template postprocess/blur { text { { program trivialWithTextureMatrixAlways // depthFunc always // ATI workaround maskdepth program postprocess/downsample_glare destinationBuffer 1 } { program trivialWithTextureMatrixAlways // depthFunc always // ATI workaround maskdepth program postprocess/blur_bilinear destinationBuffer 0 map _postProcessBuffer_1 parameters 1, 0 } { program trivialWithTextureMatrixAlways // depthFunc always // ATI workaround program postprocess/blur_bilinear destinationBuffer 1 map _postProcessBuffer_0 parameters 0, 1 maskdepth } /* { program trivialWithTextureMatrixAlways // depthFunc always // ATI workaround maskdepth program postprocess/showrect map _postProcessBuffer_1 scale 200, 150 }*/ } } material postprocess/glow { sort postprocess translucent useTemplate postprocess/blur<> { program postprocess/glow map _postProcessBuffer_1 // depthFunc always // ATI workaround maskdepth } } material postprocess/glowStrogg { sort postprocess translucent useTemplate postprocess/blur<> { if parm4 > 0 program postprocess/glowStrogg map _postProcessBuffer_1 mask textures/sfx/dsdt_noise.tga // depthFunc always // ATI workaround maskdepth //parameters time * 32 * .15, ( lerp2Table[ time * 64 ] * 2 - 1 ) * 2, lerp2Table[ time * 64 * 0.5 ] //parameters 0, ( lerp2Table[ time * 64 ] * 2 - 1 ) * 2, lerp2Table[ time * 64 * 0.5 ] //parameters time * 32 * .15, ( parm0 * 2 - 1 ) * 2, lerp2Table[ time * 64 * 0.5 ] parameters 0, parm4 * 2, lerp2Table[ time * 64 * 0.5 ] * parm4 } { if parm4 == 0 program postprocess/glow map _postProcessBuffer_1 // depthFunc always // ATI workaround maskdepth } } material postprocess/heatsight { sort postprocess translucent { // depthFunc always // ATI workaround maskdepth program postprocess/downsample destinationBuffer 1 } { // depthFunc always // ATI workaround maskdepth program postprocess/blur_bilinear destinationBuffer 0 map _postProcessBuffer_1 parameters 0.2, 0.2 } { // depthFunc always // ATI workaround program postprocess/blur_bilinear destinationBuffer 1 map _postProcessBuffer_0 parameters 0.2, -0.2 maskdepth } { program postprocess/heatsight map _postProcessBuffer_1 mask clamp textures/penta/heatsight.tga parameters time // depthFunc always // ATI workaround maskdepth } } material postprocess/dof { sort postprocess translucent { // depthFunc always // ATI workaround maskdepth program postprocess/downsample_dof destinationBuffer 1 } { // depthFunc always // ATI workaround maskdepth program postprocess/blur_bilinear destinationBuffer 0 map _postProcessBuffer_1 parameters 1, 0 } { // depthFunc always // ATI workaround program postprocess/blur_bilinear destinationBuffer 1 map _postProcessBuffer_0 parameters 0, 1 maskdepth } /* { // depthFunc always // ATI workaround maskdepth program postprocess/showrect map _postProcessBuffer_1 scale 200, 150 }*/ { program dof_basic2 map _postProcessBuffer_1 // depthFunc always // ATI workaround maskdepth } } material postprocess/statix { sort postprocess translucent { // depthFunc always // ATI workaround maskdepth parameters time map textures/statix.tga program postprocess/static } } material postprocess/motionblur { sort postprocess translucent { // depthFunc always // ATI workaround maskdepth parameters time program postprocess/motionblur } }