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

20 lines
427 B
Plaintext

ps.1.1
; Get the 3-vector from the normal map
tex t0
; Perform matrix multiply to get a local normal bump. Then
; reflect the eye vector through the normal and sample from
; a cubic environment map.
texm3x3pad t1, t0_bx2
texm3x3pad t2, t0_bx2
texm3x3vspec t3, t0_bx2
mul r0, t3, c1 ; multiply color by reflecttint
lrp r0.rgb, c1.a, r0, c0 ; blend between reflected color and fog color based on constant factor