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path: root/sp/src/materialsystem/stdshaders/VertexLitGeneric_EnvmappedBumpmapV2_MultByAlpha_ps14.psh
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Diffstat (limited to 'sp/src/materialsystem/stdshaders/VertexLitGeneric_EnvmappedBumpmapV2_MultByAlpha_ps14.psh')
-rw-r--r--sp/src/materialsystem/stdshaders/VertexLitGeneric_EnvmappedBumpmapV2_MultByAlpha_ps14.psh84
1 files changed, 42 insertions, 42 deletions
diff --git a/sp/src/materialsystem/stdshaders/VertexLitGeneric_EnvmappedBumpmapV2_MultByAlpha_ps14.psh b/sp/src/materialsystem/stdshaders/VertexLitGeneric_EnvmappedBumpmapV2_MultByAlpha_ps14.psh
index eac900c9..912143f8 100644
--- a/sp/src/materialsystem/stdshaders/VertexLitGeneric_EnvmappedBumpmapV2_MultByAlpha_ps14.psh
+++ b/sp/src/materialsystem/stdshaders/VertexLitGeneric_EnvmappedBumpmapV2_MultByAlpha_ps14.psh
@@ -1,42 +1,42 @@
-ps.1.4
-;------------------------------------------------------------------------------
-; Phase 1
-;------------------------------------------------------------------------------
-; Get the 3-vector from the normal map
-texld r0, t0
-; Get environment matrix
-texcrd r1.rgb, t1
-texcrd r2.rgb, t2
-texcrd r3.rgb, t3
-; Normalize eye-ray vector through normalizer cube map
-texld r4, t4 ; <---- CUBE MAP here!!!
-;mov r0.rgba, r4
-
-; Transform normal
-dp3 r5.r, r1, r0_bx2
-dp3 r5.g, r2, r0_bx2
-dp3 r5.b, r3, r0_bx2
-; Reflection calculatiom
-dp3_x2 r3.rgb, r5, r4_bx2 ; 2(N.Eye)
-mul r3.rgb, r5, r3 ; 2N(N.Eye)
-dp3 r2.rgb, r5, r5 ; N.N
-mad r2.rgb, -r4_bx2, r2, r3 ; 2N(N.Eye) - Eye(N.N)
-; Alpha gets lost after phase marker, so store it here
-mov r5, r0.a
-;------------------------------------------------------------------------------
-; Phase 2
-;------------------------------------------------------------------------------
-phase
-; Sample environment map
-texld r3, r2
-; Result goes in output color (multiply by constant color c0)
-mul r0.rgb, r3, c0
-+mov r0.a, c0.a
-
-mul r1.rgb, r0, r0
-lrp r0.rgb, c1, r1, r0 ; blend between color and color * color
-dp3 r1.rgb, r0, c3
-lrp r0.rgb, c2, r0, r1 ; blend between color and greyscale
-
-; mult by alpha
-mul r0.rgb, r0, r5
+ps.1.4
+;------------------------------------------------------------------------------
+; Phase 1
+;------------------------------------------------------------------------------
+; Get the 3-vector from the normal map
+texld r0, t0
+; Get environment matrix
+texcrd r1.rgb, t1
+texcrd r2.rgb, t2
+texcrd r3.rgb, t3
+; Normalize eye-ray vector through normalizer cube map
+texld r4, t4 ; <---- CUBE MAP here!!!
+;mov r0.rgba, r4
+
+; Transform normal
+dp3 r5.r, r1, r0_bx2
+dp3 r5.g, r2, r0_bx2
+dp3 r5.b, r3, r0_bx2
+; Reflection calculatiom
+dp3_x2 r3.rgb, r5, r4_bx2 ; 2(N.Eye)
+mul r3.rgb, r5, r3 ; 2N(N.Eye)
+dp3 r2.rgb, r5, r5 ; N.N
+mad r2.rgb, -r4_bx2, r2, r3 ; 2N(N.Eye) - Eye(N.N)
+; Alpha gets lost after phase marker, so store it here
+mov r5, r0.a
+;------------------------------------------------------------------------------
+; Phase 2
+;------------------------------------------------------------------------------
+phase
+; Sample environment map
+texld r3, r2
+; Result goes in output color (multiply by constant color c0)
+mul r0.rgb, r3, c0
++mov r0.a, c0.a
+
+mul r1.rgb, r0, r0
+lrp r0.rgb, c1, r1, r0 ; blend between color and color * color
+dp3 r1.rgb, r0, c3
+lrp r0.rgb, c2, r0, r1 ; blend between color and greyscale
+
+; mult by alpha
+mul r0.rgb, r0, r5