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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/vertexlitgeneric_detailmaskedenvmap.psh
downloadarchived-source-engine-2018-hl2-src-master.tar.xz
archived-source-engine-2018-hl2-src-master.zip
Diffstat (limited to 'materialsystem/stdshaders/vertexlitgeneric_detailmaskedenvmap.psh')
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diff --git a/materialsystem/stdshaders/vertexlitgeneric_detailmaskedenvmap.psh b/materialsystem/stdshaders/vertexlitgeneric_detailmaskedenvmap.psh
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+++ b/materialsystem/stdshaders/vertexlitgeneric_detailmaskedenvmap.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 ; base color
+tex t1 ; cube map
+tex t2 ; envmap mask
+tex t3 ; detail texture
+
+mul r0, t0, c3 ; Base times modulation
+mul_x2 r0.rgb, r0, t3 ; detail texture
+mul r1, t1, t2 ; Envmap * mask
+mad r0.rgb, r1, c2, r0 ; Base * mod + envmap * mask * tint
+mul r0.rgb, v0, r0 ; apply vertex lighting
+mul_x2 r0.rgb, c0, r0 ; * 2 * (overbrightFactor/2)