ps.1.1 ;------------------------------------------------------------------------------ ; Draw a texture . . woo hoo! ; t0 - texture ; ; The texture coordinates need to be defined as follows: ; tc0 - texcoords ;------------------------------------------------------------------------------ tex t0 ; base color tex t1 ; cube map tex t2 ; envmap mask mul r0, t0, c3 ; Base times modulation mul r1, t1, 1-t2.a ; Envmap * mask (in alpha channel) mul r0.rgb, v0, r0 ; apply vertex lighting mul_x2 r0.rgb, c0, r0 ; * 2 * (overbrightFactor/2) mad r0.rgb, r1, c2, r0 ; + envmap * mask * tint
# | 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. |