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https://github.com/id-Software/DOOM-3-BFG.git
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126 lines
No EOL
3 KiB
Text
126 lines
No EOL
3 KiB
Text
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// the calculated alpha value will be the distance that the fog texture
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// extends from the viewer, unless it equals the default 1.0, in which case
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// it will be set to 500
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// If you replace the default internal fog projection image with your own
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// texture, make sure that the alpha starts at 0 in the center, reaches
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// 255 at the borders, and is generally radially symetrical.
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// The color channel can be left solid white, or it can have additional
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// color changes with position.
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// you are free to modify the color or distance with math in the shaders
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fogs/basicFog
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{
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fogLight // tell the engine it is fog and not a light
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noShadows
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{
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map _fog // the internal fog image
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colored // take rgba from entity shaderparms
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}
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}
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//==================================================================================
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// blendLight allows a light projection with an arbitrary blend to be
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// applied to everything inside it, allowing simple fogs that increase
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// in a given direction without caring about the viewer position
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fogs/sentest
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{
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blendLight
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noShadows
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lightFalloffImage shapes/pitFalloff2.tga
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{
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blend blend
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map shapes/alphaSquare.tga
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alphazeroclamp
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colored
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}
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}
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fogs/pitFog
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{
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blendLight
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noShadows
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lightFalloffImage shapes/pitFalloff.tga // white in color channel,
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// alpha ramps from 0 to 255, then stays at 255 a bit,
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// than has another 0 at the other end
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{
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blend blend // alpha blend on surfaces
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map shapes/alphaSquare.tga // solid white in color, single pixel alpha border
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alphazeroclamp // make sure it doesn't bleed over the edges
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colored // take rgba from entity shaderparms
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}
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}
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fogs/pitFog_to_black
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{
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lightFalloffImage lights/xfalloff.tga
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//lightFalloffImage lights/fogoff.tga
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fogLight // tell the engine it is fog and not a light
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noShadows
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{
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map _fog // the internal fog image
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colored // take rgba from entity shaderparms
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}
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}
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fogs/glare2
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{
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blendLight
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noShadows
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lightFalloffImage lights/squarelight1a
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{
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blend add // add on top of alpha blend on surfaces
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map lights/spot01
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zeroclamp // make sure it doesn't bleed over the edges
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colored // take rgba from entity shaderparms
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}
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}
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fogs/glare
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{
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blendLight
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noShadows
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lightFalloffImage lights/squarelight1a
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{
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blend add // add on top of alpha blend on surfaces
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map lights/squarelight1
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zeroclamp // make sure it doesn't bleed over the edges
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colored // take rgba from entity shaderparms
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}
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}
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fogs/glare_snd
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{
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blendLight
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noShadows
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lightFalloffImage lights/squarelight1a
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{
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blend add // add on top of alpha blend on surfaces
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map lights/squarelight1
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zeroclamp // make sure it doesn't bleed over the edges
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red sound * Parm0
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green sound * Parm1
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blue sound * Parm2
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}
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}
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fogs/filter
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{
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blendLight
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noShadows
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lightFalloffImage lights/squarelight1a
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{
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blend GL_ZERO, GL_ONE_MINUS_SRC_COLOR // get dimmer as the textures get brighter
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map lights/squarelight1
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zeroclamp // make sure it doesn't bleed over the edges
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colored // take rgba from entity shaderparms
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}
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} |