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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 /sp/src/materialsystem/stdshaders/WorldVertexTransition_ps14.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 'sp/src/materialsystem/stdshaders/WorldVertexTransition_ps14.psh')
| -rw-r--r-- | sp/src/materialsystem/stdshaders/WorldVertexTransition_ps14.psh | 32 |
1 files changed, 32 insertions, 0 deletions
diff --git a/sp/src/materialsystem/stdshaders/WorldVertexTransition_ps14.psh b/sp/src/materialsystem/stdshaders/WorldVertexTransition_ps14.psh new file mode 100644 index 00000000..763a5d11 --- /dev/null +++ b/sp/src/materialsystem/stdshaders/WorldVertexTransition_ps14.psh @@ -0,0 +1,32 @@ +; STATIC: "DETAIL" "0..1"
+; STATIC: "BLENDMODULATETEXTURE" "0..1"
+ps.1.4
+
+def c1, 3.0, -2.0, 0.5, 0.5
+
+texld r0, t0
+texld r1, t1
+texld r2, t2
+#if DETAIL
+texld r3, t3 ; detail
+#endif
+#if BLENDMODULATETEXTURE
+texld r4, t4 ; detail
+#endif
+
+#if BLEND_MODULATETEXTURE
+sub r5.a, v0.a, r4.g
+add_sat r5.a, r5.a, c1.a
+mad r6.a, c1.g, r5.a, c1.r
+mul r6.a, r6.a, r5.a
+mul r5.a, r6.a, r5.a
+#else
+mov_sat r5.a, v0.a
+#endif
+lrp r0, r5.a, r1, r0
+
+mul r0, r0, r2
+#if DETAIL
+mul_x2 r0.rgb, r0, r3
+#endif
+mul_x2 r0.rgb, c0, r0 ; * 2 * (overbrightFactor/2)
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