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path: root/sp/src/materialsystem/stdshaders/VertexLitGeneric_DetailSelfIlluminatedMaskedEnvMapV2.psh
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; DYNAMIC: "WRITEONETODESTALPHA" "0..1"
ps.1.1

; Get the color from the texture
tex t0		; base 
tex t1		; env map
tex t2		; mask
tex t3		; detail

mul r0.rgb, t0, c3 +		; base times modulation
mul r0.a, c3.a, t2.a		; alpha = mod alpha * mask alpha 

mul r0.rgb, v0, r0			; Apply lighting 
mul_x2 r0.rgb, c0, r0		; * 2 * (overbrightFactor/2)

mul_x2 r0.rgb, r0, t3		; detail texture

mul r1, t0, c1				; Self illum * tint
lrp r0.rgb, t0.a, r1, r0	; Blend between self-illum + base * lighting

mul r1, t2, t1				; envmapmask * envmap
mad r0.rgb, r1, c2, r0		; + envmapmask * envmap * envmaptint (color only)

#if WRITEONETODESTALPHA
+mov r0.a, c4			; make alpha 255
#endif