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 t0 tex t1 tex t2 tex t3 mul r0.rgb, t0, v0 + ; base times vertex color (with alpha) mov r0.a, v0.a ; Grab alpha from vertex color mul r1, c1, t0.a ; Self illum alpha * tint mad r1, t0, r1, t1 ; Self illum * tint + lightmap mul r0.rgb, r1, r0 ; fold in lighting (color only) mul_x2 r0.rgb, c0, r0 ; * 2 * (overbrightFactor/2) mul r1, t2, t3 ; envmap * envmapmask mad r0.rgb, r1, c2, r0 ; + envmap * envmapmask * envmaptint (color only)
# | 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. |