//=============================================================== //sound shaders //================================================================== material lights/lightgratelight_snd { { map zeroClamp lights/lightgratelight red sound * Parm0 green sound * Parm1 blue sound * Parm2 } } material lights/warmup_squarelight_snd { { map zeroclamp lights/squarelight1.tga // Parm6 == current time red xTestTable [ ( time - Parm6 ) * 0.25 ] * sound * Parm0 green xTestTable [ ( time - Parm6 ) * 0.25 ] * sound * Parm1 blue xTestTable [ ( time - Parm6 ) * 0.25 ] * sound * Parm2 } } material lights/newalphagrate3_snd { { map zeroclamp lights/newalphagrate3 red sound * Parm0 green sound * Parm1 blue sound * Parm2 } } material lights/duolight02_snd_cv { { map lights/duolight02grey.tga colored // red ( neontable1 [Parm4 + (time * (1 * Parm3)) ]) * Parm0 * sound // green ( neontable1 [Parm4 + (time * (1 * Parm3)) ]) * Parm1 * sound // blue ( neontable1 [Parm4 + (time * (1 * Parm3)) ]) * Parm2 * sound red Parm0 * sound green Parm1 * sound blue Parm2 * sound } } /*** DO NOT EVER CHANGE THE BELOW SHADER ! (lights/squarelight1_snd) IT WORKS ! Copy it and create a new entry if you must. -Xian ***/ material lights/squarelight1_snd { { map zeroclamp lights/squarelight1.tga red sound * Parm0 green sound * Parm1 blue sound * Parm2 } } material lights/squarelight1_snd_noflicker { { map zeroclamp lights/squarelight1.tga red Parm0 green Parm1 blue Parm2 } } material lights/biground1_snd_noflicker { { map zeroclamp lights/biground1.tga red Parm0 green Parm1 blue Parm2 } } material lights/squarelight1_snd_cave_group1 { { map zeroclamp lights/squarelight1.tga red (sound * Parm0) * global0 green (sound * Parm1) * global0 blue (sound * Parm2) * global0 } } material lights/squarelight1_snd_cave_group2 { { map zeroclamp lights/squarelight1.tga red (sound * Parm0) * global1 green (sound * Parm1) * global1 blue (sound * Parm2) * global1 } } material lights/squarelight1_snd_cave_group3 { { map zeroclamp lights/squarelight1.tga red (sound * Parm0) * global2 green (sound * Parm1) * global2 blue (sound * Parm2) * global2 } } material lights/spot01_snd { { map zeroclamp lights/spot01.tga red sound * Parm0 green sound * Parm1 blue sound * Parm2 } } // The lights oscillate with half the amplitude of the sound so there is not as much flicker. // - Xian (Feb.25.2002) material lights/squarelight1_snd_softer { { map zeroclamp lights/squarelight1.tga red ( 0.75 + ( 0.25 * sound ) ) * Parm0 green ( 0.75 + ( 0.25 * sound ) ) * Parm0 blue ( 0.75 + ( 0.25 * sound ) ) * Parm0 } } material lights/squarelight_breakable_softer { { map zeroclamp lights/squarelight1.tga // red ( xTestTable [ sound ] ) * Parm0 // green ( xTestTable [ sound ] ) * Parm1 // blue ( xTestTable [ sound ] ) * Parm2 red sound * Parm0 green sound * Parm1 blue sound * Parm2 // red ( 0.15 + ( 0.85 * sound ) ) * Parm0 // green ( 0.15 + ( 0.85 * sound ) ) * Parm0 // blue ( 0.15 + ( 0.85 * sound ) ) * Parm0 } } material lights/blamplight_still_cv_breakable_softer { {if ( parm7 == 0 ) map zeroclamp lights/blamplight_cv.tga red ( 0.75 + ( 0.25 * sound ) ) * Parm0 green ( 0.75 + ( 0.25 * sound ) ) * Parm1 blue ( 0.75 + ( 0.25 * sound ) ) * Parm2 } {if ( parm7 != 0 ) map zeroclamp lights/blamplight_cv.tga red ( 0.75 + ( 0.25 * sound ) ) * Parm0 green ( 0.75 + ( 0.25 * sound ) ) * Parm0 blue ( 0.75 + ( 0.25 * sound ) ) * Parm0 } } // -Xian (Feb.4.2002) // Use shaderParm3 to adjust the volume of the sound // material lights/squarelight1_snd_negative { { map zeroclamp lights/squarelight1.tga red ( ( 1 - sound ) * Parm0 ) * Parm3 green ( ( 1 - sound ) * Parm1 ) * Parm3 blue ( ( 1 - sound ) * Parm2 ) * Parm3 } } // ======================================================================= material lights/squarelight1_snd_mod { { map zeroclamp lights/squarelight1.tga red ( 0.75 + ( 0.25 * sound ) ) * Parm0 green ( 0.75 + ( 0.25 * sound ) ) * Parm0 blue ( 0.75 + ( 0.25 * sound ) ) * Parm0 } }