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-rw-r--r--sp/src/materialsystem/stdshaders/vertexlitgeneric_selfilluminatedmaskedenvmap.psh26
1 files changed, 26 insertions, 0 deletions
diff --git a/sp/src/materialsystem/stdshaders/vertexlitgeneric_selfilluminatedmaskedenvmap.psh b/sp/src/materialsystem/stdshaders/vertexlitgeneric_selfilluminatedmaskedenvmap.psh
new file mode 100644
index 00000000..e7c52910
--- /dev/null
+++ b/sp/src/materialsystem/stdshaders/vertexlitgeneric_selfilluminatedmaskedenvmap.psh
@@ -0,0 +1,26 @@
+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 ; base
+tex t1 ; env map
+tex t2 ; mask
+
+mul r0.rgb, t0, c3 + ; base times modulation
+mul r0.a, c3.a, t2.a ; alpha = mod alpha * mask alpha
+
+mul r1, t2, t1 ; envmapmask * envmap
+mad r0.rgb, r1, c2, r0 ; + envmapmask * 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