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