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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/WaterReflect_ps11.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/WaterReflect_ps11.psh')
-rw-r--r--mp/src/materialsystem/stdshaders/WaterReflect_ps11.psh52
1 files changed, 26 insertions, 26 deletions
diff --git a/mp/src/materialsystem/stdshaders/WaterReflect_ps11.psh b/mp/src/materialsystem/stdshaders/WaterReflect_ps11.psh
index d31ab49c..785ced64 100644
--- a/mp/src/materialsystem/stdshaders/WaterReflect_ps11.psh
+++ b/mp/src/materialsystem/stdshaders/WaterReflect_ps11.psh
@@ -1,27 +1,27 @@
-ps.1.1
-
-; t0:
-; texture: dudv map
-; texcoords: dudvmap texcoords
-; t1:
-; texture: reflection render target
-; texcoords:
-; t2:
-; texture: normal map (usef for fresnel calculation)
-; texcoords:
-; t4: texture: normalization cube map
-; texcoords: eye vect
-
-tex t0 ; sample dudv map
-texbem t1, t0 ; reflection
-tex t2 ; normal map
-tex t3 ; eye vector (through normalization cubemap)
-
-; dot eye-vector with per-pixel normal from t2
-dp3_sat r1.rgba, t3_bx2, t2_bx2
-
-; run Fresnel approx. on it: R0 + (1-R0) (1-cos(q))^5
-mul r0.a, 1-r1.a, 1-r1.a // squared
-mul r0.a, r0.a, r0.a // quartic
-mul r0.rgb, t1, c0 // shove color from reflection render target into r0
+ps.1.1
+
+; t0:
+; texture: dudv map
+; texcoords: dudvmap texcoords
+; t1:
+; texture: reflection render target
+; texcoords:
+; t2:
+; texture: normal map (usef for fresnel calculation)
+; texcoords:
+; t4: texture: normalization cube map
+; texcoords: eye vect
+
+tex t0 ; sample dudv map
+texbem t1, t0 ; reflection
+tex t2 ; normal map
+tex t3 ; eye vector (through normalization cubemap)
+
+; dot eye-vector with per-pixel normal from t2
+dp3_sat r1.rgba, t3_bx2, t2_bx2
+
+; run Fresnel approx. on it: R0 + (1-R0) (1-cos(q))^5
+mul r0.a, 1-r1.a, 1-r1.a // squared
+mul r0.a, r0.a, r0.a // quartic
+mul r0.rgb, t1, c0 // shove color from reflection render target into r0
+mul_sat r0.a, r0.a, 1-r1.a // quintic \ No newline at end of file