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 ; base tex t1 ; env map tex t2 ; mask mul r0.rgb, t0, c3 + ; base times modulation mul r0.a, c3.a, t2.a ; alpha = mod alpha * mask alpha mul r1, t2, t1 ; envmapmask * envmap mad r0.rgb, r1, c2, r0 ; + envmapmask * envmap * envmaptint (color only) 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
# | 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. |