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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/vertexlitgeneric_basealphamaskedenvmap.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/vertexlitgeneric_basealphamaskedenvmap.psh')
-rw-r--r--mp/src/materialsystem/stdshaders/vertexlitgeneric_basealphamaskedenvmap.psh38
1 files changed, 19 insertions, 19 deletions
diff --git a/mp/src/materialsystem/stdshaders/vertexlitgeneric_basealphamaskedenvmap.psh b/mp/src/materialsystem/stdshaders/vertexlitgeneric_basealphamaskedenvmap.psh
index 5faa681d..db80aefd 100644
--- a/mp/src/materialsystem/stdshaders/vertexlitgeneric_basealphamaskedenvmap.psh
+++ b/mp/src/materialsystem/stdshaders/vertexlitgeneric_basealphamaskedenvmap.psh
@@ -1,19 +1,19 @@
-ps.1.1
-
-;------------------------------------------------------------------------------
-; Draw a texture . . woo hoo!
-; t0 - texture
-;
-; The texture coordinates need to be defined as follows:
-; tc0 - texcoords
-;------------------------------------------------------------------------------
-
-tex t0 ; base color
-tex t1 ; cube map
-tex t2 ; envmap mask (in alpha channel)
-
-mul r0, t0, c3 ; base times modulation
-mul r1, t1, 1-t2.a ; Envmap * mask (in alpha channel)
-mad r0.rgb, r1, c2, r0 ; Base * mod + envmap * mask * tint
-mul r0.rgb, v0, r0 ; apply vertex lighting
-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 ; base color
+tex t1 ; cube map
+tex t2 ; envmap mask (in alpha channel)
+
+mul r0, t0, c3 ; base times modulation
+mul r1, t1, 1-t2.a ; Envmap * mask (in alpha channel)
+mad r0.rgb, r1, c2, r0 ; Base * mod + envmap * mask * tint
+mul r0.rgb, v0, r0 ; apply vertex lighting
+mul_x2 r0.rgb, c0, r0 ; * 2 * (overbrightFactor/2)