source-engine/materialsystem/stdshaders/vertexlitgeneric_detailselfilluminatedenvmap.psh

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2020-04-22 16:56:21 +00:00
ps.1.1
;------------------------------------------------------------------------------
; Draw a texture . . woo hoo!
; t0 - texture
;
; The texture coordinates need to be defined as follows:
; tc0 - texcoords
;------------------------------------------------------------------------------
; Get the color from the texture
tex t0
tex t1
tex t3
mul r0.rgb, t0, c3 + ; base times modulation
mov r0.a, c3.a ; use modulation alpha (don't use texture alpha)
mul_x2 r0.rgb, r0, t3 ; detail texture
mad r0.rgb, t1, c2, r0 ; + envmap * envmaptint (color only)
mul r0.rgb, v0, r0 ; Apply lighting
mul_x2 r0.rgb, c0, r0 ; * 2 * (overbrightFactor/2)
mul r1, t0, c1 ; Self illum * tint
lrp r0.rgb, t0.a, r1, r0 ; Blend between self-illum + base * lighting