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hl2sdk/materialsystem/stdshaders/VertexLitGeneric_DetailSelfIlluminated.psh

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2014-03-01 03:08:09 +08:00
; DYNAMIC: "WRITEONETODESTALPHA" "0..1"
ps.1.1
; Get the color from the texture
tex t0
tex t3
; interpolate between illuminated + non-selfilluminated
mul r0.rgb, t0, c3 + ; base times modulation
mov r0.a, c3.a
mul r0.rgb, v0, r0 ; Apply lighting
mul_x2 r0.rgb, c0, r0 ; * 2 * (overbrightFactor/2)
mul_x2 r0.rgb, r0, t3 ; detail texture
mul r1, t0, c1 ; Self illum * tint
lrp r0.rgb, t0.a, r1, r0 ; Blend between self-illum + base * lighting
#if WRITEONETODESTALPHA
mov r0.a, c4 ; make alpha 255
#endif