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