Team Fortress 2 Source Code as on 22/4/2020
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ps.1.1
;------------------------------------------------------------------------------ ; Computes the diffuse component of lighting using lightmap + bumpmap ; t0 - decal texture ; t1 - Lightmap1 ; t2 - Lightmap2 ; t3 - Lightmap3 ; ; The texture coordinates need to be defined as follows: ; tc0 - Normalmap and lightmap texture coordinates ; c0, c1, c2 - ( ( N dot basis[0] )^2 ), ( ( N dot basis[1] )^2 ), ( ( N dot basis[2] )^2 ) ;------------------------------------------------------------------------------
; Get the decal color tex t0
; Sample the lightmaps tex t1 tex t2 tex t3
; output = lightmapColor[0] * ( ( N dot basis[0] )^2 ) + ; lightmapColor[1] * ( ( N dot basis[1] )^2 ) + ; lightmapColor[2] * ( ( N dot basis[2] )^2 ) +
; r0 = lightmapColor[0] * ( ( N dot basis[0] )^2 ) mul r0, t1, c0
; r0 = lightmapColor[0] * ( ( N dot basis[0] )^2 ) + lightmapColor[1] * ( ( N dot basis[1] )^2 ) mad r0, t2, c1, r0
; r0 = lightmapColor[0] * ( ( N dot basis[0] )^2 ) + ; lightmapColor[1] * ( ( N dot basis[1] )^2 ) + ; lightmapColor[2] * ( ( N dot basis[2] )^2 ) mad r0, t3, c2, r0
; Modulate by decal texture mul r0.rgb, r0, t0 + mov r0.a, t0.a
; Modulate by constant color mul r0, r0, c3
; Modulate by per-vertex factor mul r0, r0, v0
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