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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/VertexLitGeneric_EnvmappedBumpmapV2_MultByAlpha.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/VertexLitGeneric_EnvmappedBumpmapV2_MultByAlpha.psh')
-rw-r--r--mp/src/materialsystem/stdshaders/VertexLitGeneric_EnvmappedBumpmapV2_MultByAlpha.psh84
1 files changed, 42 insertions, 42 deletions
diff --git a/mp/src/materialsystem/stdshaders/VertexLitGeneric_EnvmappedBumpmapV2_MultByAlpha.psh b/mp/src/materialsystem/stdshaders/VertexLitGeneric_EnvmappedBumpmapV2_MultByAlpha.psh
index 9fa7db3e..9b72f0e4 100644
--- a/mp/src/materialsystem/stdshaders/VertexLitGeneric_EnvmappedBumpmapV2_MultByAlpha.psh
+++ b/mp/src/materialsystem/stdshaders/VertexLitGeneric_EnvmappedBumpmapV2_MultByAlpha.psh
@@ -1,42 +1,42 @@
-ps.1.1
-
-;------------------------------------------------------------------------------
-; Environment mapping on a bumped surface
-; t0 - Normalmap
-; t3 - Cube environment map (*must* be a cube map!)
-;
-; c0 - color to multiply the results by
-; Input texture coords required here are a little wonky.
-; tc0.uv <- U,V into the normal map
-; tc1.uvw, tc2.uvw, tc3.uvw <- 3x3 matrix transform
-; from tangent space->env map space
-; tc1.q, tc2.q, tc3.q <- eye vector in env map space
-;------------------------------------------------------------------------------
-; This version doesn't multiply by lighting.
-
-; Get the 3-vector from the normal map
-tex t0
-
-; Perform matrix multiply to get a local normal bump. Then
-; reflect the eye vector through the normal and sample from
-; a cubic environment map.
-texm3x3pad t1, t0_bx2
-texm3x3pad t2, t0_bx2
-texm3x3vspec t3, t0_bx2
-
-; result goes in output color
-mul r0.rgb, t3, c0 ; constant color
-+mov r0.a, c0.a
-
-mul r1.rgb, r0, r0
-lrp r0.rgb, c1, r1, r0 ; blend between color and color * color
-dp3 r1.rgb, r0, c3
-lrp r0.rgb, c2, r0, r1 ; blend between color and greyscale
-
-; Multiply the output color by the alpha channel of the normal map.
-mul r0.rgb, t0.a, r0
-
-
-
-
-
+ps.1.1
+
+;------------------------------------------------------------------------------
+; Environment mapping on a bumped surface
+; t0 - Normalmap
+; t3 - Cube environment map (*must* be a cube map!)
+;
+; c0 - color to multiply the results by
+; Input texture coords required here are a little wonky.
+; tc0.uv <- U,V into the normal map
+; tc1.uvw, tc2.uvw, tc3.uvw <- 3x3 matrix transform
+; from tangent space->env map space
+; tc1.q, tc2.q, tc3.q <- eye vector in env map space
+;------------------------------------------------------------------------------
+; This version doesn't multiply by lighting.
+
+; Get the 3-vector from the normal map
+tex t0
+
+; Perform matrix multiply to get a local normal bump. Then
+; reflect the eye vector through the normal and sample from
+; a cubic environment map.
+texm3x3pad t1, t0_bx2
+texm3x3pad t2, t0_bx2
+texm3x3vspec t3, t0_bx2
+
+; result goes in output color
+mul r0.rgb, t3, c0 ; constant color
++mov r0.a, c0.a
+
+mul r1.rgb, r0, r0
+lrp r0.rgb, c1, r1, r0 ; blend between color and color * color
+dp3 r1.rgb, r0, c3
+lrp r0.rgb, c2, r0, r1 ; blend between color and greyscale
+
+; Multiply the output color by the alpha channel of the normal map.
+mul r0.rgb, t0.a, r0
+
+
+
+
+