📄 vertexlitgeneric_diffbumptimesbase_overbright1_translucent.psh
字号:
ps.1.1
; base texture
tex t0
; normalmap
tex t1
; rgb - color for first axis - gamma converted to 2.2 in the vertex shader
texcoord t2
; rgb - color for second axis - gamma converted to 2.2 in the vertex shader
texcoord t3
; v0.rgb : color for third axis - gamma converted to 2.2 in the vertex shader
; c0, c1, c2 - Axes of the lightmap coordinate system in tangent space
dp3_sat r1, t1_bx2, c0
mul r0.rgb, r1, t2
+mul r0.a, t0, c3 ; constant alpha
dp3_sat r1, t1_bx2, c1
mad r0.rgb, r1, t3, r0
dp3_sat r1, t1_bx2, c2
mad r0.rgb, r1, v0, r0
mul r0.rgb, r0, c3 ; constant color
mul r0.rgb, r0, t0 ; mult by base texture
; doh! Is there any way to fit self-illum into here?
; If we do the constant color modulation in the vertex shader, then we can.do
; a lrp for the last instruction
; I don't know what to do about selfillumtint
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