hl2sdk/materialsystem/stdshaders/SDK_VertexLitGeneric_MaskedEnvMapNoTexture.psh

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