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/LightmappedGeneric_Decal.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/LightmappedGeneric_Decal.psh')
| -rw-r--r-- | mp/src/materialsystem/stdshaders/LightmappedGeneric_Decal.psh | 94 |
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 + |