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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/ShadowModel.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/ShadowModel.psh')
-rw-r--r--mp/src/materialsystem/stdshaders/ShadowModel.psh44
1 files changed, 22 insertions, 22 deletions
diff --git a/mp/src/materialsystem/stdshaders/ShadowModel.psh b/mp/src/materialsystem/stdshaders/ShadowModel.psh
index a7514020..31b6d780 100644
--- a/mp/src/materialsystem/stdshaders/ShadowModel.psh
+++ b/mp/src/materialsystem/stdshaders/ShadowModel.psh
@@ -1,22 +1,22 @@
-ps.1.1
-
-;------------------------------------------------------------------------------
-; Draw a texture . . woo hoo!
-; t0 - texture
-;
-; The texture coordinates need to be defined as follows:
-; tc0 - texcoords
-;------------------------------------------------------------------------------
-
-def c0,1.0f, 1.0f, 1.0f, 1.0f
-
-tex t0 ; shadow color
-texkill t1 ; Clip
-texkill t2
-texkill t3 ; backface cull
-
-; Darkening equation, compute a color = (shadow color * shadow alpha + 1- shadow alpha)
-;sub r1, t0, v0.a ; r1 = shadow alpha
-lrp r0.rgb, t0.a, v0, c0 + ; r0.rgb = (shadow color * shadow alpha + 1 - shadow alpha)
-mov r0.a, c0.a ; r0.a = 1
-
+ps.1.1
+
+;------------------------------------------------------------------------------
+; Draw a texture . . woo hoo!
+; t0 - texture
+;
+; The texture coordinates need to be defined as follows:
+; tc0 - texcoords
+;------------------------------------------------------------------------------
+
+def c0,1.0f, 1.0f, 1.0f, 1.0f
+
+tex t0 ; shadow color
+texkill t1 ; Clip
+texkill t2
+texkill t3 ; backface cull
+
+; Darkening equation, compute a color = (shadow color * shadow alpha + 1- shadow alpha)
+;sub r1, t0, v0.a ; r1 = shadow alpha
+lrp r0.rgb, t0.a, v0, c0 + ; r0.rgb = (shadow color * shadow alpha + 1 - shadow alpha)
+mov r0.a, c0.a ; r0.a = 1
+