hl2_src-leak-2017/src/materialsystem/stdshaders/LightmappedGeneric_SelfIllu...

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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
;------------------------------------------------------------------------------
tex t0
tex t1
mul r0.rgb, t0, v0 + ; base times vertex color (no alpha)
mov r0.a, v0.a ; Grab alpha from vertex color
mul r0.rgb, t1, r0 ; fold in lighting (color only)
mul_x2 r0.rgb, c0, r0 ; * 2 * (overbrightFactor/2)
mul r1, c1, t0 ; Self illum * tint
lrp r0.rgb, t0.a, r1, r0 ; Blend between self-illum + base * lightmap