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path: root/sp/src/materialsystem/stdshaders/WorldTwoTextureBlend_SelfIlluminated.psh
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Diffstat (limited to 'sp/src/materialsystem/stdshaders/WorldTwoTextureBlend_SelfIlluminated.psh')
-rw-r--r--sp/src/materialsystem/stdshaders/WorldTwoTextureBlend_SelfIlluminated.psh54
1 files changed, 27 insertions, 27 deletions
diff --git a/sp/src/materialsystem/stdshaders/WorldTwoTextureBlend_SelfIlluminated.psh b/sp/src/materialsystem/stdshaders/WorldTwoTextureBlend_SelfIlluminated.psh
index 2f5a8ca5..75ce4b5d 100644
--- a/sp/src/materialsystem/stdshaders/WorldTwoTextureBlend_SelfIlluminated.psh
+++ b/sp/src/materialsystem/stdshaders/WorldTwoTextureBlend_SelfIlluminated.psh
@@ -1,27 +1,27 @@
-ps.1.1
-
-;------------------------------------------------------------------------------
-; Draw a texture . . woo hoo!
-; t0 - texture
-;
-; The texture coordinates need to be defined as follows:
-; tc0 - texcoords
-;------------------------------------------------------------------------------
-
-tex t0
-tex t1
-tex t2
-
-mov r0.rgb, t0 +
-mov r0.a, v0.a ; Grab alpha from vertex color
-
-lrp r0.rgb, t2.a, t2, r0 ; Base = base * (1 - detail alpha) + detail * detail alpha
-mul r0.rgb, r0, v0 ; modulate by vertex color
-mul r0.rgb, t1, r0 ; fold in lightmap (color only)
-mul_x2 r0.rgb, c0, r0 ; * 2 * (overbrightFactor/2)
-
-mul r1.rgb, c1, t0 ; Self illum * tint
-+ mul r1.a, t0.a, 1-t2.a ; Reduce self-illum amount based on 1 - detailalpha
-
-lrp r0.rgb, t0.a, r1, r0 ; Blend between self-illum + base * lightmap
-
+ps.1.1
+
+;------------------------------------------------------------------------------
+; Draw a texture . . woo hoo!
+; t0 - texture
+;
+; The texture coordinates need to be defined as follows:
+; tc0 - texcoords
+;------------------------------------------------------------------------------
+
+tex t0
+tex t1
+tex t2
+
+mov r0.rgb, t0 +
+mov r0.a, v0.a ; Grab alpha from vertex color
+
+lrp r0.rgb, t2.a, t2, r0 ; Base = base * (1 - detail alpha) + detail * detail alpha
+mul r0.rgb, r0, v0 ; modulate by vertex color
+mul r0.rgb, t1, r0 ; fold in lightmap (color only)
+mul_x2 r0.rgb, c0, r0 ; * 2 * (overbrightFactor/2)
+
+mul r1.rgb, c1, t0 ; Self illum * tint
++ mul r1.a, t0.a, 1-t2.a ; Reduce self-illum amount based on 1 - detailalpha
+
+lrp r0.rgb, t0.a, r1, r0 ; Blend between self-illum + base * lightmap
+