Team Fortress 2 Source Code as on 22/4/2020
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18 lines
491 B

  1. ps.1.1
  2. ; Get the 3-vector from the normal map
  3. tex t0
  4. ; Perform matrix multiply to get a local normal bump. Then
  5. ; reflect the eye vector through the normal and sample from
  6. ; a cubic environment map.
  7. texm3x3pad t1, t0_bx2
  8. texm3x3pad t2, t0_bx2
  9. texm3x3vspec t3, t0_bx2
  10. mul r0.rgb, t3, c1 ; multiply color by reflecttint
  11. +mov_sat r0.a, v0.a ; NOTE: This is necessary since v0.a can be outside 0 - 1!
  12. add_sat r0.a, c1.a, r0.a ; cheap water blend factor + constant blend factor