Hello;
Im trying to create a cell shader that use per pixel math when fetching the shading-texture …i found a good one, but is in ps 1.1…can anybody help me to translate it?
Please, can anybody help me to translate this DX PS1.1 to NV tex shader + reg combiner code?
ps.1.1 ; painter pixel shader
def c0, 0.0f, 0.0f, 0.0f, 0.75f ; light scale
def c1, 0.0f, 0.0f, 0.0f, 1.0f ; black
tex t0 ; grab the normalized normal
; normalizing cube map is in t0
texm3x2pad t1, t0_bx2 ; dot with light a for u value
texm3x2tex t2, t0_bx2 ; dot with light b for v value
; 2d shade texture is in stage t2
tex t3 ; regular texture data
mov r0, C_MATERIAL_DIFFUSE ; load constant color in
cnd r0, r0.a, r0, t3 ; if alpha, use color
; else, use texture
mul r1.rgb, r0, t2 ; modulate with shading
mul r0.rgb, C_LIGHT_COLOR, c0.a ; scale down light value
mul_x2 r0.rgb, r0, r1 ; modulate x2 with light color
This code was taken from here
Thanks!