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

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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
tex t2
mov r0.rgb, t0 +
mov r0.a, v0.a ; Grab alpha from vertex color
lrp r0.rgb, t2.a, t2, r0 ; Base = base * (1 - detail alpha) + detail * detail alpha
mul r0.rgb, r0, v0 ; modulate by vertex color
mul r0.rgb, t1, r0 ; fold in lightmap (color only)
mul_x2 r0.rgb, c0, r0 ; * 2 * (overbrightFactor/2)
mul r1.rgb, c1, t0 ; Self illum * tint
+ mul r1.a, t0.a, 1-t2.a ; Reduce self-illum amount based on 1 - detailalpha
lrp r0.rgb, t0.a, r1, r0 ; Blend between self-illum + base * lightmap