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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/WorldTwoTextureBlend.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/WorldTwoTextureBlend.psh')
-rw-r--r--mp/src/materialsystem/stdshaders/WorldTwoTextureBlend.psh42
1 files changed, 21 insertions, 21 deletions
diff --git a/mp/src/materialsystem/stdshaders/WorldTwoTextureBlend.psh b/mp/src/materialsystem/stdshaders/WorldTwoTextureBlend.psh
index b9494b02..a3f3c6a4 100644
--- a/mp/src/materialsystem/stdshaders/WorldTwoTextureBlend.psh
+++ b/mp/src/materialsystem/stdshaders/WorldTwoTextureBlend.psh
@@ -1,21 +1,21 @@
-ps.1.1
-
-;------------------------------------------------------------------------------
-; Draw a texture . . woo hoo!
-; t0 - texture
-;
-; The texture coordinates need to be defined as follows:
-; tc0 - texcoords
-;------------------------------------------------------------------------------
-
-tex t0
-tex t1
-tex t2
-
-mov r0.rgb, t0 +
-mul r0.a, t0.a, v0.a ; Grab alpha from vertex color
-
-lrp r0.rgb, t2.a, t2, r0 ; Base = base * (1 - detail alpha) + detail * detail alpha
-mul r0.rgb, r0, v0 ; modulate by vertex color
-mul r0.rgb, t1, r0 ; fold in lightmap (color only)
-mul_x2 r0.rgb, c0, r0 ; * 2 * (overbrightFactor/2)
+ps.1.1
+
+;------------------------------------------------------------------------------
+; Draw a texture . . woo hoo!
+; t0 - texture
+;
+; The texture coordinates need to be defined as follows:
+; tc0 - texcoords
+;------------------------------------------------------------------------------
+
+tex t0
+tex t1
+tex t2
+
+mov r0.rgb, t0 +
+mul r0.a, t0.a, v0.a ; Grab alpha from vertex color
+
+lrp r0.rgb, t2.a, t2, r0 ; Base = base * (1 - detail alpha) + detail * detail alpha
+mul r0.rgb, r0, v0 ; modulate by vertex color
+mul r0.rgb, t1, r0 ; fold in lightmap (color only)
+mul_x2 r0.rgb, c0, r0 ; * 2 * (overbrightFactor/2)