aboutsummaryrefslogtreecommitdiff
path: root/mp/src/materialsystem/stdshaders/vertexlitgeneric_detailselfilluminatedenvmap.psh
diff options
context:
space:
mode:
Diffstat (limited to 'mp/src/materialsystem/stdshaders/vertexlitgeneric_detailselfilluminatedenvmap.psh')
-rw-r--r--mp/src/materialsystem/stdshaders/vertexlitgeneric_detailselfilluminatedenvmap.psh56
1 files changed, 28 insertions, 28 deletions
diff --git a/mp/src/materialsystem/stdshaders/vertexlitgeneric_detailselfilluminatedenvmap.psh b/mp/src/materialsystem/stdshaders/vertexlitgeneric_detailselfilluminatedenvmap.psh
index 44dee8d4..9cc71776 100644
--- a/mp/src/materialsystem/stdshaders/vertexlitgeneric_detailselfilluminatedenvmap.psh
+++ b/mp/src/materialsystem/stdshaders/vertexlitgeneric_detailselfilluminatedenvmap.psh
@@ -1,28 +1,28 @@
-ps.1.1
-
-;------------------------------------------------------------------------------
-; Draw a texture . . woo hoo!
-; t0 - texture
-;
-; The texture coordinates need to be defined as follows:
-; tc0 - texcoords
-;------------------------------------------------------------------------------
-
-; Get the color from the texture
-tex t0
-tex t1
-tex t3
-
-mul r0.rgb, t0, c3 + ; base times modulation
-mov r0.a, c3.a ; use modulation alpha (don't use texture alpha)
-
-mul_x2 r0.rgb, r0, t3 ; detail texture
-
-mad r0.rgb, t1, c2, r0 ; + envmap * envmaptint (color only)
-
-mul r0.rgb, v0, r0 ; Apply lighting
-mul_x2 r0.rgb, c0, r0 ; * 2 * (overbrightFactor/2)
-
-mul r1, t0, c1 ; Self illum * tint
-lrp r0.rgb, t0.a, r1, r0 ; Blend between self-illum + base * lighting
-
+ps.1.1
+
+;------------------------------------------------------------------------------
+; Draw a texture . . woo hoo!
+; t0 - texture
+;
+; The texture coordinates need to be defined as follows:
+; tc0 - texcoords
+;------------------------------------------------------------------------------
+
+; Get the color from the texture
+tex t0
+tex t1
+tex t3
+
+mul r0.rgb, t0, c3 + ; base times modulation
+mov r0.a, c3.a ; use modulation alpha (don't use texture alpha)
+
+mul_x2 r0.rgb, r0, t3 ; detail texture
+
+mad r0.rgb, t1, c2, r0 ; + envmap * envmaptint (color only)
+
+mul r0.rgb, v0, r0 ; Apply lighting
+mul_x2 r0.rgb, c0, r0 ; * 2 * (overbrightFactor/2)
+
+mul r1, t0, c1 ; Self illum * tint
+lrp r0.rgb, t0.a, r1, r0 ; Blend between self-illum + base * lighting
+