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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_Decal.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_Decal.psh')
-rw-r--r--mp/src/materialsystem/stdshaders/LightmappedGeneric_Decal.psh94
1 files changed, 47 insertions, 47 deletions
diff --git a/mp/src/materialsystem/stdshaders/LightmappedGeneric_Decal.psh b/mp/src/materialsystem/stdshaders/LightmappedGeneric_Decal.psh
index 86e627e5..01984202 100644
--- a/mp/src/materialsystem/stdshaders/LightmappedGeneric_Decal.psh
+++ b/mp/src/materialsystem/stdshaders/LightmappedGeneric_Decal.psh
@@ -1,47 +1,47 @@
-ps.1.1
-
-;------------------------------------------------------------------------------
-; Computes the diffuse component of lighting using lightmap + bumpmap
-; t0 - decal texture
-; t1 - Lightmap1
-; t2 - Lightmap2
-; t3 - Lightmap3
-;
-; The texture coordinates need to be defined as follows:
-; tc0 - Normalmap and lightmap texture coordinates
-; c0, c1, c2 - ( ( N dot basis[0] )^2 ), ( ( N dot basis[1] )^2 ), ( ( N dot basis[2] )^2 )
-;------------------------------------------------------------------------------
-
-; Get the decal color
-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 = lightmapColor[0] * ( ( N dot basis[0] )^2 )
-mul r0, t1, c0
-
-; r0 = lightmapColor[0] * ( ( N dot basis[0] )^2 ) + lightmapColor[1] * ( ( N dot basis[1] )^2 )
-mad r0, t2, c1, r0
-
-; r0 = lightmapColor[0] * ( ( N dot basis[0] )^2 ) +
-; lightmapColor[1] * ( ( N dot basis[1] )^2 ) +
-; lightmapColor[2] * ( ( N dot basis[2] )^2 )
-mad r0, t3, c2, r0
-
-; Modulate by decal texture
-mul r0.rgb, r0, t0
-+ mov r0.a, t0.a
-
-; Modulate by constant color
-mul r0, r0, c3
-
-; Modulate by per-vertex factor
-mul r0, r0, v0
-
+ps.1.1
+
+;------------------------------------------------------------------------------
+; Computes the diffuse component of lighting using lightmap + bumpmap
+; t0 - decal texture
+; t1 - Lightmap1
+; t2 - Lightmap2
+; t3 - Lightmap3
+;
+; The texture coordinates need to be defined as follows:
+; tc0 - Normalmap and lightmap texture coordinates
+; c0, c1, c2 - ( ( N dot basis[0] )^2 ), ( ( N dot basis[1] )^2 ), ( ( N dot basis[2] )^2 )
+;------------------------------------------------------------------------------
+
+; Get the decal color
+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 = lightmapColor[0] * ( ( N dot basis[0] )^2 )
+mul r0, t1, c0
+
+; r0 = lightmapColor[0] * ( ( N dot basis[0] )^2 ) + lightmapColor[1] * ( ( N dot basis[1] )^2 )
+mad r0, t2, c1, r0
+
+; r0 = lightmapColor[0] * ( ( N dot basis[0] )^2 ) +
+; lightmapColor[1] * ( ( N dot basis[1] )^2 ) +
+; lightmapColor[2] * ( ( N dot basis[2] )^2 )
+mad r0, t3, c2, r0
+
+; Modulate by decal texture
+mul r0.rgb, r0, t0
++ mov r0.a, t0.a
+
+; Modulate by constant color
+mul r0, r0, c3
+
+; Modulate by per-vertex factor
+mul r0, r0, v0
+