// GFX.SHADER // // this file contains shaders that are used by the programmers to // generate special effects not attached to specific geometry. This // also has 2D shaders such as fonts, etc. // material textures/bigchars { sort gui { blend blend vertexColor map linear nopicmip textures/bigchars.tga } } material console { { blend blend alpha 1.0 map _black } } // this material's images will be purged once the engine is started up material splashScreenPurge { { map nopicmip linear guis/assets/splash/earth.tga } } // this is drawn while the engine is initialized // list any images that should be freed once the engine // is loaded in material splashScreenPurge material splashScreen { { blend blend map nopicmip linear guis/assets/splash/earth.tga } { blend add map linear guis/assets/mainmenu/scanlines.tga rgb 0.5 scale 16, 14 } } // used to break up the blur on levelshots material levelShotDetail { { blend GL_DST_COLOR, GL_SRC_COLOR colored map textures/sfx/detail.tga maskDepth } } material fx/tireTread { polygonOffset { blend filter program filterVertexColorWithTextureMatrix vertexColor map textures/effects/skidmarks.tga scale 1, 0.2 color 0.5, 0.5, 0.5, 1 maskAlpha } } material fx/footPrint { polygonOffset twosided { blend filter program filterVertexColorWithTextureMatrix vertexColor map clamp textures/effects/footprints_d.tga scale 0.25, 1.2 translate 0.5, 0 maskalpha color 2, 2, 2, 0 } }