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authorJoe Ludwig <[email protected]>2013-12-23 14:58:45 -0800
committerJoe Ludwig <[email protected]>2013-12-23 15:00:03 -0800
commit7309a5f13f63fdcc7b1e090f6c176113a9d95061 (patch)
treead65c7fbe46a3c70bdc0a1426e88247ce1b0d7f5 /sp/src/materialsystem/stdshaders/Cable.psh
parentMerge pull request #182 from ardneran/master (diff)
downloadsource-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 'sp/src/materialsystem/stdshaders/Cable.psh')
-rw-r--r--sp/src/materialsystem/stdshaders/Cable.psh27
1 files changed, 27 insertions, 0 deletions
diff --git a/sp/src/materialsystem/stdshaders/Cable.psh b/sp/src/materialsystem/stdshaders/Cable.psh
new file mode 100644
index 00000000..a73b1130
--- /dev/null
+++ b/sp/src/materialsystem/stdshaders/Cable.psh
@@ -0,0 +1,27 @@
+ps.1.1
+
+;------------------------------------------------------------------------------
+; See the vertex shader for info
+;
+; This shader takes:
+; t0 = normal map
+; t1 = base texture
+; v0 = directional light color
+; t2 = directional light direction (biased into 0-1)
+; c0 = percent of dirlight to add as ambient
+;
+; Output:
+; (t0 dot t1) * v0
+;------------------------------------------------------------------------------
+
+tex t0 ; Get the 3-vector from the normal map
+tex t1 ; Interpret tcoord t1 as color data.
+texcoord t2
+
+dp3 r1, t0_bx2, t2_bx2 ; r1 = normalMap dot dirLightDir
+add r0, r1, c0 ; + 0.5
+
+mul r1, v0, r0 ; scale the dot product by the dirlight's actual color
+mul r0.rgb, r1, t1 + ; scale by the texture color
+
+mul r0.a, t1.a, v0.a