source-sdk-2013-mapbase/sp/src/materialsystem/stdshaders/vertexlitgeneric_selfilluminatedmaskedenvmap.psh
Joe Ludwig 7309a5f13f Added many shader source files
This should include the latest version of every shader that was in the
2007 SDK. It also includes a smattering of debug shaders, both VR
distortion shaders, and other assorted shaders that will hopefully be
useful.

None of these new files are included in the game shader DLL project. If
you need to modify one of these shaders for use in your mod you will
need to rename it so that you don't collide with the version of that
shader that lives in stdshader_dx9.dll.
2013-12-23 15:00:03 -08:00

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ps.1.1
;------------------------------------------------------------------------------
; Draw a texture . . woo hoo!
; t0 - texture
;
; The texture coordinates need to be defined as follows:
; tc0 - texcoords
;------------------------------------------------------------------------------
; Get the color from the texture
tex t0 ; base
tex t1 ; env map
tex t2 ; mask
mul r0.rgb, t0, c3 + ; base times modulation
mul r0.a, c3.a, t2.a ; alpha = mod alpha * mask alpha
mul r1, t2, t1 ; envmapmask * envmap
mad r0.rgb, r1, c2, r0 ; + envmapmask * envmap * envmaptint (color only)
mul r0.rgb, v0, r0 ; Apply lighting
mul_x2 r0.rgb, c0, r0 ; * 2 * (overbrightFactor/2)
mul r1, t0, c1 ; Self illum * tint
lrp r0.rgb, t0.a, r1, r0 ; Blend between self-illum + base * lighting