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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/WaterCheap_ps14.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/WaterCheap_ps14.psh')
-rw-r--r--mp/src/materialsystem/stdshaders/WaterCheap_ps14.psh60
1 files changed, 30 insertions, 30 deletions
diff --git a/mp/src/materialsystem/stdshaders/WaterCheap_ps14.psh b/mp/src/materialsystem/stdshaders/WaterCheap_ps14.psh
index 2c452539..e38f65ee 100644
--- a/mp/src/materialsystem/stdshaders/WaterCheap_ps14.psh
+++ b/mp/src/materialsystem/stdshaders/WaterCheap_ps14.psh
@@ -1,30 +1,30 @@
-ps.1.4
-
-; Get the 3-vector from the normal map
-texld r0, t0
-; Get environment matrix
-texcrd r1.rgb, t1
-texcrd r2.rgb, t2
-texcrd r3.rgb, t3
-; Normalize eye-ray vector through normalizer cube map
-texld r4, t4 ; <---- CUBE MAP here!!!
-
-; Transform normal
-dp3 r5.r, r1, r0_bx2
-dp3 r5.g, r2, r0_bx2
-dp3 r5.b, r3, r0_bx2
-; Reflection calculatiom
-dp3_x2 r3.rgb, r5, r4_bx2 ; 2(N.Eye)
-mul r3.rgb, r5, r3 ; 2N(N.Eye)
-dp3 r2.rgb, r5, r5 ; N.N
-mad r2.rgb, -r4_bx2, r2, r3 ; 2N(N.Eye) - Eye(N.N)
-
-phase
-
-; Sample environment map
-texld r3, r2
-
-; multiply color by reflecttint
-mul r0.rgb, r3, c1
-+mov_sat r0.a, v0.a ; Necessary since v0.a may be negative
-add_sat r0.a, c1.a, r0.a
+ps.1.4
+
+; Get the 3-vector from the normal map
+texld r0, t0
+; Get environment matrix
+texcrd r1.rgb, t1
+texcrd r2.rgb, t2
+texcrd r3.rgb, t3
+; Normalize eye-ray vector through normalizer cube map
+texld r4, t4 ; <---- CUBE MAP here!!!
+
+; Transform normal
+dp3 r5.r, r1, r0_bx2
+dp3 r5.g, r2, r0_bx2
+dp3 r5.b, r3, r0_bx2
+; Reflection calculatiom
+dp3_x2 r3.rgb, r5, r4_bx2 ; 2(N.Eye)
+mul r3.rgb, r5, r3 ; 2N(N.Eye)
+dp3 r2.rgb, r5, r5 ; N.N
+mad r2.rgb, -r4_bx2, r2, r3 ; 2N(N.Eye) - Eye(N.N)
+
+phase
+
+; Sample environment map
+texld r3, r2
+
+; multiply color by reflecttint
+mul r0.rgb, r3, c1
++mov_sat r0.a, v0.a ; Necessary since v0.a may be negative
+add_sat r0.a, c1.a, r0.a