hl2_src-leak-2017/src/materialsystem/stdshaders/ShatteredGlass_EnvMap.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
; c1 - self-illum tint
; c2 - envmap tint
;------------------------------------------------------------------------------
def c1, 0.5f, 0.5f, 0.5f, 0.5f
tex t0
tex t1
tex t2
tex t3
mul r0, t0, v0 ; base times vertex color (with alpha)
mul r0, r0, t3 ; detail texture (with alpha)
lrp r1.rgb, c3, c1, t1 ; Blend between unlit + lightmap lighting
mul r0.rgb, r1, r0 ; fold in lightmap (color only)
mul_x2 r0.rgb, c0, r0 ; * 2 * (overbrightFactor/2)
mul r1, t2, t0 ; envmap * envmapmask (base == envmapmask)
mad r0.rgb, r1, c2, r0 ; + envmap * envmapmask * envmaptint (color only)