hl2_src-leak-2017/src/materialsystem/stdshaders/shadow_ps14.psh

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ps.1.4
def c0, 1.0f, 1.0f, 1.0f, 1.0f
def c2, 0.2f, 0.2f, 0.2f, 0.2f
texld r0, t0
texld r1, t1
texld r2, t2
texld r3, t3
texld r4, t4
// The mul has to happen here first because we overflow otherwise
mul r0.r, r0.a, c2.a
mad r0.r, r1.a, c2.a, r0.r
mad r0.r, r2.a, c2.a, r0.r
mad r0.r, r3.a, c2.a, r0.r
mad r0.r, r4.a, c2.a, r0.r
; To accomplish shadow fading, subtract vertex alpha from texture alpha
; color channel isn't used...
sub_sat r0.a, r0.r, v0.a
; Blend between white and the constant color...
lrp r0.rgba, 1-r0.a, c0, c1