texbem
Direct3D 8 - Pixel Shader - Instructions - texbem
Last edited 2026-02-20
The tex applies texture coordinate distortion based on vertex data from another texture
The texbem syntax looks like this:
texbem x, y;
x: This is the target texture register (e.g., t1) where the texture sample will be sent after distortion.
y: This is source register containing bump map data.
This instruction may not work properly!
Example code:
texture T_Image;
texture T_Background;
technique tech_main
{
pass P0
{
Texture[0] = <T_Image>;
Texture[2] = <T_Background>;
PixelShader = asm
{
ps.1.1;
tex t0; // <- Load the T_Image texture
texbem t1, t0; // <- Apply a fake bump from T_Image and assign to T_Background texture register
mov r0, t1; // <- Assign the result
};
}
}
This example requires the following in the .XML file:
- Flag <dx8>yes</dx8>
- Flag <BackgroundTexture>1</BackgroundTexture>
(More information about .XML files can be found here)
Details table:
|
Type |
Instruction |
Description |
Instruction slots |
ps.1.0 |
ps.1.1 |
ps.1.2 |
ps.1.3 |
ps.1.4 |
Note |
|
asm |
Apply a fake bump environment-map transform |
1 |
Yes |
Yes |
Yes |
Yes |
No |
(Possibly a broken instruction) Assigns a texture with a fake dump transformation applied based on another texture register to the register. |
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