diff options
| author | Michael Sartain <[email protected]> | 2014-10-02 08:25:55 -0700 |
|---|---|---|
| committer | Michael Sartain <[email protected]> | 2014-10-02 08:25:55 -0700 |
| commit | 55ed12f8d1eb6887d348be03aee5573d44177ffb (patch) | |
| tree | 3686f7ca78c780cd9a3d367b79a9d9250c1be7c0 /mp/src/materialsystem/stdshaders/Cable.psh | |
| parent | * Added support for Visual C++ 2013 Express to VPC (diff) | |
| download | source-sdk-2013-55ed12f8d1eb6887d348be03aee5573d44177ffb.tar.xz source-sdk-2013-55ed12f8d1eb6887d348be03aee5573d44177ffb.zip | |
Updated the SDK with the latest code from the TF and HL2 branches.
Diffstat (limited to 'mp/src/materialsystem/stdshaders/Cable.psh')
| -rw-r--r-- | mp/src/materialsystem/stdshaders/Cable.psh | 54 |
1 files changed, 27 insertions, 27 deletions
diff --git a/mp/src/materialsystem/stdshaders/Cable.psh b/mp/src/materialsystem/stdshaders/Cable.psh index a73b1130..6ba92636 100644 --- a/mp/src/materialsystem/stdshaders/Cable.psh +++ b/mp/src/materialsystem/stdshaders/Cable.psh @@ -1,27 +1,27 @@ -ps.1.1
-
-;------------------------------------------------------------------------------
-; See the vertex shader for info
-;
-; This shader takes:
-; t0 = normal map
-; t1 = base texture
-; v0 = directional light color
-; t2 = directional light direction (biased into 0-1)
-; c0 = percent of dirlight to add as ambient
-;
-; Output:
-; (t0 dot t1) * v0
-;------------------------------------------------------------------------------
-
-tex t0 ; Get the 3-vector from the normal map
-tex t1 ; Interpret tcoord t1 as color data.
-texcoord t2
-
-dp3 r1, t0_bx2, t2_bx2 ; r1 = normalMap dot dirLightDir
-add r0, r1, c0 ; + 0.5
-
-mul r1, v0, r0 ; scale the dot product by the dirlight's actual color
-mul r0.rgb, r1, t1 + ; scale by the texture color
-
-mul r0.a, t1.a, v0.a
+ps.1.1 + +;------------------------------------------------------------------------------ +; See the vertex shader for info +; +; This shader takes: +; t0 = normal map +; t1 = base texture +; v0 = directional light color +; t2 = directional light direction (biased into 0-1) +; c0 = percent of dirlight to add as ambient +; +; Output: +; (t0 dot t1) * v0 +;------------------------------------------------------------------------------ + +tex t0 ; Get the 3-vector from the normal map +tex t1 ; Interpret tcoord t1 as color data. +texcoord t2 + +dp3 r1, t0_bx2, t2_bx2 ; r1 = normalMap dot dirLightDir +add r0, r1, c0 ; + 0.5 + +mul r1, v0, r0 ; scale the dot product by the dirlight's actual color +mul r0.rgb, r1, t1 + ; scale by the texture color + +mul r0.a, t1.a, v0.a |