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| author | FluorescentCIAAfricanAmerican <[email protected]> | 2020-04-22 12:56:21 -0400 |
|---|---|---|
| committer | FluorescentCIAAfricanAmerican <[email protected]> | 2020-04-22 12:56:21 -0400 |
| commit | 3bf9df6b2785fa6d951086978a3e66f49427166a (patch) | |
| tree | 2c0f1f0c63c4832882bc93814ebd2c2b1c6224e5 /materialsystem/stdshaders/WaterCheapNoFresnel_ps11.psh | |
| download | archived-source-engine-2018-hl2-src-master.tar.xz archived-source-engine-2018-hl2-src-master.zip | |
Diffstat (limited to 'materialsystem/stdshaders/WaterCheapNoFresnel_ps11.psh')
| -rw-r--r-- | materialsystem/stdshaders/WaterCheapNoFresnel_ps11.psh | 18 |
1 files changed, 18 insertions, 0 deletions
diff --git a/materialsystem/stdshaders/WaterCheapNoFresnel_ps11.psh b/materialsystem/stdshaders/WaterCheapNoFresnel_ps11.psh new file mode 100644 index 0000000..d63151b --- /dev/null +++ b/materialsystem/stdshaders/WaterCheapNoFresnel_ps11.psh @@ -0,0 +1,18 @@ +ps.1.1 + +; Get the 3-vector from the normal map +tex t0 + +; Perform matrix multiply to get a local normal bump. Then +; reflect the eye vector through the normal and sample from +; a cubic environment map. +texm3x3pad t1, t0_bx2 +texm3x3pad t2, t0_bx2 +texm3x3vspec t3, t0_bx2 + +mul r0.rgb, t3, c1 ; multiply color by reflecttint ++mov_sat r0.a, v0.a ; NOTE: This is necessary since v0.a can be outside 0 - 1! +add_sat r0.a, c1.a, r0.a ; cheap water blend factor + constant blend factor + + + |