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