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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 /sp/src/materialsystem/stdshaders/LightmappedGeneric_BumpmappedLightmap_blend_ps14.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 'sp/src/materialsystem/stdshaders/LightmappedGeneric_BumpmappedLightmap_blend_ps14.psh')
-rw-r--r--sp/src/materialsystem/stdshaders/LightmappedGeneric_BumpmappedLightmap_blend_ps14.psh94
1 files changed, 47 insertions, 47 deletions
diff --git a/sp/src/materialsystem/stdshaders/LightmappedGeneric_BumpmappedLightmap_blend_ps14.psh b/sp/src/materialsystem/stdshaders/LightmappedGeneric_BumpmappedLightmap_blend_ps14.psh
index f17f14cf..2b43ee33 100644
--- a/sp/src/materialsystem/stdshaders/LightmappedGeneric_BumpmappedLightmap_blend_ps14.psh
+++ b/sp/src/materialsystem/stdshaders/LightmappedGeneric_BumpmappedLightmap_blend_ps14.psh
@@ -1,47 +1,47 @@
-;------------------------------------------------------------------------------
-; Computes the diffuse component of lighting using lightmap + bumpmap
-; t0 - Normalmap
-; t1 - Lightmap1
-; t2 - Lightmap2
-; t3 - Lightmap3
-; t4 - Base1
-; t5 - Base2
-;
-; The texture coordinates need to be defined as follows:
-; tc0 - Normalmap and lightmap texture coordinates
-; c0, c1, c2 - Axes of the lightmap coordinate system in tangent space
-;------------------------------------------------------------------------------
-ps.1.4
-
-; output = (lightmapColor[0] * ( ( N dot basis[0] )^2 ) +
-; lightmapColor[1] * ( ( N dot basis[1] )^2 ) +
-; lightmapColor[2] * ( ( N dot basis[2] )^2 ) ) * lerp(base1, base2, lightmapColor[0].a)
-
-; Get the 3-vector from the normal map
-texld r0, t0
-
-dp3 r5.r, r0_bx2, c0
-dp3 r5.g, r0_bx2, c1
-dp3 r5.b, r0_bx2, c2
-mul r5.rgb, r5, r5
-
-phase
-
-; Sample the lightmaps
-texld r1, t1
-texld r2, t2
-texld r3, t3
-
-; Sample the base textures
-texld r4, t4
-texld r5, t5
-
-mul r1, r1, r5.r
-mad r1, r2, r5.g, r1
-mad r1, r3, r5.g, r1
-
-; blend base textures
-lrp r4, r4, r5, r1.a
-
-; assume overbright_2 !!!
-mul_x2 r0, r1, r4
+;------------------------------------------------------------------------------
+; Computes the diffuse component of lighting using lightmap + bumpmap
+; t0 - Normalmap
+; t1 - Lightmap1
+; t2 - Lightmap2
+; t3 - Lightmap3
+; t4 - Base1
+; t5 - Base2
+;
+; The texture coordinates need to be defined as follows:
+; tc0 - Normalmap and lightmap texture coordinates
+; c0, c1, c2 - Axes of the lightmap coordinate system in tangent space
+;------------------------------------------------------------------------------
+ps.1.4
+
+; output = (lightmapColor[0] * ( ( N dot basis[0] )^2 ) +
+; lightmapColor[1] * ( ( N dot basis[1] )^2 ) +
+; lightmapColor[2] * ( ( N dot basis[2] )^2 ) ) * lerp(base1, base2, lightmapColor[0].a)
+
+; Get the 3-vector from the normal map
+texld r0, t0
+
+dp3 r5.r, r0_bx2, c0
+dp3 r5.g, r0_bx2, c1
+dp3 r5.b, r0_bx2, c2
+mul r5.rgb, r5, r5
+
+phase
+
+; Sample the lightmaps
+texld r1, t1
+texld r2, t2
+texld r3, t3
+
+; Sample the base textures
+texld r4, t4
+texld r5, t5
+
+mul r1, r1, r5.r
+mad r1, r2, r5.g, r1
+mad r1, r3, r5.g, r1
+
+; blend base textures
+lrp r4, r4, r5, r1.a
+
+; assume overbright_2 !!!
+mul_x2 r0, r1, r4