hl2_src-leak-2017/src/materialsystem/stdshaders/Cable.psh

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ps.1.1
;------------------------------------------------------------------------------
; See the vertex shader for info
;
; This shader takes:
; t0 = normal map
; t1 = base texture
; v0 = directional light color
; t2 = directional light direction (biased into 0-1)
; c0 = percent of dirlight to add as ambient
;
; Output:
; (t0 dot t1) * v0
;------------------------------------------------------------------------------
tex t0 ; Get the 3-vector from the normal map
tex t1 ; Interpret tcoord t1 as color data.
texcoord t2
dp3 r1, t0_bx2, t2_bx2 ; r1 = normalMap dot dirLightDir
add r0, r1, c0 ; + 0.5
mul r1, v0, r0 ; scale the dot product by the dirlight's actual color
mul r0.rgb, r1, t1 + ; scale by the texture color
mul r0.a, t1.a, v0.a