source-engine/materialsystem/stdshaders/VertexLitGeneric_DetailSelfIlluminatedMaskedEnvMapV2.psh

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2020-04-22 16:56:21 +00:00
; DYNAMIC: "WRITEONETODESTALPHA" "0..1"
ps.1.1
; Get the color from the texture
tex t0 ; base
tex t1 ; env map
tex t2 ; mask
tex t3 ; detail
mul r0.rgb, t0, c3 + ; base times modulation
mul r0.a, c3.a, t2.a ; alpha = mod alpha * mask alpha
mul r0.rgb, v0, r0 ; Apply lighting
mul_x2 r0.rgb, c0, r0 ; * 2 * (overbrightFactor/2)
mul_x2 r0.rgb, r0, t3 ; detail texture
mul r1, t0, c1 ; Self illum * tint
lrp r0.rgb, t0.a, r1, r0 ; Blend between self-illum + base * lighting
mul r1, t2, t1 ; envmapmask * envmap
mad r0.rgb, r1, c2, r0 ; + envmapmask * envmap * envmaptint (color only)
#if WRITEONETODESTALPHA
+mov r0.a, c4 ; make alpha 255
#endif