diff options
| author | Michael Sartain <[email protected]> | 2014-10-02 08:25:55 -0700 |
|---|---|---|
| committer | Michael Sartain <[email protected]> | 2014-10-02 08:25:55 -0700 |
| commit | 55ed12f8d1eb6887d348be03aee5573d44177ffb (patch) | |
| tree | 3686f7ca78c780cd9a3d367b79a9d9250c1be7c0 /mp/src/materialsystem/stdshaders/WaterReflect_ps11.psh | |
| parent | * Added support for Visual C++ 2013 Express to VPC (diff) | |
| download | source-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.psh | 52 |
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
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