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| author | Michael Sartain <[email protected]> | 2014-10-02 08:25:55 -0700 |
|---|---|---|
| committer | Michael Sartain <[email protected]> | 2014-10-02 08:25:55 -0700 |
| commit | 55ed12f8d1eb6887d348be03aee5573d44177ffb (patch) | |
| tree | 3686f7ca78c780cd9a3d367b79a9d9250c1be7c0 /sp/src/materialsystem/stdshaders/LightmappedGeneric_BumpmappedLightmap_blend_ps14.psh | |
| parent | * Added support for Visual C++ 2013 Express to VPC (diff) | |
| download | source-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.psh | 94 |
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 |