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path: root/sp/src/materialsystem/stdshaders/UnlitGeneric_DetailEnvMapMask.psh
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ps.1.1

;------------------------------------------------------------------------------
; Draw a texture . . woo hoo!
; t0 - texture
;
; The texture coordinates need to be defined as follows:
; tc0 - texcoords
; c2 - envmaptint 
;------------------------------------------------------------------------------

tex t0	; base color
tex t1	; cube map
tex t2	; envmap mask
tex t3	; detail texture

; version 1: applies the mod2x *after* environment map
;mul r0.rgb, t1, t2	; can't use mad cause can't use 3 texture registers
;mul r0.rgb, c2, r0	; apply the envmaptint
;mad r0.rgb, t0, v0, r0
;+ mul r0.a, t0, v0
;mul_x2 r0.rgb, r0, t3	; mod2x detail texture

; version 2: applies the mod2x *before* environment map
mul r0, t0, v0			; Base times modulation color
mul_x2 r0.rgb, r0, t3	; mod2x detail texture 
mul r1, t1, t2			; Envmap * envmapmask
mul r1, c2, r1			; apply the envmaptint
add r0.rgb, r0, r1		; add in the envmap