318 lines
8.3 KiB
Text
318 lines
8.3 KiB
Text
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/*************************************************************
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Templates
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Artists: Don't touch!
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Don't even think of it!
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*************************************************************/
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template material/cloudmatte {
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parameters < Map1 > // The texture to use
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text {
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description "A cloud 'matte painting' use this as the background layer."
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noShadows
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translucent
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sort opaque
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{
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//breakpoint
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program skies/cloud_cube
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matrix cosTable[ sun_azimuth / 360 ], sinTable[ sun_azimuth / 360 ], 0, sinTable[ sun_azimuth / 360 ] * -1, cosTable[ sun_azimuth / 360 ], 0
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skies_cloudColor 1, 1, 1, 1
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skies_cloudCube Map1
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}
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}
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}
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template material/skybox {
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parameters< Map1 >
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text {
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description "A skybox layer (use with Skybox Style)"
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noShadows
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noSelfShadow
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noAtmosphere
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translucent
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sort opaque
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{
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program skies/skybox
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matrix cosTable[ sun_azimuth / -360 ], sinTable[ sun_azimuth / -360 ], 0, sinTable[ sun_azimuth / -360 ] * -1, cosTable[ sun_azimuth / -360 ], 0
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skies_cloudColor 1, 1, 1, 1
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map clamp_x Map1_side.tga
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mask clamp Map1_top.tga
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}
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}
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}
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template material/medium_skybox_template {
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parameters <
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Map1 > // The textures to use
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text {
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description "A cubemapped cloud layer"
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parmName 0 "Cloud Density" float 0.7
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parmName 1 "Cloud Tint" color 1.0 1.0 1.0
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parmName 4 "Wind rotation speed" float 0.0 0.0 0.1
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sort opaque
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{
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blend blend
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program skies/skybox
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matrix cosTable[ sun_azimuth / 360 + time * parm4 ], sinTable[ sun_azimuth / 360 + time * parm4 ], 0, sinTable[ sun_azimuth / 360 + time * parm4 ] * -1, cosTable[ sun_azimuth / 360 + time * parm4 ], 0
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skies_cloudColor parm1, parm2, parm3, parm0
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map clamp_x Map1_side.tga
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mask clamp Map1_top.tga
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}
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}
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}
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template material/high_skybox_template {
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parameters <
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Map1 > // The textures to use
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text {
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description "A cubemapped cloud layer"
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parmName 0 "Cloud Density" float 0.7
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parmName 1 "Wind rotation speed" float 0.0 0.0 0.1
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sort opaque
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{
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//breakpoint
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blend add
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program skies/skybox
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matrix cosTable[ sun_azimuth / 360 + time * parm1 ], sinTable[ sun_azimuth / 360 + time * parm1 ], 0, sinTable[ sun_azimuth / 360 + time * parm1 ] * -1, cosTable[ sun_azimuth / 360 + time * parm1 ], 0
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skies_cloudColor parm0, parm0, parm0, 0
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map clamp_x Map1_side.tga
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mask clamp Map1_top.tga
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}
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}
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}
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template material/high_skybox_template_nobloom {
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parameters <
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Map1 > // The textures to use
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text {
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description "A cubemapped cloud layer"
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parmName 0 "Cloud Density" float 0.7
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parmName 1 "Wind rotation speed" float 0.0 0.0 0.1
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sort opaque
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{
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//breakpoint
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blend add
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program skies/skybox
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matrix cosTable[ sun_azimuth / 360 + time * parm1 ], sinTable[ sun_azimuth / 360 + time * parm1 ], 0, sinTable[ sun_azimuth / 360 + time * parm1 ] * -1, cosTable[ sun_azimuth / 360 + time * parm1 ], 0
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skies_cloudColor parm0, parm0, parm0, 0
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map clamp_x Map1_side.tga
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mask clamp Map1_top.tga
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maskAlpha
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}
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}
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}
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/*************************************************************
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Templates Redundant
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Artists: Still don't touch!
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Don't even think of it!
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*************************************************************/
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template material/highalt_tiled_template {
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parameters <
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Map1, // The textures to use
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Map2 >
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text {
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description "A high altitude cloud layer"
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parmName 0 "Cloud Tint" color 1 1 1
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parmName 3 "Cloud Density 1" float 0.7
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parmName 4 "Cloud Density 2" float 0.7
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parmName 5 "Cloud Speed 1" float 0.0 0.0 0.2
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parmName 6 "Cloud Speed 2" float 0.0 0.0 0.2
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parmName 7 "Cloud Scale 1" float 1.0 0.1 10.1
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parmName 8 "Cloud Scale 2" float 1.0 0.1 10.1
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noAtmosphere
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sort opaque
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{
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blend add
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map Map1
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red parm0 * parm3 * sun_r
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green parm1 * parm3 * sun_g
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blue parm2 * parm3 * sun_b
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scale parm7, parm7
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translate time * parm5 * wind_x, time * parm5 * wind_y
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}
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{
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blend add
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map Map2
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red parm0 * parm4 * sun_r
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green parm1 * parm4 * sun_g
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blue parm2 * parm4 * sun_b
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scale parm8, parm8
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translate time * parm6 * wind_x, time * parm6 * wind_y
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}
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}
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}
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template material/mediumalt_tiled_template {
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parameters <
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Map1, // The textures to use
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Map2 >
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text {
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description "A high altitude cloud layer"
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parmName 0 "Cloud Tint" color 1 1 1
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parmName 3 "Cloud Density 1" float 0.7
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parmName 4 "Cloud Density 2" float 0.7
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parmName 5 "Cloud Speed 1" float 0.0 0.0 0.2
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parmName 6 "Cloud Speed 2" float 0.0 0.0 0.2
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parmName 7 "Cloud Scale 1" float 1.0 0.1 10.1
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parmName 8 "Cloud Scale 2" float 1.0 0.1 10.1
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noAtmosphere
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sort opaque
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{
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blend blend
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program skies/cloud_mediumalt
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map Map1
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red parm0 * sun_r
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green parm1 * sun_g
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blue parm2 * sun_b
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alpha parm3
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scale parm7, parm7
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translate time * parm5 * wind_x, time * parm5 * wind_y
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}
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{
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blend blend
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program skies/cloud_mediumalt
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map Map2
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red parm0 * sun_r
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green parm1 * sun_g
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blue parm2 * sun_b
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alpha parm4
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scale parm8, parm8
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translate time * parm6 * wind_x, time * parm6 * wind_y
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}
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}
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}
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template material/highalt_cube_template {
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parameters <
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Map1 > // The textures to use
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text {
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description "A cubemapped cloud layer"
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parmName 0 "Cloud Density" float 0.7
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parmName 1 "Wind rotation speed" float 0.0 0.0 0.1
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sort opaque
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{
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//breakpoint
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blend add
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program skies/cloud_cube
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matrix cosTable[ sun_azimuth / 360 + time * parm1 ], sinTable[ sun_azimuth / 360 + time * parm1 ], 0, sinTable[ sun_azimuth / 360 + time * parm1 ] * -1, cosTable[ sun_azimuth / 360 + time * parm1 ], 0
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skies_cloudColor parm0, parm0, parm0, 0
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skies_cloudCube Map1
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}
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}
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}
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template material/medium_cube_template {
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parameters <
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Map1 > // The textures to use
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text {
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description "A cubemapped cloud layer"
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parmName 0 "Cloud Density" float 0.7
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parmName 1 "Cloud Tint" color 1.0 1.0 1.0
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parmName 4 "Wind rotation speed" float 0.0 0.0 0.1
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sort opaque
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{
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blend blend
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program skies/cloud_cube
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matrix cosTable[ sun_azimuth / 360 + time * parm4 ], sinTable[ sun_azimuth / 360 + time * parm4 ], 0, sinTable[ sun_azimuth / 360 + time * parm4 ] * -1, cosTable[ sun_azimuth / 360 + time * parm4 ], 0
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skies_cloudColor parm1, parm2, parm3, parm0
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skies_cloudCube Map1
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}
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}
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}
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template material/medium_cube_template_no_alpha_write {
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parameters <
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Map1 > // The textures to use
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text {
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description "A cubemapped cloud layer"
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parmName 0 "Cloud Density" float 0.7
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parmName 1 "Cloud Tint" color 1.0 1.0 1.0
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parmName 4 "Wind rotation speed" float 0.0 0.0 0.1
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sort opaque
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{
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blend blend
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program skies/cloud_cube
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matrix cosTable[ sun_azimuth / 360 + time * parm4 ], sinTable[ sun_azimuth / 360 + time * parm4 ], 0, sinTable[ sun_azimuth / 360 + time * parm4 ] * -1, cosTable[ sun_azimuth / 360 + time * parm4 ], 0
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skies_cloudColor parm1, parm2, parm3, parm0
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skies_cloudCube Map1
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maskAlpha
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}
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}
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}
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template material/medium_bump_template {
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parameters <
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InDiffuseMap,
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InNormalMap > // The textures to use
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text {
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description "A bumpmapped cloud layer"
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parmName 0 "Cloud Density" float 0.7
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parmName 1 "Ambient contribution" float 0.7
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parmName 2 "Ambient desaturation" float 0.2
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parmName 3 "Sun contribution" float 0.7
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parmName 4 "Cloud Scale" float 1.0 0.1 10.1
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parmName 5 "Cloud Speed" float 0.0 0.0 0.2
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noAtmosphere
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sort opaque
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//Add bumpmapped clouds
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{
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blend blend
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program skies/cloud_bump
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diffuseMap InDiffuseMap
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bumpMap InNormalMap
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parameters parm1, parm2, parm3, parm0
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scale parm4, parm4
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translate time * parm5 * wind_x, time * parm5 * wind_y
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maskAlpha
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}
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}
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}
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template material/tiled_ring_template {
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parameters <
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InDiffuseMap > // The textures to use
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text {
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description "A ring of clouds"
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parmName 0 "Cloud Density" float 0.7
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parmName 1 "Cloud Tint" color 1.0 1.0 1.0
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parmName 4 "Wind rotation speed" float 0.0 0.0 0.1
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parmName 5 "Tiles" float 1.0 1.0 10.0
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noAtmosphere // Don't fog it out :D
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sort opaque
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{
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blend blend
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program skies/cloud_tiled
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red parm1
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green parm2
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blue parm3
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alpha parm0
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map InDiffuseMap
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translate time * parm4, 0
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scale parm5, 1
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}
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}
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}
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