ps.1.1 ;------------------------------------------------------------------------------ ; Draw a texture . . woo hoo! ; t0 - texture ; ; The texture coordinates need to be defined as follows: ; tc0 - texcoords ; c2 - envmaptint ;------------------------------------------------------------------------------ tex t0 ; base color tex t1 ; cube map tex t2 ; envmap mask tex t3 ; detail texture ; version 1: applies the mod2x *after* environment map ;mul r0.rgb, t1, 1-t2.a ; can't use mad cause can't use 3 texture registers ;mul r0.rgb, c2, r0 ; apply the envmaptint ;mad r0.rgb, t0, v0, r0 ;+ mul r0.a, t0, v0 ;mul_x2 r0.rgb, r0, t3 ; mod2x detail texture ; version 2: applies the mod2x *before* environment map mul r0, t0, v0 ; Base times modulation color mul_x2 r0.rgb, r0, t3 ; mod2x detail texture mul r1, t1, 1-t2.a ; Have to invert the alpha for basealpha (feh!) mul r1, c2, r1 ; apply the envmaptint add r0.rgb, r0, r1 ; add in the envmap
# | 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. |