//**********************************************************************// // // // shaders.shader // // // //**********************************************************************// soundSolid { shader alpha texture shaderAlpha sound solid } soundMetalthin { shader detail texture shaderDetail detail detailMap detailscale 8 sound metalthin } soundSilent { shader envmap texture shaderEnvmap envmap cubeMap sound silent } shaderAlpha { shader alpha texture shaderAlpha } shaderDecal { qer_surfaceparm decal shader masked texture GE_BulletMark1 } shaderDetail { shader detail texture shaderDetail detail detailMap detailscale 8 } shaderEnvmap { shader envmap texture shaderEnvmap envmap cubeMap } shaderEtchedGlass { shader etchedglass texture Marine_shaders envmap cubeMap_Lights glossmap Marine_shader_glossmap } shaderGlass { sound plastic shader glass texture baseTexture envmap cubeMapBlueSky intensity 0.1 alpha 0.7 } shaderGlossmap { shader glossenvmap texture shaderGlossMap envmap cubeMapGreySky } shaderGlow { shader glow texture shaderGlow glow glowMap intensity 1 } shaderMasked { shader masked texture shaderMasked } shaderScanline { shader scanline texture shaderScanline detail GE_detail_scanlines.dds detailscale 10.0 envmap cubeMap reflect 0.2 speed 3 } shaderWater { shader water texture baseTextureBlack envmap cubeMapGreySky alpha 0.3 reflect 0.5 texturescale 0.5 } testproject { shader projectcube projectmap ge_env_flashlight_blu } testblob { shader lightblob size 8.0 color 0xff800000 marker 5 } testdynlight { shader dynamiclight size 10.0 intensity 10.0 color 0xffffffff marker 5 typeFlags 0x01 falloff 1.0 } TestLava { qer_surfaceparm nonsolid qer_editorimage stone\CH_lavabase_glo shader lava texture CH_lavabase_glo envmap GE_bmp_lava texture2 CH_lavanoise mask ch_lavafloor_msk } TestWater { qer_editorimage colors\AR_SwatchExt01_Blu02 shader lava texture waterTest envmap GE_bmp_lava texture2 AR_SwatchExt01_Blu01 mask ch_lavafloor_msk } TestAnim { qer_editorimage stone\CH_lavabase_glo shader anim texture CH_lavabase_glo translate (0.1,0.1,0.1) rotate (0,0,10.0) } TestScreenSpace { shader screenEffect texture embump } TestDynamic { shader dynamic dynShaderDef { ; Pass 1 { zwrite true ; write to the zbuffer zfunc zfunc_on ; Use the zbuffer blend false ; Just put the resulting pixel straight into the framebuffer alphatest false ; No alpha here, no need to test for it cull cull_pos tfactor 0x0000ff00 ; Set a base green amount (full) colorgen r sin 0 1 0 0.2 ; Make the R channel fluctuate colorgen b sin 0 1 0.5 0.2 ; Make the B channel fluctuate exactly out of phase with the R ; Stage 0 - Base layer { texture AR_RockMossy_01 colorOp texOp_selectArg1 texArg_texture alphaOp texOp_selectArg1 texArg_texture clamp clamp_wrap uvindex 0 } ; Stage 1 - Scrolling and pulsing layer { texture AR_RockMossy_01 colorOp texOp_multiplyadd texArg_texture texArg_tfactor texArg_current alphaOp texOp_selectArg1 texArg_texture clamp clamp_wrap uvindex 0 tcMod u scroll sin 0 1 0 0.5 ; Make this layer scroll back and forth (only in U) } ; Stage 2 - Lightmap { texture $lightmap colorOp texOp_modulate texArg_current texArg_texture clamp clamp_nowrap ; Don't want to wrap uvIndex 1 ; Use the 2nd set of UVs from the verts } ; NoLightmap stage - This stage only occurs when there is no lightmap (and the lightmap stage is skipped) { noLightmapStage colorOp texOp_modulate texArg_current texArg_diffuse } } } } TestEnvDynamic { shader dynamic dynshaderdef { ; Pass 1 { fog true fog_current ; Shininess tfactor 0x7F000000 ; Stage 0 - Base layer { texture shaderEnvmap alphaOp texOp_selectArg1 texArg_tfactor } ; Stage 1 - Envmap { texture cubeMap cubemap colorOp texOp_modulateAlpha_addColor texArg_current texArg_texture uvIndex 1 uvif_csreflect uvtransform $uvtt_invcamera uvtf_count3 } } } } TestDynamicPageFlip { shader dynamic dynshaderdef { ; Pass 1 { ; Stage 0 - Base, pageflipping layer { animmap 0.5 0.3 MS_Mtn_Dark MS_Grass_Grn MS_Mtn_Pink MS_Rock } } ; Pass 2 -- This is just to demonstrate using multiple passes...this acts like a lightmap { blend true blendOp_Add blend_destColor blend_zero zwrite false ; Stage 0 - Add a texture { texture AR_SwatchExt01_Blu01 } } } } testMembrane { shader membrane texture ge_memb_purp } detail_test { shader detail texture concrete_Base_01 detail dtl_ConcreteSpeckle detailscale 4 } glossenvmap_test { shader glossenvmap texture Ironman envmap GE_env_Ironman_look } glow_test { shader glow texture GE_grey glow Building_01_glo intensity 0.75 } envmap_test { shader envmap texture concrete_Base_01 envmap GE_env_Ironman_look } ge_vol_explosion01 { shader add texture ge_vol_explosion01 volume } GE_Tracer { shader add texture GE_Tracer } GE_PAR_starburst_01_BW { shader add texture GE_PAR_starburst_01_BW } GE_PAR_Spurt { shader alpha texture GE_PAR_Spurt } GE_PAR_SpurtAdd { shader add texture GE_PAR_Spurt } GE_splinteredWood { shader alpha texture GE_splinteredWood } quarter { shader alpha texture quarter } newspaper { shader alpha texture newspaper } GE_PAR_Rock { shader alpha texture GE_PAR_Rock } GE_VenomBlock { shader alpha texture GE_VenomBlock } GE_VenomBlock_alt { shader alpha texture GE_VenomBlock_alt } GE_PAR_smokeSprite { shader alpha texture GE_PAR_smokeSprite } GE_PAR_smokeSpriteAdd { shader add texture GE_PAR_smokeSprite } GE_par_ring_01 { shader add texture GE_par_ring_01 } ElektraHairTest { shader alpha texture ElektraHairTest } StormHair { shader alpha texture StormHair } GE_spideyWeb_01 { shader alpha texture GE_spideyWeb_01 } GE_1overX_Add { shader add texture GE_1overX } GE_PAR_lensFlare_01_BW { shader add texture GE_PAR_lensFlare_01_BW } GE_PAR_LensFlare1_blue { shader add texture GE_PAR_LensFlare1_blue } GE_PAR_FireSprite_BB { shader add texture GE_PAR_FireSprite_BB } GE_PAR_FireSprite_04 { shader add texture GE_PAR_FireSprite_04 } GE_PAR_ElectricParticles { shader add texture GE_PAR_ElectricParticles } GE_lightCone_Add { shader add texture GE_lightCone } GE_debris_02 { shader alpha texture GE_debris_02 } GE_debris_01 { shader alpha texture GE_debris_01 } GE_dcl_BulletholeGlass { shader alpha texture GE_dcl_BulletholeGlass } GE_dcl_BulletholeGlass { shader alpha texture GE_dcl_BulletholeGlass } GE_dcl_QuakeSlam { shader alpha texture GE_dcl_QuakeSlam } GE_bwbGradiant { shader alpha texture GE_bwbGradiant } GE_bwbGradiantAdd { shader add texture GE_bwbGradiant } GE_radialAlpha { shader alpha texture GE_radialAlpha } GE_BlueLightning { shader add texture GE_BlueLightning } clawMarks_01 { shader alpha texture clawMarks_01 } GE_dcl_metalDent { shader alpha texture GE_dcl_metalDent } GE_PAR_GlassShard_01 { shader alpha texture GE_PAR_GlassShard_01 }