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| author | Joe Ludwig <[email protected]> | 2013-12-23 14:58:45 -0800 |
|---|---|---|
| committer | Joe Ludwig <[email protected]> | 2013-12-23 15:00:03 -0800 |
| commit | 7309a5f13f63fdcc7b1e090f6c176113a9d95061 (patch) | |
| tree | ad65c7fbe46a3c70bdc0a1426e88247ce1b0d7f5 /mp/src/materialsystem/stdshaders/WorldTwoTextureBlend.psh | |
| parent | Merge pull request #182 from ardneran/master (diff) | |
| download | source-sdk-2013-7309a5f13f63fdcc7b1e090f6c176113a9d95061.tar.xz source-sdk-2013-7309a5f13f63fdcc7b1e090f6c176113a9d95061.zip | |
Added many shader source files
This should include the latest version of every shader that was in the
2007 SDK. It also includes a smattering of debug shaders, both VR
distortion shaders, and other assorted shaders that will hopefully be
useful.
None of these new files are included in the game shader DLL project. If
you need to modify one of these shaders for use in your mod you will
need to rename it so that you don't collide with the version of that
shader that lives in stdshader_dx9.dll.
Diffstat (limited to 'mp/src/materialsystem/stdshaders/WorldTwoTextureBlend.psh')
| -rw-r--r-- | mp/src/materialsystem/stdshaders/WorldTwoTextureBlend.psh | 21 |
1 files changed, 21 insertions, 0 deletions
diff --git a/mp/src/materialsystem/stdshaders/WorldTwoTextureBlend.psh b/mp/src/materialsystem/stdshaders/WorldTwoTextureBlend.psh new file mode 100644 index 00000000..b9494b02 --- /dev/null +++ b/mp/src/materialsystem/stdshaders/WorldTwoTextureBlend.psh @@ -0,0 +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)
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