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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_SSBumpmappedLightmap.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_SSBumpmappedLightmap.psh')
-rw-r--r--mp/src/materialsystem/stdshaders/LightmappedGeneric_SSBumpmappedLightmap.psh68
1 files changed, 34 insertions, 34 deletions
diff --git a/mp/src/materialsystem/stdshaders/LightmappedGeneric_SSBumpmappedLightmap.psh b/mp/src/materialsystem/stdshaders/LightmappedGeneric_SSBumpmappedLightmap.psh
index bdcb7783..29be70ca 100644
--- a/mp/src/materialsystem/stdshaders/LightmappedGeneric_SSBumpmappedLightmap.psh
+++ b/mp/src/materialsystem/stdshaders/LightmappedGeneric_SSBumpmappedLightmap.psh
@@ -1,34 +1,34 @@
-ps.1.1
-def c0, 1,0,0,0
-def c1, 0,1,0,0
-def c2, 0,0,1,0
-
-;------------------------------------------------------------------------------
-; 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
-;------------------------------------------------------------------------------
-
-; Get the 3-vector from the normal map
-tex t0
-
-; Sample the lightmaps
-tex t1
-tex t2
-tex t3
-
-; output = lightmapColor[0] * n.r + lightmapColor[1] * n.g + lightmapColor[2] * n.b
-
-
-mov r0, t0
-dp3 r1, t0, c0
-mul r0.rgb, r1, t1
-dp3 r1, t0, c1
-mad r0.rgb, r1, t2, r0
-dp3 r1, t0, c2
-mad r0.rgb, r1, t3, r0
+ps.1.1
+def c0, 1,0,0,0
+def c1, 0,1,0,0
+def c2, 0,0,1,0
+
+;------------------------------------------------------------------------------
+; 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
+;------------------------------------------------------------------------------
+
+; Get the 3-vector from the normal map
+tex t0
+
+; Sample the lightmaps
+tex t1
+tex t2
+tex t3
+
+; output = lightmapColor[0] * n.r + lightmapColor[1] * n.g + lightmapColor[2] * n.b
+
+
+mov r0, t0
+dp3 r1, t0, c0
+mul r0.rgb, r1, t1
+dp3 r1, t0, c1
+mad r0.rgb, r1, t2, r0
+dp3 r1, t0, c2
+mad r0.rgb, r1, t3, r0