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
; c1 - self-illum tint
; c2 - envmap tint
;------------------------------------------------------------------------------
tex t0
tex t1
tex t2
tex t3
mul r0.rgb, t0, v0 + ; base times vertex color (with alpha)
mov r0.a, v0.a ; Grab alpha from vertex color
mul r1, t2, t3 ; envmap * envmapmask
mad r0.rgb, r1, c2, r0 ; + envmap * envmapmask * envmaptint (color only)
mul r1, c1, t0.a ; Self illum alpha * tint
mad r1, t0, r1, t1 ; Self illum * tint + lightmap
mul r0.rgb, r1, r0 ; fold in lighting (color only)
mul_x2 r0.rgb, c0, r0 ; * 2 * (overbrightFactor/2)