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 t1 tex t2 tex t3 mov r0.rgb, v0 ; vertex color mul r1, t2, t3 ; envmap * envmapmask mad r0.rgb, r1, c2, r0 + ; + envmap * envmapmask * envmaptint (color only) mul r0.a, v0.a, r1.a ; alpha = vertex alpha * envmap alpha * envmapmask alpha mul r0.rgb, t1, r0 ; fold in lightmap (color only) mul_x2 r0.rgb, c0, r0 ; * 2 * (overbrightFactor/2)
# | Change | User | Description | Committed | |
---|---|---|---|---|---|
#1 | 5821 | Knut Wikstrom |
Added Valve Source code. This is NOT to be commited to other than new code from Valve. |