 OPTION ARB_position_invariant ;
TEMP R0, R1, R2;
PARAM defaultTexCoord = { 0, 0.5, 0, 1 };
SUB R0, program.env[4], vertex.position;
DP3 result.texcoord[0].x, vertex.attrib[9], R0;
DP3 result.texcoord[0].y, vertex.attrib[10], R0;
DP3 result.texcoord[0].z, vertex.attrib[11], R0;
MOV result.texcoord[1], defaultTexCoord;
DP4 result.texcoord[1].x, vertex.attrib[8], program.env[10];
DP4 result.texcoord[1].y, vertex.attrib[8], program.env[11];
MOV result.texcoord[2], defaultTexCoord;
DP4 result.texcoord[2].x, vertex.position, program.env[9];
DP4 result.texcoord[3].x, vertex.position, program.env[6];
DP4 result.texcoord[3].y, vertex.position, program.env[7];
DP4 result.texcoord[3].w, vertex.position, program.env[8];
MOV result.texcoord[4], defaultTexCoord;
DP4 result.texcoord[4].x, vertex.attrib[8], program.env[12];
DP4 result.texcoord[4].y, vertex.attrib[8], program.env[13];
MOV result.texcoord[5], defaultTexCoord;
DP4 result.texcoord[5].x, vertex.attrib[8], program.env[14];
DP4 result.texcoord[5].y, vertex.attrib[8], program.env[15];
SUB R0, program.env[4], vertex.position;
DP3 R1, R0, R0;
RSQ R1, R1.x;
MUL R0, R0, R1.x;
SUB R1, program.env[5], vertex.position;
DP3 R2, R1, R1;
RSQ R2, R2.x;
MUL R1, R1, R2.x;
ADD R0, R0, R1;
DP3 result.texcoord[6].x, vertex.attrib[9], R0;
DP3 result.texcoord[6].y, vertex.attrib[10], R0;
DP3 result.texcoord[6].z, vertex.attrib[11], R0;
SUB R1, program.env[5], vertex.position;
DP3 result.texcoord[7].x, vertex.attrib[9], R1;
DP3 result.texcoord[7].y, vertex.attrib[10], R1;
DP3 result.texcoord[7].z, vertex.attrib[11], R1;
MOV result.texcoord[7].w, 1.0;
MAD result.color, vertex.color, program.env[16], program.env[17];
END
#======================================================================
!!ARBfp1.0
OPTION ARB_precision_hint_nicest;
TEMP light, color, R1, R2, localNormal, specular, eye, height, newtexcoord, newbumpcoord, newspeccoord, newspeclook;
PARAM subOne = { -1, -1, -1, -1 };
PARAM scaleTwo = { 2, 2, 2, 2 };
DP3 R1, fragment.texcoord[7], fragment.texcoord[7];
RSQ R1, R1.x;
MUL eye, fragment.texcoord[7], R1;
TEX height, fragment.texcoord[1], texture[1], 2D;
MAD height.x, height.z, -0.05, 0.05;
MAD newbumpcoord, height.xxxx, eye, fragment.texcoord[1];
MAD newtexcoord, height.xxxx, eye, fragment.texcoord[4];
MAD newspeccoord, height.xxxx, eye, fragment.texcoord[5];
MAD newspeclook, height.xxxx, eye, fragment.texcoord[6];
DP3 specular, newspeclook,newspeclook;
RSQ specular, specular.x;
MUL specular, specular.x, newspeclook;
DP3 light, fragment.texcoord[0],fragment.texcoord[0];
RSQ light, light.x;
MUL light, light.x, fragment.texcoord[0];
TEX localNormal, newbumpcoord, texture[1], 2D;
MOV localNormal.x, localNormal.a;
MOV localNormal.z, 0.99;
MAD localNormal, localNormal, scaleTwo, subOne;
DP3 light, light, localNormal;
TXP R1, fragment.texcoord[3], texture[3], 2D;
MUL light, light, R1;
TXP R1, fragment.texcoord[2], texture[2], 2D;
MUL light, light, R1;
TEX R1, newtexcoord, texture[4], 2D;
MUL color, R1, program.env[0];
DP3 specular, specular, localNormal;
TEX R1, specular, texture[6], 2D;
MUL R1, R1, program.env[1];
TEX R2, newspeccoord, texture[5], 2D;
ADD R2, R2, R2;
MAD color, R1, R2, color;
MUL color, light, color;
PARAM darken = {0.9,0.9,0.9, 1};
MUL color, color, darken;
MUL result.color.xyz, color, fragment.color;
ENDHave you pinged Greebo, Taaaki, Orbweaver, or Grayman over at The Dark Mod forums?revelator wrote:If someone is skilled with MFC code i could use a hand fixing up radiant + tools.
The PDA editor needs to be finished and there are a number of things in the other editors that need fixing.