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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/LightmappedGeneric_BumpmappedLightmap.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/LightmappedGeneric_BumpmappedLightmap.psh')
-rw-r--r--mp/src/materialsystem/stdshaders/LightmappedGeneric_BumpmappedLightmap.psh158
1 files changed, 79 insertions, 79 deletions
diff --git a/mp/src/materialsystem/stdshaders/LightmappedGeneric_BumpmappedLightmap.psh b/mp/src/materialsystem/stdshaders/LightmappedGeneric_BumpmappedLightmap.psh
index 9e55248e..82b83a49 100644
--- a/mp/src/materialsystem/stdshaders/LightmappedGeneric_BumpmappedLightmap.psh
+++ b/mp/src/materialsystem/stdshaders/LightmappedGeneric_BumpmappedLightmap.psh
@@ -1,79 +1,79 @@
-ps.1.1
-
-;------------------------------------------------------------------------------
-; Computes the diffuse component of lighting using lightmap + bumpmap
-; t0 - Normalmap
-; t1 - Lightmap1
-; t2 - Lightmap2
-; t3 - Lightmap3
-;
-; The texture coordinates need to be defined as follows:
-; tc0 - Normalmap and lightmap texture coordinates
-; c0, c1, c2 - Axes of the lightmap coordinate system in tangent space
-;------------------------------------------------------------------------------
-
-; Get the 3-vector from the normal map
-tex t0
-
-; Sample the lightmaps
-tex t1
-tex t2
-tex t3
-
-; output = lightmapColor[0] * ( ( N dot basis[0] )^2 ) +
-; lightmapColor[1] * ( ( N dot basis[1] )^2 ) +
-; lightmapColor[2] * ( ( N dot basis[2] )^2 ) +
-
-; r0 = ( N dot basis[0] )
-; don't "_sat" here so that everything adds up to one even if the normal is outside of the basis!!!!!
-dp3 r0, t0_bx2, c0
-
-; r1 = ( N dot basis[1] )
-dp3 r1, t0_bx2, c1
-
-;----
-; r0 = ( N dot basis[0] )
-; r1 = ( N dot basis[1] )
-;----
-
-; r0.rgb = ( N dot basis[0] )^2
-mul r0.rgb, r0, r0
-
-; r1.a = ( N dot basis[1] )^2
-+mul r1.a, r1, r1
-
-;----
-; r0.rgb = ( N dot basis[0] )^2
-; r1.a = ( N dot basis[1] )^2
-;----
-
-mul t1, r0, t1
-
-;----
-; r1.a = ( N dot basis[1] )^2
-; t1 = lightmapColor[0] * ( N dot basis[0] )^2
-;----
-
-dp3 r0, t0_bx2, c2
-
-;----
-; r1.a = ( N dot basis[1] )^2
-; t1 = lightmapColor[0] * ( N dot basis[0] )^2
-; r0 = ( N dot basis[2] )
-;----
-
-mad t1.rgb, r1.a, t2, t1
-+mul r0.a, r0, r0
-
-;----
-; t1.rgb = lightmapColor[0] * ( N dot basis[0] )^2 + lightmapColor[1] * ( N dot basis[1] )^2
-; r0.a = ( N dot basis[2] )^2
-;----
-
-mad r0.rgba, r0.a, t3, t1
-
-;----
-; r0.rgb = lightmapColor[0] * ( N dot basis[0] )^2 +
-; lightmapColor[1] * ( N dot basis[1] )^2 +
-; lightmapColor[2] * ( N dot basis[2] )^2
-;----
+ps.1.1
+
+;------------------------------------------------------------------------------
+; Computes the diffuse component of lighting using lightmap + bumpmap
+; t0 - Normalmap
+; t1 - Lightmap1
+; t2 - Lightmap2
+; t3 - Lightmap3
+;
+; The texture coordinates need to be defined as follows:
+; tc0 - Normalmap and lightmap texture coordinates
+; c0, c1, c2 - Axes of the lightmap coordinate system in tangent space
+;------------------------------------------------------------------------------
+
+; Get the 3-vector from the normal map
+tex t0
+
+; Sample the lightmaps
+tex t1
+tex t2
+tex t3
+
+; output = lightmapColor[0] * ( ( N dot basis[0] )^2 ) +
+; lightmapColor[1] * ( ( N dot basis[1] )^2 ) +
+; lightmapColor[2] * ( ( N dot basis[2] )^2 ) +
+
+; r0 = ( N dot basis[0] )
+; don't "_sat" here so that everything adds up to one even if the normal is outside of the basis!!!!!
+dp3 r0, t0_bx2, c0
+
+; r1 = ( N dot basis[1] )
+dp3 r1, t0_bx2, c1
+
+;----
+; r0 = ( N dot basis[0] )
+; r1 = ( N dot basis[1] )
+;----
+
+; r0.rgb = ( N dot basis[0] )^2
+mul r0.rgb, r0, r0
+
+; r1.a = ( N dot basis[1] )^2
++mul r1.a, r1, r1
+
+;----
+; r0.rgb = ( N dot basis[0] )^2
+; r1.a = ( N dot basis[1] )^2
+;----
+
+mul t1, r0, t1
+
+;----
+; r1.a = ( N dot basis[1] )^2
+; t1 = lightmapColor[0] * ( N dot basis[0] )^2
+;----
+
+dp3 r0, t0_bx2, c2
+
+;----
+; r1.a = ( N dot basis[1] )^2
+; t1 = lightmapColor[0] * ( N dot basis[0] )^2
+; r0 = ( N dot basis[2] )
+;----
+
+mad t1.rgb, r1.a, t2, t1
++mul r0.a, r0, r0
+
+;----
+; t1.rgb = lightmapColor[0] * ( N dot basis[0] )^2 + lightmapColor[1] * ( N dot basis[1] )^2
+; r0.a = ( N dot basis[2] )^2
+;----
+
+mad r0.rgba, r0.a, t3, t1
+
+;----
+; r0.rgb = lightmapColor[0] * ( N dot basis[0] )^2 +
+; lightmapColor[1] * ( N dot basis[1] )^2 +
+; lightmapColor[2] * ( N dot basis[2] )^2
+;----