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hl2sdk/materialsystem/stdshaders/SDK_LightmappedGeneric_MultiplyByLighting.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
;------------------------------------------------------------------------------
def c2, 1.0f, 1.0f, 1.0f, 1.0f
tex t0
tex t1
; Blend between grey and lightmap color based on total alpha
mul_x2 r1.rgb, c0, t1 ; Apply overbright to lightmap
#ifndef _XBOX
+ mul_sat r1.a, t0, v0 ; base times vertex alpha
lrp r0, r1.a, r1, c2 ; interpolate between white + color
#else
+ mul r1.a, t0, v0 ; base times vertex alpha
lrp r0, r1_sat.a, r1, c2 ; interpolate between white + color
#endif