hl2_src-leak-2017/src/materialsystem/stdshaders/vortwarp_ps11.psh

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; STATIC: "TRANSLUCENT" "0..1"
; STATIC: "UNLIT" "0..1"
ps.1.1
;------------------------------------------------------------------------------
; Draw a texture . . woo hoo!
; t0 - texture
;
; The texture coordinates need to be defined as follows:
; tc0 - texcoords
;------------------------------------------------------------------------------
;------------------------------------------------------------------------------
#if UNLIT==0
tex t0
tex t1
mul_sat t1, c1, t1
lrp r1.rgb, t1, c5, v0 ; blend between unlit and lit.
mul r0, t0, c3
mul r0.rgb, r1, r0 ; Apply lighting
mul_x2 r0.rgb, c0, r0 ; * 2 * (overbrightFactor/2)
# if TRANSLUCENT==0
mov r0.a, c4.a
# endif
#endif
;------------------------------------------------------------------------------
#if UNLIT!=0
; Get the color from the texture
tex t0
mul r0, t0, c3
mul r0.rgb, v0, r0 ; Apply lighting
mul_x2 r0.rgb, c0, r0 ; * 2 * (overbrightFactor/2)
# if TRANSLUCENT==0
mov r0.a, c4.a
# endif
#endif