ps.1.1 ;------------------------------------------------------------------------------ ; Draw a texture . . woo hoo! ; t0 - texture ; ; The texture coordinates need to be defined as follows: ; tc0 - texcoords ;------------------------------------------------------------------------------ ; Get the color from the texture tex t0 tex t1 mul r0.rgb, t0, c3 + ; base times modulation mov r0.a, c3.a ; use modulation alpha (don't use texture alpha) mul r0.rgb, v0, r0 ; Apply lighting mul_x2 r0.rgb, c0, r0 ; * 2 * (overbrightFactor/2) mul r1, t0, c1 ; Self illum * tint lrp r0.rgb, t0.a, r1, r0 ; Blend between self-illum + base * lighting mad r0.rgb, t1, c2, r0 ; + envmap * 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. |