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path: root/mp/src/materialsystem/stdshaders/WaterRefractFresnel_ps11.psh
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-rw-r--r--mp/src/materialsystem/stdshaders/WaterRefractFresnel_ps11.psh48
1 files changed, 24 insertions, 24 deletions
diff --git a/mp/src/materialsystem/stdshaders/WaterRefractFresnel_ps11.psh b/mp/src/materialsystem/stdshaders/WaterRefractFresnel_ps11.psh
index 88d1f8dc..efade0f9 100644
--- a/mp/src/materialsystem/stdshaders/WaterRefractFresnel_ps11.psh
+++ b/mp/src/materialsystem/stdshaders/WaterRefractFresnel_ps11.psh
@@ -1,24 +1,24 @@
-ps.1.1
-
-; t0:
-; texture: dudv map
-; texcoords: dudvmap texcoords
-; t1:
-; texture: refraction render target
-; texcoords:
-
-tex t0 ; sample dudv map
-texbem t1, t0 ; refraction
-tex t2 ; The normal map
-tex t3 ; Normalize the tangent-space vector to the eye
-
-; dot eye-vector with per-pixel normal from t2
-dp3_sat r1.rgba, t2_bx2, t3_bx2
-
-mul r0.a, 1-r1.a, 1-r1.a ; squared
-mul r0.a, r0.a, r0.a ; quartic
-
-mul r0.rgb, t1, c0
-+mul_sat r0.a, r0.a, 1-r1.a ; quintic
-
-add_sat r0.a, r0.a, v0.a ; cheap water distance
+ps.1.1
+
+; t0:
+; texture: dudv map
+; texcoords: dudvmap texcoords
+; t1:
+; texture: refraction render target
+; texcoords:
+
+tex t0 ; sample dudv map
+texbem t1, t0 ; refraction
+tex t2 ; The normal map
+tex t3 ; Normalize the tangent-space vector to the eye
+
+; dot eye-vector with per-pixel normal from t2
+dp3_sat r1.rgba, t2_bx2, t3_bx2
+
+mul r0.a, 1-r1.a, 1-r1.a ; squared
+mul r0.a, r0.a, r0.a ; quartic
+
+mul r0.rgb, t1, c0
++mul_sat r0.a, r0.a, 1-r1.a ; quintic
+
+add_sat r0.a, r0.a, v0.a ; cheap water distance