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authorFluorescentCIAAfricanAmerican <[email protected]>2020-04-22 12:56:21 -0400
committerFluorescentCIAAfricanAmerican <[email protected]>2020-04-22 12:56:21 -0400
commit3bf9df6b2785fa6d951086978a3e66f49427166a (patch)
tree2c0f1f0c63c4832882bc93814ebd2c2b1c6224e5 /materialsystem/stdshaders/LightmappedGeneric_DetailSelfIlluminated.psh
downloadarchived-source-engine-2018-hl2-src-master.tar.xz
archived-source-engine-2018-hl2-src-master.zip
Diffstat (limited to 'materialsystem/stdshaders/LightmappedGeneric_DetailSelfIlluminated.psh')
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diff --git a/materialsystem/stdshaders/LightmappedGeneric_DetailSelfIlluminated.psh b/materialsystem/stdshaders/LightmappedGeneric_DetailSelfIlluminated.psh
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+ps.1.1
+
+;------------------------------------------------------------------------------
+; Draw a texture . . woo hoo!
+; t0 - texture
+;
+; The texture coordinates need to be defined as follows:
+; tc0 - texcoords
+;------------------------------------------------------------------------------
+
+tex t0
+tex t1
+tex t2
+mul r0.rgb, t0, v0 + ; base times vertex color (no alpha)
+mov r0.a, v0.a ; Grab alpha from vertex color
+
+mul r0.rgb, t1, r0 ; fold in lighting (color only)
+mul_x2 r1.rgb, r0, t2 ; detail texture
+lrp r0.rgb, c2, r1, r0
+mul_x2 r0.rgb, c0, r0 ; * 2 * (overbrightFactor/2)
+
+mul r1, c1, t0 ; Self illum * tint
+lrp r0.rgb, t0.a, r1, r0 ; Blend between self-illum + base * lightmap