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path: root/sp/src/materialsystem/stdshaders/LightmappedGeneric_SelfIlluminatedMaskedEnvMapV2.psh
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Diffstat (limited to 'sp/src/materialsystem/stdshaders/LightmappedGeneric_SelfIlluminatedMaskedEnvMapV2.psh')
-rw-r--r--sp/src/materialsystem/stdshaders/LightmappedGeneric_SelfIlluminatedMaskedEnvMapV2.psh56
1 files changed, 28 insertions, 28 deletions
diff --git a/sp/src/materialsystem/stdshaders/LightmappedGeneric_SelfIlluminatedMaskedEnvMapV2.psh b/sp/src/materialsystem/stdshaders/LightmappedGeneric_SelfIlluminatedMaskedEnvMapV2.psh
index 1e62a416..4d32a715 100644
--- a/sp/src/materialsystem/stdshaders/LightmappedGeneric_SelfIlluminatedMaskedEnvMapV2.psh
+++ b/sp/src/materialsystem/stdshaders/LightmappedGeneric_SelfIlluminatedMaskedEnvMapV2.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
-; c1 - self-illum tint
-; c2 - envmap tint
-;------------------------------------------------------------------------------
-
-tex t0
-tex t1
-tex t2
-tex t3
-
-mul r0.rgb, t0, v0 + ; base times vertex color (with alpha)
-mov r0.a, v0.a ; Grab alpha from vertex color
-
-mul r1, c1, t0.a ; Self illum alpha * tint
-mad r1, t0, r1, t1 ; Self illum * tint + lightmap
-mul r0.rgb, r1, r0 ; fold in lighting (color only)
-mul_x2 r0.rgb, c0, r0 ; * 2 * (overbrightFactor/2)
-
-mul r1, t2, t3 ; envmap * envmapmask
-mad r0.rgb, r1, c2, r0 ; + envmap * envmapmask * envmaptint (color only)
-
+ps.1.1
+
+;------------------------------------------------------------------------------
+; Draw a texture . . woo hoo!
+; t0 - texture
+;
+; The texture coordinates need to be defined as follows:
+; tc0 - texcoords
+; c1 - self-illum tint
+; c2 - envmap tint
+;------------------------------------------------------------------------------
+
+tex t0
+tex t1
+tex t2
+tex t3
+
+mul r0.rgb, t0, v0 + ; base times vertex color (with alpha)
+mov r0.a, v0.a ; Grab alpha from vertex color
+
+mul r1, c1, t0.a ; Self illum alpha * tint
+mad r1, t0, r1, t1 ; Self illum * tint + lightmap
+mul r0.rgb, r1, r0 ; fold in lighting (color only)
+mul_x2 r0.rgb, c0, r0 ; * 2 * (overbrightFactor/2)
+
+mul r1, t2, t3 ; envmap * envmapmask
+mad r0.rgb, r1, c2, r0 ; + envmap * envmapmask * envmaptint (color only)
+