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📄 vertexlitgeneric_diffbumptimesbase_overbright1.psh

📁 hl2 source code. Do not use it illegal.
💻 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
+mov r0.a, 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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