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authorMichael Sartain <[email protected]>2014-10-02 08:25:55 -0700
committerMichael Sartain <[email protected]>2014-10-02 08:25:55 -0700
commit55ed12f8d1eb6887d348be03aee5573d44177ffb (patch)
tree3686f7ca78c780cd9a3d367b79a9d9250c1be7c0 /mp/src/materialsystem/stdshaders/Cable.psh
parent* Added support for Visual C++ 2013 Express to VPC (diff)
downloadsource-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.psh54
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