mirror of
https://github.com/ValveSoftware/source-sdk-2013.git
synced 2025-04-08 11:01:33 +00:00
Merge branch 'master' of https://github.com/Jesse-Culver/source-sdk-2013-community-edition
This commit is contained in:
commit
8b0a204b6d
407 changed files with 89294 additions and 333 deletions
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@ -1,9 +1,11 @@
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|||
# Source SDK 2013 Community Edtion
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This is a variation of Source 2013 with community changes to make the game look, run, and play more efficiently and add tools for developers. Some examples are fixing env_projectedtexture, adding Bioshock's ShaderEditor, and more.
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This is a variation of Source 2013 with community changes to make the game look, run, and play more efficiently and add tools for developers. Some examples are fixing env_projectedtexture, adding Biohazard's ShaderEditor, and more.
|
||||
|
||||
If you want to help contribute, message Wazanator on Steam or on Discord, or join our Discord server: https://discord.gg/FZqp7Cf
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||||
|
||||
Alternatively, you can view proposed changes to be added via this link: https://docs.google.com/document/d/1yRjjMOtkjO590ApCdRn00wWshT9KKOYO0ESQIKBveOw/edit The latest suggestions and changes will always be found on Discord and GitHub.
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## Source License
|
||||
|
||||
SOURCE 1 SDK LICENSE
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||||
|
|
BIN
sp/game/sdk2013CE/bin/game_shader_generic_eshader_2007.dll
Normal file
BIN
sp/game/sdk2013CE/bin/game_shader_generic_eshader_2007.dll
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BIN
sp/game/sdk2013CE/bin/game_shader_generic_eshader_2013.dll
Normal file
BIN
sp/game/sdk2013CE/bin/game_shader_generic_eshader_2013.dll
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BIN
sp/game/sdk2013CE/bin/game_shader_generic_eshader_swarm.dll
Normal file
BIN
sp/game/sdk2013CE/bin/game_shader_generic_eshader_swarm.dll
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BIN
sp/game/sdk2013CE/bin/shadereditor_2007.dll
Normal file
BIN
sp/game/sdk2013CE/bin/shadereditor_2007.dll
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BIN
sp/game/sdk2013CE/bin/shadereditor_2013.dll
Normal file
BIN
sp/game/sdk2013CE/bin/shadereditor_2013.dll
Normal file
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BIN
sp/game/sdk2013CE/bin/shadereditor_swarm.dll
Normal file
BIN
sp/game/sdk2013CE/bin/shadereditor_swarm.dll
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@ -0,0 +1,6 @@
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|||
"EDITOR_SHADER"
|
||||
{
|
||||
"$SHADERNAME" "detail_prop_shader"
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||||
|
||||
"$basetexture" "detail/grass_sprites"
|
||||
}
|
8
sp/game/sdk2013CE/materials/detail/grass_lawn_cut.vmt
Normal file
8
sp/game/sdk2013CE/materials/detail/grass_lawn_cut.vmt
Normal file
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@ -0,0 +1,8 @@
|
|||
"EDITOR_SHADER"
|
||||
{
|
||||
"$SHADERNAME" "detail_prop_shader"
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||||
|
||||
"$basetexture" "detail/grass_lawn_cut"
|
||||
//"$grass_spec_color" "[0.367906 0.44 0.1914]"
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||||
"$grass_spec_color" "[0.8 1.0 0.3]"
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||||
}
|
BIN
sp/game/sdk2013CE/materials/detail/grass_lawn_cut.vtf
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BIN
sp/game/sdk2013CE/materials/detail/grass_lawn_cut.vtf
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@ -0,0 +1,7 @@
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|||
"EDITOR_SHADER"
|
||||
{
|
||||
"$SHADERNAME" "detail_prop_shader"
|
||||
|
||||
"$basetexture" "detail/grass_lawn_cut_dark"
|
||||
"$grass_spec_color" "[0.7 0.6 0.5]"
|
||||
}
|
BIN
sp/game/sdk2013CE/materials/detail/grass_lawn_cut_dark.vtf
Normal file
BIN
sp/game/sdk2013CE/materials/detail/grass_lawn_cut_dark.vtf
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@ -0,0 +1,7 @@
|
|||
"EDITOR_SHADER"
|
||||
{
|
||||
"$SHADERNAME" "detail_prop_shader"
|
||||
|
||||
"$basetexture" "detail/grass_lawn_cut_lite"
|
||||
"$grass_spec_color" "[0.7 0.6 0.4]"
|
||||
}
|
BIN
sp/game/sdk2013CE/materials/detail/grass_lawn_cut_lite.vtf
Normal file
BIN
sp/game/sdk2013CE/materials/detail/grass_lawn_cut_lite.vtf
Normal file
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BIN
sp/game/sdk2013CE/materials/detail/grass_sprites.vtf
Normal file
BIN
sp/game/sdk2013CE/materials/detail/grass_sprites.vtf
Normal file
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BIN
sp/game/sdk2013CE/materials/detail/grass_sprites_spec.vtf
Normal file
BIN
sp/game/sdk2013CE/materials/detail/grass_sprites_spec.vtf
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@ -0,0 +1,5 @@
|
|||
"unlitgeneric"
|
||||
{
|
||||
"$basetexture" "_rt_SEdit_FramebufferCopy"
|
||||
$ignorez 1
|
||||
}
|
6
sp/game/sdk2013CE/materials/shadereditor/_rt_ppe.vmt
Normal file
6
sp/game/sdk2013CE/materials/shadereditor/_rt_ppe.vmt
Normal file
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@ -0,0 +1,6 @@
|
|||
"unlitgeneric"
|
||||
{
|
||||
"$basetexture" "_rt_SEdit_pingpong_2"
|
||||
|
||||
"$linearwrite" 0
|
||||
}
|
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@ -0,0 +1,6 @@
|
|||
"unlitgeneric"
|
||||
{
|
||||
"$basetexture" "_rt_SEdit_pingpong_0"
|
||||
|
||||
"$linearwrite" 1
|
||||
}
|
9
sp/game/sdk2013CE/materials/shadereditor/ac_def.vmt
Normal file
9
sp/game/sdk2013CE/materials/shadereditor/ac_def.vmt
Normal file
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@ -0,0 +1,9 @@
|
|||
"UnlitGeneric"
|
||||
{
|
||||
$basetexture "shadereditor/ac_def"
|
||||
$translucent 1
|
||||
$vertexcolor 0
|
||||
$vertexalpha 0
|
||||
$no_fullbright 1
|
||||
$ignorez 1
|
||||
}
|
BIN
sp/game/sdk2013CE/materials/shadereditor/ac_def.vtf
Normal file
BIN
sp/game/sdk2013CE/materials/shadereditor/ac_def.vtf
Normal file
Binary file not shown.
9
sp/game/sdk2013CE/materials/shadereditor/ac_func.vmt
Normal file
9
sp/game/sdk2013CE/materials/shadereditor/ac_func.vmt
Normal file
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@ -0,0 +1,9 @@
|
|||
"UnlitGeneric"
|
||||
{
|
||||
$basetexture "shadereditor/ac_func"
|
||||
$translucent 1
|
||||
$vertexcolor 0
|
||||
$vertexalpha 0
|
||||
$no_fullbright 1
|
||||
$ignorez 1
|
||||
}
|
BIN
sp/game/sdk2013CE/materials/shadereditor/ac_func.vtf
Normal file
BIN
sp/game/sdk2013CE/materials/shadereditor/ac_func.vtf
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9
sp/game/sdk2013CE/materials/shadereditor/ac_struct.vmt
Normal file
9
sp/game/sdk2013CE/materials/shadereditor/ac_struct.vmt
Normal file
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@ -0,0 +1,9 @@
|
|||
"UnlitGeneric"
|
||||
{
|
||||
$basetexture "shadereditor/ac_struct"
|
||||
$translucent 1
|
||||
$vertexcolor 0
|
||||
$vertexalpha 0
|
||||
$no_fullbright 1
|
||||
$ignorez 1
|
||||
}
|
BIN
sp/game/sdk2013CE/materials/shadereditor/ac_struct.vtf
Normal file
BIN
sp/game/sdk2013CE/materials/shadereditor/ac_struct.vtf
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9
sp/game/sdk2013CE/materials/shadereditor/ac_var.vmt
Normal file
9
sp/game/sdk2013CE/materials/shadereditor/ac_var.vmt
Normal file
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@ -0,0 +1,9 @@
|
|||
"UnlitGeneric"
|
||||
{
|
||||
$basetexture "shadereditor/ac_var"
|
||||
$translucent 1
|
||||
$vertexcolor 0
|
||||
$vertexalpha 0
|
||||
$no_fullbright 1
|
||||
$ignorez 1
|
||||
}
|
BIN
sp/game/sdk2013CE/materials/shadereditor/ac_var.vtf
Normal file
BIN
sp/game/sdk2013CE/materials/shadereditor/ac_var.vtf
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30
sp/game/sdk2013CE/materials/shadereditor/arrow.vmt
Normal file
30
sp/game/sdk2013CE/materials/shadereditor/arrow.vmt
Normal file
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@ -0,0 +1,30 @@
|
|||
"UnlitGeneric"
|
||||
{
|
||||
$basetexture "shadereditor/arrow"
|
||||
$translucent 1
|
||||
$distancealpha 1
|
||||
|
||||
$softedges 0
|
||||
$edgesoftnessstart 0.5
|
||||
$edgesoftnessend 0.45
|
||||
$scaleedgesoftnessbasedonscreenres 0
|
||||
|
||||
$glow 1
|
||||
$glowcolor "[0 0 0]"
|
||||
$glowalpha 2.5
|
||||
$glowstart .0
|
||||
$glowend 1
|
||||
|
||||
$outline 0
|
||||
$outlinecolor "[0.3 0.3 0.3]"
|
||||
$outlinealpha 0.7
|
||||
$outlinestart0 0
|
||||
$outlinestart1 0.02
|
||||
$outlineend0 0.58
|
||||
$outlineend1 0.6
|
||||
|
||||
$vertexcolor 1
|
||||
$vertexalpha 1
|
||||
$no_fullbright 1
|
||||
$ignorez 1
|
||||
}
|
BIN
sp/game/sdk2013CE/materials/shadereditor/arrow.vtf
Normal file
BIN
sp/game/sdk2013CE/materials/shadereditor/arrow.vtf
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6
sp/game/sdk2013CE/materials/shadereditor/blank.vmt
Normal file
6
sp/game/sdk2013CE/materials/shadereditor/blank.vmt
Normal file
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@ -0,0 +1,6 @@
|
|||
"unlitgeneric"
|
||||
{
|
||||
"$vertexalpha" 1
|
||||
"$vertexcolor" 1
|
||||
//"$linearwrite" 1
|
||||
}
|
BIN
sp/game/sdk2013CE/materials/shadereditor/blank.vtf
Normal file
BIN
sp/game/sdk2013CE/materials/shadereditor/blank.vtf
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10
sp/game/sdk2013CE/materials/shadereditor/busy.vmt
Normal file
10
sp/game/sdk2013CE/materials/shadereditor/busy.vmt
Normal file
|
@ -0,0 +1,10 @@
|
|||
"unlitgeneric"
|
||||
{
|
||||
"$basetexture" "shadereditor/busy"
|
||||
"$nocull" 1
|
||||
"$nofog" 1
|
||||
"$ignorez" 1
|
||||
"$translucent" 1
|
||||
"$vertexalpha" 1
|
||||
"$vertexcolor" 1
|
||||
}
|
BIN
sp/game/sdk2013CE/materials/shadereditor/busy.vtf
Normal file
BIN
sp/game/sdk2013CE/materials/shadereditor/busy.vtf
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9
sp/game/sdk2013CE/materials/shadereditor/char_arrow.vmt
Normal file
9
sp/game/sdk2013CE/materials/shadereditor/char_arrow.vmt
Normal file
|
@ -0,0 +1,9 @@
|
|||
"UnlitGeneric"
|
||||
{
|
||||
$basetexture "shadereditor/char_arrow"
|
||||
$translucent 1
|
||||
$vertexcolor 1
|
||||
$vertexalpha 1
|
||||
$no_fullbright 1
|
||||
$ignorez 1
|
||||
}
|
BIN
sp/game/sdk2013CE/materials/shadereditor/char_arrow.vtf
Normal file
BIN
sp/game/sdk2013CE/materials/shadereditor/char_arrow.vtf
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9
sp/game/sdk2013CE/materials/shadereditor/char_cr.vmt
Normal file
9
sp/game/sdk2013CE/materials/shadereditor/char_cr.vmt
Normal file
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@ -0,0 +1,9 @@
|
|||
"UnlitGeneric"
|
||||
{
|
||||
$basetexture "shadereditor/char_cr"
|
||||
$translucent 1
|
||||
$vertexcolor 1
|
||||
$vertexalpha 1
|
||||
$no_fullbright 1
|
||||
$ignorez 1
|
||||
}
|
BIN
sp/game/sdk2013CE/materials/shadereditor/char_cr.vtf
Normal file
BIN
sp/game/sdk2013CE/materials/shadereditor/char_cr.vtf
Normal file
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3
sp/game/sdk2013CE/materials/shadereditor/colorpicker.vmt
Normal file
3
sp/game/sdk2013CE/materials/shadereditor/colorpicker.vmt
Normal file
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@ -0,0 +1,3 @@
|
|||
"COLORPICKER_BLEND"
|
||||
{
|
||||
}
|
10
sp/game/sdk2013CE/materials/shadereditor/colorpicker_hue.vmt
Normal file
10
sp/game/sdk2013CE/materials/shadereditor/colorpicker_hue.vmt
Normal file
|
@ -0,0 +1,10 @@
|
|||
"Unlitgeneric"
|
||||
{
|
||||
"$basetexture" "shadereditor/colorpicker_hue"
|
||||
|
||||
"$linearwrite" 1
|
||||
"$translucent" 1
|
||||
"$vertexcolor" 1
|
||||
"$vertexalpha" 1
|
||||
"$ignorez" 1
|
||||
}
|
BIN
sp/game/sdk2013CE/materials/shadereditor/colorpicker_hue.vtf
Normal file
BIN
sp/game/sdk2013CE/materials/shadereditor/colorpicker_hue.vtf
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10
sp/game/sdk2013CE/materials/shadereditor/colorpicker_sv.vmt
Normal file
10
sp/game/sdk2013CE/materials/shadereditor/colorpicker_sv.vmt
Normal file
|
@ -0,0 +1,10 @@
|
|||
"Unlitgeneric"
|
||||
{
|
||||
"$basetexture" "shadereditor/colorpicker_sv"
|
||||
|
||||
"$linearwrite" 1
|
||||
"$translucent" 1
|
||||
"$vertexcolor" 1
|
||||
"$vertexalpha" 1
|
||||
"$ignorez" 1
|
||||
}
|
BIN
sp/game/sdk2013CE/materials/shadereditor/colorpicker_sv.vtf
Normal file
BIN
sp/game/sdk2013CE/materials/shadereditor/colorpicker_sv.vtf
Normal file
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7
sp/game/sdk2013CE/materials/shadereditor/darken.vmt
Normal file
7
sp/game/sdk2013CE/materials/shadereditor/darken.vmt
Normal file
|
@ -0,0 +1,7 @@
|
|||
"unlitgeneric"
|
||||
{
|
||||
"$basetexture" "shadereditor/darken"
|
||||
"$translucent" "1"
|
||||
|
||||
"$vertexalpha" 1
|
||||
}
|
BIN
sp/game/sdk2013CE/materials/shadereditor/darken.vtf
Normal file
BIN
sp/game/sdk2013CE/materials/shadereditor/darken.vtf
Normal file
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10
sp/game/sdk2013CE/materials/shadereditor/grabicon.vmt
Normal file
10
sp/game/sdk2013CE/materials/shadereditor/grabicon.vmt
Normal file
|
@ -0,0 +1,10 @@
|
|||
"UnlitGeneric"
|
||||
{
|
||||
$basetexture "shadereditor/grabicon"
|
||||
$translucent 1
|
||||
|
||||
$vertexcolor 1
|
||||
$vertexalpha 1
|
||||
|
||||
$ignorez 1
|
||||
}
|
BIN
sp/game/sdk2013CE/materials/shadereditor/grabicon.vtf
Normal file
BIN
sp/game/sdk2013CE/materials/shadereditor/grabicon.vtf
Normal file
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9
sp/game/sdk2013CE/materials/shadereditor/lock.vmt
Normal file
9
sp/game/sdk2013CE/materials/shadereditor/lock.vmt
Normal file
|
@ -0,0 +1,9 @@
|
|||
"UnlitGeneric"
|
||||
{
|
||||
$basetexture "shadereditor/lock"
|
||||
$translucent 1
|
||||
$vertexcolor 1
|
||||
$vertexalpha 1
|
||||
$no_fullbright 1
|
||||
$ignorez 1
|
||||
}
|
BIN
sp/game/sdk2013CE/materials/shadereditor/lock.vtf
Normal file
BIN
sp/game/sdk2013CE/materials/shadereditor/lock.vtf
Normal file
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|
@ -0,0 +1,8 @@
|
|||
"unlitgeneric"
|
||||
{
|
||||
"$basetexture" "shadereditor/blank"
|
||||
//"$translucent" 1
|
||||
|
||||
|
||||
$ignorez 1
|
||||
}
|
BIN
sp/game/sdk2013CE/materials/texture_samples/color_0.vtf
Normal file
BIN
sp/game/sdk2013CE/materials/texture_samples/color_0.vtf
Normal file
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Binary file not shown.
Binary file not shown.
Binary file not shown.
Binary file not shown.
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BIN
sp/game/sdk2013CE/materials/texture_samples/cubemap_uffizi.vtf
Normal file
BIN
sp/game/sdk2013CE/materials/texture_samples/cubemap_uffizi.vtf
Normal file
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Binary file not shown.
BIN
sp/game/sdk2013CE/materials/texture_samples/fx_clouds_0.vtf
Normal file
BIN
sp/game/sdk2013CE/materials/texture_samples/fx_clouds_0.vtf
Normal file
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Binary file not shown.
BIN
sp/game/sdk2013CE/materials/texture_samples/fx_clouds_1.vtf
Normal file
BIN
sp/game/sdk2013CE/materials/texture_samples/fx_clouds_1.vtf
Normal file
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BIN
sp/game/sdk2013CE/materials/texture_samples/fx_clouds_2.vtf
Normal file
BIN
sp/game/sdk2013CE/materials/texture_samples/fx_clouds_2.vtf
Normal file
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BIN
sp/game/sdk2013CE/materials/texture_samples/fx_clouds_3.vtf
Normal file
BIN
sp/game/sdk2013CE/materials/texture_samples/fx_clouds_3.vtf
Normal file
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BIN
sp/game/sdk2013CE/materials/texture_samples/fx_clouds_4.vtf
Normal file
BIN
sp/game/sdk2013CE/materials/texture_samples/fx_clouds_4.vtf
Normal file
Binary file not shown.
BIN
sp/game/sdk2013CE/materials/texture_samples/grass_color.vtf
Normal file
BIN
sp/game/sdk2013CE/materials/texture_samples/grass_color.vtf
Normal file
Binary file not shown.
BIN
sp/game/sdk2013CE/materials/texture_samples/grass_height.vtf
Normal file
BIN
sp/game/sdk2013CE/materials/texture_samples/grass_height.vtf
Normal file
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BIN
sp/game/sdk2013CE/materials/texture_samples/grass_normal.vtf
Normal file
BIN
sp/game/sdk2013CE/materials/texture_samples/grass_normal.vtf
Normal file
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BIN
sp/game/sdk2013CE/materials/texture_samples/ice_0.vtf
Normal file
BIN
sp/game/sdk2013CE/materials/texture_samples/ice_0.vtf
Normal file
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BIN
sp/game/sdk2013CE/materials/texture_samples/ice_1.vtf
Normal file
BIN
sp/game/sdk2013CE/materials/texture_samples/ice_1.vtf
Normal file
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BIN
sp/game/sdk2013CE/materials/texture_samples/ice_2.vtf
Normal file
BIN
sp/game/sdk2013CE/materials/texture_samples/ice_2.vtf
Normal file
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BIN
sp/game/sdk2013CE/materials/texture_samples/ice_3.vtf
Normal file
BIN
sp/game/sdk2013CE/materials/texture_samples/ice_3.vtf
Normal file
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BIN
sp/game/sdk2013CE/materials/texture_samples/matball_01.vtf
Normal file
BIN
sp/game/sdk2013CE/materials/texture_samples/matball_01.vtf
Normal file
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BIN
sp/game/sdk2013CE/materials/texture_samples/matball_02.vtf
Normal file
BIN
sp/game/sdk2013CE/materials/texture_samples/matball_02.vtf
Normal file
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BIN
sp/game/sdk2013CE/materials/texture_samples/matball_03.vtf
Normal file
BIN
sp/game/sdk2013CE/materials/texture_samples/matball_03.vtf
Normal file
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BIN
sp/game/sdk2013CE/materials/texture_samples/matball_04.vtf
Normal file
BIN
sp/game/sdk2013CE/materials/texture_samples/matball_04.vtf
Normal file
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BIN
sp/game/sdk2013CE/materials/texture_samples/matball_05.vtf
Normal file
BIN
sp/game/sdk2013CE/materials/texture_samples/matball_05.vtf
Normal file
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BIN
sp/game/sdk2013CE/materials/texture_samples/matball_06.vtf
Normal file
BIN
sp/game/sdk2013CE/materials/texture_samples/matball_06.vtf
Normal file
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BIN
sp/game/sdk2013CE/materials/texture_samples/matball_07.vtf
Normal file
BIN
sp/game/sdk2013CE/materials/texture_samples/matball_07.vtf
Normal file
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BIN
sp/game/sdk2013CE/materials/texture_samples/noise_2d.vtf
Normal file
BIN
sp/game/sdk2013CE/materials/texture_samples/noise_2d.vtf
Normal file
Binary file not shown.
BIN
sp/game/sdk2013CE/materials/texture_samples/noise_3d.vtf
Normal file
BIN
sp/game/sdk2013CE/materials/texture_samples/noise_3d.vtf
Normal file
Binary file not shown.
BIN
sp/game/sdk2013CE/materials/texture_samples/normal_0.vtf
Normal file
BIN
sp/game/sdk2013CE/materials/texture_samples/normal_0.vtf
Normal file
Binary file not shown.
BIN
sp/game/sdk2013CE/materials/texture_samples/normal_1.vtf
Normal file
BIN
sp/game/sdk2013CE/materials/texture_samples/normal_1.vtf
Normal file
Binary file not shown.
BIN
sp/game/sdk2013CE/materials/texture_samples/normal_2.vtf
Normal file
BIN
sp/game/sdk2013CE/materials/texture_samples/normal_2.vtf
Normal file
Binary file not shown.
BIN
sp/game/sdk2013CE/materials/texture_samples/rocks_color.vtf
Normal file
BIN
sp/game/sdk2013CE/materials/texture_samples/rocks_color.vtf
Normal file
Binary file not shown.
BIN
sp/game/sdk2013CE/materials/texture_samples/rocks_height.vtf
Normal file
BIN
sp/game/sdk2013CE/materials/texture_samples/rocks_height.vtf
Normal file
Binary file not shown.
BIN
sp/game/sdk2013CE/materials/texture_samples/rocks_normal.vtf
Normal file
BIN
sp/game/sdk2013CE/materials/texture_samples/rocks_normal.vtf
Normal file
Binary file not shown.
BIN
sp/game/sdk2013CE/materials/texture_samples/rocks_normal_2.vtf
Normal file
BIN
sp/game/sdk2013CE/materials/texture_samples/rocks_normal_2.vtf
Normal file
Binary file not shown.
4
sp/game/sdk2013CE/materials/toggle_editor_lmg.vmt
Normal file
4
sp/game/sdk2013CE/materials/toggle_editor_lmg.vmt
Normal file
|
@ -0,0 +1,4 @@
|
|||
//"LightmappedGeneric"
|
||||
"EDITOR_SHADER"
|
||||
{
|
||||
}
|
4
sp/game/sdk2013CE/materials/toggle_editor_wvt.vmt
Normal file
4
sp/game/sdk2013CE/materials/toggle_editor_wvt.vmt
Normal file
|
@ -0,0 +1,4 @@
|
|||
//"WorldVertexTransition"
|
||||
"EDITOR_SHADER"
|
||||
{
|
||||
}
|
BIN
sp/game/sdk2013CE/shadereditorui/CRYSRG__.TTF
Normal file
BIN
sp/game/sdk2013CE/shadereditorui/CRYSRG__.TTF
Normal file
Binary file not shown.
98
sp/game/sdk2013CE/shadereditorui/CRYSRG__readme.txt
Normal file
98
sp/game/sdk2013CE/shadereditorui/CRYSRG__readme.txt
Normal file
|
@ -0,0 +1,98 @@
|
|||
|
||||
******* Crystal Font: Disclaimer and Conditions of Use ***********
|
||||
* *
|
||||
* Although every attempt has been made to ensure the quality and *
|
||||
* integrity of the Crystal font, no guarantee is expressed or *
|
||||
* implied. *
|
||||
* *
|
||||
* You may use the Crystal font family FREE OF CHARGE for any *
|
||||
* personal or commercial software application or document. *
|
||||
* However, if you use the font in a publicly distributed *
|
||||
* application or document, a byline in the online and/or paper *
|
||||
* acknowledgements would be appreciated. *
|
||||
* *
|
||||
******************************************************************
|
||||
|
||||
---------------------------- History -----------------------------
|
||||
|
||||
Version 5.1 25-Mar-99
|
||||
|
||||
* Symmetry of the number 8 improved.
|
||||
|
||||
* Curvature of tilde exagerated to prevent it from looking
|
||||
like a straight line at low point sizes.
|
||||
|
||||
------------------------------------------------------------------
|
||||
|
||||
Version 5.0 16-Feb-99
|
||||
|
||||
* Several character shapes have been changed to improve
|
||||
distinctiveness and legibility.
|
||||
|
||||
* All character outlines have been made more precise
|
||||
and uniform, resulting in better on-screen legibility
|
||||
and consistency (i.e. improved "color").
|
||||
|
||||
* The hints for every character have been reviewed and
|
||||
improved. Because the font does not use delta hints,
|
||||
however, it's on-screen appearance is not quite as good
|
||||
at low point sizes as fonts that do.
|
||||
|
||||
* Direct support for bold, oblique, and bold oblique
|
||||
family members has been dropped. The shapes calculated by
|
||||
the rasterizer look better.
|
||||
|
||||
------------------------------------------------------------------
|
||||
|
||||
Version 4.0 11-Dec-97
|
||||
|
||||
* The on-screen appearance has been improved considerably.
|
||||
|
||||
* Characters are slightly (about 2%) narrower, allowing
|
||||
more characters per line.
|
||||
|
||||
* MS-DOS graphics characters have been added. As a result
|
||||
the character keymap has changed somewhat. The keycodes
|
||||
for the standard characters has not changed, but the
|
||||
keycodes of special characters such as '(c)' (copyright)
|
||||
have changed.
|
||||
|
||||
------------------------------------------------------------------
|
||||
|
||||
Version 3.0 24-Jan-97
|
||||
|
||||
* Fixed a problem with the attributes of the oblique
|
||||
family members.
|
||||
|
||||
------------------------------------------------------------------
|
||||
|
||||
Version 2.0 5-May-96
|
||||
|
||||
* The entire font family (regular, oblique, bold, and
|
||||
bold oblique is supported.
|
||||
* The weight of the font has been made considerably
|
||||
more uniform.
|
||||
* Character shapes have been tweaked for a better
|
||||
screen appearance.
|
||||
* Additional character positions have been filled to
|
||||
prevent problems with desktop publishing applications.
|
||||
|
||||
------------------------------------------------------------------
|
||||
|
||||
Version 1.0 3-Oct-95
|
||||
|
||||
* Origination
|
||||
|
||||
------------------------------------------------------------------
|
||||
|
||||
******************************************************************
|
||||
* *
|
||||
* My thanks to all of you who have downloaded the Crystal font, *
|
||||
* especially to those who have provided feedback: most recently *
|
||||
* Paul Newbauer and Maximillian A. Bond. *
|
||||
* *
|
||||
* Please send your comments, criticisms, or suggestions to: *
|
||||
* *
|
||||
* Jerry Fitzpatrick jerryf@braveidea.com *
|
||||
* *
|
||||
******************************************************************
|
1271
sp/game/sdk2013CE/shadereditorui/ShaderEditorScheme.res
Normal file
1271
sp/game/sdk2013CE/shadereditorui/ShaderEditorScheme.res
Normal file
File diff suppressed because it is too large
Load diff
1344
sp/game/sdk2013CE/shadereditorui/ShaderEditorScheme_Old.res
Normal file
1344
sp/game/sdk2013CE/shadereditorui/ShaderEditorScheme_Old.res
Normal file
File diff suppressed because it is too large
Load diff
2454
sp/game/sdk2013CE/shadereditorui/canvas/detail_prop_shader.txt
Normal file
2454
sp/game/sdk2013CE/shadereditorui/canvas/detail_prop_shader.txt
Normal file
File diff suppressed because it is too large
Load diff
299
sp/game/sdk2013CE/shadereditorui/canvas/drews_post_bloodfx.txt
Normal file
299
sp/game/sdk2013CE/shadereditorui/canvas/drews_post_bloodfx.txt
Normal file
|
@ -0,0 +1,299 @@
|
|||
"canvas"
|
||||
{
|
||||
"cfmt_version" "canvasver#003"
|
||||
"flowgraph_type" "1"
|
||||
"config"
|
||||
{
|
||||
"shadermodel" "1"
|
||||
"cull_mode" "0"
|
||||
"alpha_blending" "0"
|
||||
"depth_test" "0"
|
||||
"depth_write" "0"
|
||||
"srgb_write" "0"
|
||||
}
|
||||
"Nodes"
|
||||
{
|
||||
"Node_000"
|
||||
{
|
||||
"iType" "1"
|
||||
"pos_x" "-320.000000"
|
||||
"pos_y" "190.000000"
|
||||
"size_x" "55.000000"
|
||||
"size_y" "-28.000000"
|
||||
"iPreview" "0"
|
||||
"enable_flex" "0"
|
||||
"enable_normal" "0"
|
||||
"enable_normal_compression" "0"
|
||||
"enable_blendweights" "0"
|
||||
"enable_tangentspace" "0"
|
||||
"enable_tangentspace_skinning" "0"
|
||||
"numTexcoords" "1"
|
||||
"numColor" "0"
|
||||
"dTFlag_Texcoords_0" "2"
|
||||
"dTFlag_Texcoords_1" "2"
|
||||
"dTFlag_Texcoords_2" "2"
|
||||
"dTFlag_Color_0" "8"
|
||||
"dTFlag_Color_1" "8"
|
||||
}
|
||||
"Node_001"
|
||||
{
|
||||
"iType" "27"
|
||||
"pos_x" "97.909302"
|
||||
"pos_y" "234.289230"
|
||||
"size_x" "80.000000"
|
||||
"size_y" "-17.000000"
|
||||
"iPreview" "1"
|
||||
"bridges"
|
||||
{
|
||||
"jackIn_00"
|
||||
{
|
||||
"iTarget_node" "0"
|
||||
"iTarget_jack" "0"
|
||||
}
|
||||
}
|
||||
"swizzleString" "x y z 1"
|
||||
}
|
||||
"Node_002"
|
||||
{
|
||||
"iType" "3"
|
||||
"pos_x" "-318.953522"
|
||||
"pos_y" "-349.487518"
|
||||
"size_x" "55.000000"
|
||||
"size_y" "-28.000000"
|
||||
"iPreview" "0"
|
||||
"numTexcoords" "2"
|
||||
"numColor" "0"
|
||||
"numTexcoord_Flag_0" "2"
|
||||
"numTexcoord_Flag_1" "8"
|
||||
"numTexcoord_Name_1" "noiseCoords"
|
||||
"numTexcoord_Flag_2" "1"
|
||||
"numTexcoord_Name_2" "NoiseTC.zw"
|
||||
"numTexcoord_Flag_3" "1"
|
||||
"numTexcoord_Flag_4" "1"
|
||||
"numTexcoord_Flag_5" "1"
|
||||
"numTexcoord_Flag_6" "1"
|
||||
"numTexcoord_Flag_7" "1"
|
||||
"numColor_Flag_0" "8"
|
||||
"numColor_Flag_1" "8"
|
||||
}
|
||||
"Node_003"
|
||||
{
|
||||
"iType" "2"
|
||||
"pos_x" "548.470947"
|
||||
"pos_y" "182.190765"
|
||||
"size_x" "55.000000"
|
||||
"size_y" "-39.000000"
|
||||
"iPreview" "0"
|
||||
"bridges"
|
||||
{
|
||||
"jackIn_00"
|
||||
{
|
||||
"iTarget_node" "1"
|
||||
"iTarget_jack" "0"
|
||||
}
|
||||
"jackIn_01"
|
||||
{
|
||||
"iTarget_node" "0"
|
||||
"iTarget_jack" "1"
|
||||
}
|
||||
"jackIn_02"
|
||||
{
|
||||
"iTarget_node" "11"
|
||||
"iTarget_jack" "0"
|
||||
}
|
||||
}
|
||||
"numTexcoords" "2"
|
||||
"numColor" "0"
|
||||
"numTexcoord_Flag_0" "2"
|
||||
"numTexcoord_Flag_1" "8"
|
||||
"numTexcoord_Name_1" "noiseCoords"
|
||||
"numTexcoord_Flag_2" "1"
|
||||
"numTexcoord_Name_2" "NoiseTC.zw"
|
||||
"numTexcoord_Flag_3" "1"
|
||||
"numTexcoord_Flag_4" "1"
|
||||
"numTexcoord_Flag_5" "1"
|
||||
"numTexcoord_Flag_6" "1"
|
||||
"numTexcoord_Flag_7" "1"
|
||||
"numColor_Flag_0" "8"
|
||||
"numColor_Flag_1" "8"
|
||||
}
|
||||
"Node_004"
|
||||
{
|
||||
"iType" "19"
|
||||
"pos_x" "-54.000084"
|
||||
"pos_y" "10.352503"
|
||||
"size_x" "80.000000"
|
||||
"size_y" "-28.000000"
|
||||
"iPreview" "1"
|
||||
"bridges"
|
||||
{
|
||||
"jackIn_00"
|
||||
{
|
||||
"iTarget_node" "5"
|
||||
"iTarget_jack" "0"
|
||||
}
|
||||
"jackIn_01"
|
||||
{
|
||||
"iTarget_node" "6"
|
||||
"iTarget_jack" "0"
|
||||
}
|
||||
}
|
||||
"i_mat_rotation" "0"
|
||||
}
|
||||
"Node_005"
|
||||
{
|
||||
"iType" "12"
|
||||
"pos_x" "-306.697083"
|
||||
"pos_y" "-14.148090"
|
||||
"size_x" "50.000000"
|
||||
"size_y" "-17.000000"
|
||||
"iPreview" "1"
|
||||
"flSmartVal0" "0.000000"
|
||||
}
|
||||
"Node_006"
|
||||
{
|
||||
"iType" "5"
|
||||
"szName" "speed of water ( time )"
|
||||
"pos_x" "-305.144135"
|
||||
"pos_y" "-78.769691"
|
||||
"size_x" "50.000000"
|
||||
"size_y" "-17.000000"
|
||||
"iPreview" "1"
|
||||
"szConstantString" "0.1"
|
||||
}
|
||||
"Node_007"
|
||||
{
|
||||
"iType" "94"
|
||||
"szName" "Framebuffer"
|
||||
"pos_x" "-325.044800"
|
||||
"pos_y" "-505.134583"
|
||||
"size_x" "84.000000"
|
||||
"size_y" "-50.000000"
|
||||
"iPreview" "1"
|
||||
"iTextureType" "5"
|
||||
"IsCubemap" "0"
|
||||
"szDemoTexturePath" "_rt_FullFrameFB"
|
||||
"szFallbackTexturePath" "black"
|
||||
"iFallbackMode" "1"
|
||||
}
|
||||
"Node_008"
|
||||
{
|
||||
"iType" "4"
|
||||
"pos_x" "401.079163"
|
||||
"pos_y" "-438.672424"
|
||||
"size_x" "55.000000"
|
||||
"size_y" "-17.000000"
|
||||
"iPreview" "0"
|
||||
"bridges"
|
||||
{
|
||||
"jackIn_00"
|
||||
{
|
||||
"iTarget_node" "9"
|
||||
"iTarget_jack" "0"
|
||||
}
|
||||
}
|
||||
"numColors" "1"
|
||||
"enable_Depth" "0"
|
||||
}
|
||||
"Node_009"
|
||||
{
|
||||
"iType" "99"
|
||||
"szName" "Pixel Shader"
|
||||
"pos_x" "5.122215"
|
||||
"pos_y" "-385.596191"
|
||||
"size_x" "170.000000"
|
||||
"size_y" "-80.000000"
|
||||
"iPreview" "1"
|
||||
"bridges"
|
||||
{
|
||||
"jackIn_00"
|
||||
{
|
||||
"iTarget_node" "2"
|
||||
"iTarget_jack" "0"
|
||||
}
|
||||
"jackIn_01"
|
||||
{
|
||||
"iTarget_node" "2"
|
||||
"iTarget_jack" "1"
|
||||
}
|
||||
"jackIn_02"
|
||||
{
|
||||
"iTarget_node" "10"
|
||||
"iTarget_jack" "0"
|
||||
}
|
||||
"jackIn_03"
|
||||
{
|
||||
"iTarget_node" "7"
|
||||
"iTarget_jack" "0"
|
||||
}
|
||||
}
|
||||
"varName_In_0" "texCoords"
|
||||
"varType_In_0" "2"
|
||||
"varName_In_1" "noiseCoords"
|
||||
"varType_In_1" "8"
|
||||
"varName_In_2" "waterNormal"
|
||||
"varType_In_2" "128"
|
||||
"varName_In_3" "frameBuffer"
|
||||
"varType_In_3" "128"
|
||||
"varName_Out_0" "finalColor"
|
||||
"varType_Out_0" "8"
|
||||
"szFunctionName" "doBlood"
|
||||
"iInline" "1"
|
||||
"szcode_global_num_strings" "1"
|
||||
"szcode_global_partial_00" "// Cryteks method. - Converted & modified by Drew \r\n// www.drewwatts.net\r\n// Enjoy ya dingus!\r\n\r\nstatic float4 bloodColor = float4(1.0, 0.20, 0.20, 0.0);\n"
|
||||
"szcode_body_num_strings" "2"
|
||||
"szcode_body_partial_00" " float4 noise0 = tex2D(waterNormal, noiseCoords.xy);\r\n float4 noise1 = tex2D(waterNormal, noiseCoords.zw);\r\n\r\n float4 noiseVec;\r\n noiseVec.z = (noise0.z * 2.0 - 1.0) * 0.5 + (2.0 * noise1.w - 1.0);\r\n noiseVec.xy = (noise0.xy * 2.0 - 1.0);\r\n\r\n // refraction vector\r\n float3 refraction = normalize(noiseVec.xyz * float3(0.01, 0.01, 1.0));\r\n\r\n // distort the framebuffer\r\n float4 frameColor = tex2D(frameBuffer, texCoords - refraction.xy*0.25);\r\n\r\n // gray frame\r\n float4 frameBloody = dot(frameColor, float4(0.3, 0.59, 0.11, 0.0)); \r\n // give it some color\r\n frameBloody = (frameBloody * bloodColor);\r\n\r\n // to mask our blood effect\r\n float bloodMask = refraction.b;\r\n bloodMask = pow(bloodMask, 5.0);\r\n\r\n // modified refraction vector for our highlight\r\n refraction = normalize(noiseVec.xyz * float3(0.025, 0.025, 1.0));\r\n\r\n // do the highlight\r\n float highlight = saturate(pow(refraction.x, 10.0) * 0.5) * 1.0;\r\n\r\n // lerp between our blood, the and the frame, then a"
|
||||
"szcode_body_partial_01" "dd the highlight\r\n finalColor.rgb = lerp(frameBloody.rgb, frameColor.rgb, bloodMask) + highlight;\r\n\r\n //assign an alpha\r\n finalColor.a = 1.0;\n"
|
||||
"iEnvFlags" "0"
|
||||
}
|
||||
"Node_010"
|
||||
{
|
||||
"iType" "94"
|
||||
"pos_x" "-327.920715"
|
||||
"pos_y" "-409.590027"
|
||||
"size_x" "84.000000"
|
||||
"size_y" "-50.000000"
|
||||
"iPreview" "1"
|
||||
"szParamname" "waterNormal"
|
||||
"iTextureType" "0"
|
||||
"IsCubemap" "0"
|
||||
"szDemoTexturePath" "texture_samples\drew\water_droplets"
|
||||
"szFallbackTexturePath" "texture_samples\drew\water_droplets"
|
||||
"iFallbackMode" "4"
|
||||
}
|
||||
"Node_011"
|
||||
{
|
||||
"iType" "99"
|
||||
"szName" "Vertex Shader"
|
||||
"pos_x" "114.897171"
|
||||
"pos_y" "75.757309"
|
||||
"size_x" "89.000000"
|
||||
"size_y" "-28.000000"
|
||||
"iPreview" "1"
|
||||
"bridges"
|
||||
{
|
||||
"jackIn_00"
|
||||
{
|
||||
"iTarget_node" "0"
|
||||
"iTarget_jack" "1"
|
||||
}
|
||||
"jackIn_01"
|
||||
{
|
||||
"iTarget_node" "4"
|
||||
"iTarget_jack" "0"
|
||||
}
|
||||
}
|
||||
"varName_In_0" "texCoords"
|
||||
"varType_In_0" "2"
|
||||
"varName_In_1" "time"
|
||||
"varType_In_1" "1"
|
||||
"varName_Out_0" "noiseCoords"
|
||||
"varType_Out_0" "8"
|
||||
"szFunctionName" "noiseCoords"
|
||||
"iInline" "1"
|
||||
"szcode_body_num_strings" "1"
|
||||
"szcode_body_partial_00" " //this will be the var we will use to modify the coords\r\n float4 distortedCoords;\r\n\r\n //modify the texture coords\r\n distortedCoords.xy = texCoords * 0.5; \r\n\r\n //modify the texture coords ( z and w ) with time\r\n distortedCoords.zw = texCoords * float2(1.0, 0.25) * 0.5 + float2(0.0, -time);\r\n\r\n //modify the texture coords ( z ) with time\r\n distortedCoords.z += (sin(time) + sin(time*0.5))*0.5 + 0.5;\r\n\r\n //output our ( distortedCoords ) to our output named ( noiseCoords )\r\n noiseCoords = distortedCoords;\r\n "
|
||||
"iEnvFlags" "0"
|
||||
}
|
||||
}
|
||||
}
|
299
sp/game/sdk2013CE/shadereditorui/canvas/drews_post_waterfx.txt
Normal file
299
sp/game/sdk2013CE/shadereditorui/canvas/drews_post_waterfx.txt
Normal file
|
@ -0,0 +1,299 @@
|
|||
"canvas"
|
||||
{
|
||||
"cfmt_version" "canvasver#003"
|
||||
"flowgraph_type" "1"
|
||||
"config"
|
||||
{
|
||||
"shadermodel" "1"
|
||||
"cull_mode" "0"
|
||||
"alpha_blending" "0"
|
||||
"depth_test" "0"
|
||||
"depth_write" "0"
|
||||
"srgb_write" "0"
|
||||
}
|
||||
"Nodes"
|
||||
{
|
||||
"Node_000"
|
||||
{
|
||||
"iType" "1"
|
||||
"pos_x" "-320.000000"
|
||||
"pos_y" "190.000000"
|
||||
"size_x" "55.000000"
|
||||
"size_y" "-28.000000"
|
||||
"iPreview" "0"
|
||||
"enable_flex" "0"
|
||||
"enable_normal" "0"
|
||||
"enable_normal_compression" "0"
|
||||
"enable_blendweights" "0"
|
||||
"enable_tangentspace" "0"
|
||||
"enable_tangentspace_skinning" "0"
|
||||
"numTexcoords" "1"
|
||||
"numColor" "0"
|
||||
"dTFlag_Texcoords_0" "2"
|
||||
"dTFlag_Texcoords_1" "2"
|
||||
"dTFlag_Texcoords_2" "2"
|
||||
"dTFlag_Color_0" "8"
|
||||
"dTFlag_Color_1" "8"
|
||||
}
|
||||
"Node_001"
|
||||
{
|
||||
"iType" "27"
|
||||
"pos_x" "97.909302"
|
||||
"pos_y" "234.289230"
|
||||
"size_x" "80.000000"
|
||||
"size_y" "-17.000000"
|
||||
"iPreview" "1"
|
||||
"bridges"
|
||||
{
|
||||
"jackIn_00"
|
||||
{
|
||||
"iTarget_node" "0"
|
||||
"iTarget_jack" "0"
|
||||
}
|
||||
}
|
||||
"swizzleString" "x y z 1"
|
||||
}
|
||||
"Node_002"
|
||||
{
|
||||
"iType" "4"
|
||||
"pos_x" "486.601898"
|
||||
"pos_y" "-345.167480"
|
||||
"size_x" "55.000000"
|
||||
"size_y" "-17.000000"
|
||||
"iPreview" "0"
|
||||
"bridges"
|
||||
{
|
||||
"jackIn_00"
|
||||
{
|
||||
"iTarget_node" "11"
|
||||
"iTarget_jack" "0"
|
||||
}
|
||||
}
|
||||
"numColors" "1"
|
||||
"enable_Depth" "0"
|
||||
}
|
||||
"Node_003"
|
||||
{
|
||||
"iType" "3"
|
||||
"pos_x" "-318.953522"
|
||||
"pos_y" "-349.487518"
|
||||
"size_x" "55.000000"
|
||||
"size_y" "-28.000000"
|
||||
"iPreview" "0"
|
||||
"numTexcoords" "2"
|
||||
"numColor" "0"
|
||||
"numTexcoord_Flag_0" "2"
|
||||
"numTexcoord_Flag_1" "8"
|
||||
"numTexcoord_Name_1" "noiseCoords"
|
||||
"numTexcoord_Flag_2" "1"
|
||||
"numTexcoord_Name_2" "NoiseTC.zw"
|
||||
"numTexcoord_Flag_3" "1"
|
||||
"numTexcoord_Flag_4" "1"
|
||||
"numTexcoord_Flag_5" "1"
|
||||
"numTexcoord_Flag_6" "1"
|
||||
"numTexcoord_Flag_7" "1"
|
||||
"numColor_Flag_0" "8"
|
||||
"numColor_Flag_1" "8"
|
||||
}
|
||||
"Node_004"
|
||||
{
|
||||
"iType" "2"
|
||||
"pos_x" "548.470947"
|
||||
"pos_y" "182.190765"
|
||||
"size_x" "55.000000"
|
||||
"size_y" "-39.000000"
|
||||
"iPreview" "0"
|
||||
"bridges"
|
||||
{
|
||||
"jackIn_00"
|
||||
{
|
||||
"iTarget_node" "1"
|
||||
"iTarget_jack" "0"
|
||||
}
|
||||
"jackIn_01"
|
||||
{
|
||||
"iTarget_node" "0"
|
||||
"iTarget_jack" "1"
|
||||
}
|
||||
"jackIn_02"
|
||||
{
|
||||
"iTarget_node" "10"
|
||||
"iTarget_jack" "0"
|
||||
}
|
||||
}
|
||||
"numTexcoords" "2"
|
||||
"numColor" "0"
|
||||
"numTexcoord_Flag_0" "2"
|
||||
"numTexcoord_Flag_1" "8"
|
||||
"numTexcoord_Name_1" "noiseCoords"
|
||||
"numTexcoord_Flag_2" "1"
|
||||
"numTexcoord_Name_2" "NoiseTC.zw"
|
||||
"numTexcoord_Flag_3" "1"
|
||||
"numTexcoord_Flag_4" "1"
|
||||
"numTexcoord_Flag_5" "1"
|
||||
"numTexcoord_Flag_6" "1"
|
||||
"numTexcoord_Flag_7" "1"
|
||||
"numColor_Flag_0" "8"
|
||||
"numColor_Flag_1" "8"
|
||||
}
|
||||
"Node_005"
|
||||
{
|
||||
"iType" "94"
|
||||
"pos_x" "-325.796722"
|
||||
"pos_y" "-415.253204"
|
||||
"size_x" "84.000000"
|
||||
"size_y" "-50.000000"
|
||||
"iPreview" "1"
|
||||
"szParamname" "waterNormal"
|
||||
"iTextureType" "0"
|
||||
"IsCubemap" "0"
|
||||
"szDemoTexturePath" "texture_samples\drew\water_droplets"
|
||||
"szFallbackTexturePath" "texture_samples\drew\water_droplets"
|
||||
"iFallbackMode" "4"
|
||||
}
|
||||
"Node_006"
|
||||
{
|
||||
"iType" "19"
|
||||
"pos_x" "-54.000084"
|
||||
"pos_y" "10.352503"
|
||||
"size_x" "80.000000"
|
||||
"size_y" "-28.000000"
|
||||
"iPreview" "1"
|
||||
"bridges"
|
||||
{
|
||||
"jackIn_00"
|
||||
{
|
||||
"iTarget_node" "7"
|
||||
"iTarget_jack" "0"
|
||||
}
|
||||
"jackIn_01"
|
||||
{
|
||||
"iTarget_node" "9"
|
||||
"iTarget_jack" "0"
|
||||
}
|
||||
}
|
||||
"i_mat_rotation" "0"
|
||||
}
|
||||
"Node_007"
|
||||
{
|
||||
"iType" "12"
|
||||
"pos_x" "-306.697083"
|
||||
"pos_y" "-14.148090"
|
||||
"size_x" "50.000000"
|
||||
"size_y" "-17.000000"
|
||||
"iPreview" "1"
|
||||
"flSmartVal0" "0.000000"
|
||||
}
|
||||
"Node_008"
|
||||
{
|
||||
"iType" "94"
|
||||
"szName" "Framebuffer"
|
||||
"pos_x" "-323.070618"
|
||||
"pos_y" "-518.036499"
|
||||
"size_x" "84.000000"
|
||||
"size_y" "-50.000000"
|
||||
"iPreview" "1"
|
||||
"iTextureType" "5"
|
||||
"IsCubemap" "0"
|
||||
"szDemoTexturePath" "_rt_FullFrameFB"
|
||||
"szFallbackTexturePath" "black"
|
||||
"iFallbackMode" "1"
|
||||
}
|
||||
"Node_009"
|
||||
{
|
||||
"iType" "5"
|
||||
"szName" "speed of water ( time )"
|
||||
"pos_x" "-318.425201"
|
||||
"pos_y" "-104.446396"
|
||||
"size_x" "50.000000"
|
||||
"size_y" "-17.000000"
|
||||
"iPreview" "1"
|
||||
"szConstantString" "0.1"
|
||||
}
|
||||
"Node_010"
|
||||
{
|
||||
"iType" "99"
|
||||
"szName" "Vertex Shader"
|
||||
"pos_x" "122.860550"
|
||||
"pos_y" "84.691269"
|
||||
"size_x" "89.000000"
|
||||
"size_y" "-28.000000"
|
||||
"iPreview" "1"
|
||||
"bridges"
|
||||
{
|
||||
"jackIn_00"
|
||||
{
|
||||
"iTarget_node" "0"
|
||||
"iTarget_jack" "1"
|
||||
}
|
||||
"jackIn_01"
|
||||
{
|
||||
"iTarget_node" "6"
|
||||
"iTarget_jack" "0"
|
||||
}
|
||||
}
|
||||
"varName_In_0" "texCoords"
|
||||
"varType_In_0" "2"
|
||||
"varName_In_1" "time"
|
||||
"varType_In_1" "1"
|
||||
"varName_Out_0" "noiseCoords"
|
||||
"varType_Out_0" "8"
|
||||
"szFunctionName" "noiseCoords"
|
||||
"iInline" "1"
|
||||
"szcode_body_num_strings" "1"
|
||||
"szcode_body_partial_00" " //this will be the var we will use to modify the coords\r\n float4 distortedCoords;\r\n\r\n //modify the texture coords\r\n distortedCoords.xy = texCoords * 0.5; \r\n\r\n //modify the texture coords ( z and w ) with time\r\n distortedCoords.zw = texCoords * float2(1.0, 0.25) * 0.5 + float2(0.0, -time);\r\n\r\n //modify the texture coords ( z ) with time\r\n distortedCoords.z += (sin(time) + sin(time*0.5))*0.5 + 0.5;\r\n\r\n //output our ( distortedCoords ) to our output named ( noiseCoords )\r\n noiseCoords = distortedCoords;\r\n "
|
||||
"iEnvFlags" "0"
|
||||
}
|
||||
"Node_011"
|
||||
{
|
||||
"iType" "99"
|
||||
"szName" "Pixel Shader"
|
||||
"pos_x" "57.687988"
|
||||
"pos_y" "-367.631165"
|
||||
"size_x" "170.000000"
|
||||
"size_y" "-80.000000"
|
||||
"iPreview" "1"
|
||||
"bridges"
|
||||
{
|
||||
"jackIn_00"
|
||||
{
|
||||
"iTarget_node" "3"
|
||||
"iTarget_jack" "0"
|
||||
}
|
||||
"jackIn_01"
|
||||
{
|
||||
"iTarget_node" "3"
|
||||
"iTarget_jack" "1"
|
||||
}
|
||||
"jackIn_02"
|
||||
{
|
||||
"iTarget_node" "5"
|
||||
"iTarget_jack" "0"
|
||||
}
|
||||
"jackIn_03"
|
||||
{
|
||||
"iTarget_node" "8"
|
||||
"iTarget_jack" "0"
|
||||
}
|
||||
}
|
||||
"varName_In_0" "texCoords"
|
||||
"varType_In_0" "2"
|
||||
"varName_In_1" "noiseCoords"
|
||||
"varType_In_1" "8"
|
||||
"varName_In_2" "waterNormal"
|
||||
"varType_In_2" "128"
|
||||
"varName_In_3" "frameBuffer"
|
||||
"varType_In_3" "128"
|
||||
"varName_Out_0" "finalColor"
|
||||
"varType_Out_0" "8"
|
||||
"szFunctionName" "doWater"
|
||||
"iInline" "1"
|
||||
"szcode_global_num_strings" "1"
|
||||
"szcode_global_partial_00" "// Cryteks method. - Converted & modified by Drew \r\n// www.drewwatts.net\r\n// Enjoy ya dingus!\r\nstatic bool useChromaticAbberation = true;\r\nstatic float abberationStrength = 3.0; //chromatic aberration strength\n"
|
||||
"szcode_body_num_strings" "2"
|
||||
"szcode_body_partial_00" " float4 noise0 = tex2D(waterNormal, noiseCoords.xy);\r\n float4 noise1 = tex2D(waterNormal, noiseCoords.zw);\r\n\r\n float4 noiseVec;\r\n noiseVec.z = (noise0.z * 2.0 - 1.0) * 0.5 + (2.0 * noise1.w - 1.0);\r\n noiseVec.xy = (noise0.xy * 2.0 - 1.0);\r\n\r\n //refraction vector\r\n float3 refraction = normalize(noiseVec.xyz * float3(0.01, 0.01, 1.0));\r\n\r\n //distort the framebuffer \r\n float4 frameColor = tex2D(frameBuffer, texCoords - refraction.xy*0.25);\r\n\r\n //are we going to use chromatic abberation?\r\n if (useChromaticAbberation)\r\n {\r\n //chromatic aberration value. It's a small value, but we can mutlply with abberationStrength\r\n float3 ca = (0.0, 0.0, 0.0001) * abberationStrength; \r\n\r\n //get the new refraction vectors \r\n float3 refraction0 = normalize(noiseVec.xyz * float3(0.01, 0.01, 1.0) + ca ); \r\n float3 refraction1 = normalize(noiseVec.xyz * float3(0.01, 0.01, 1.0) - ca);\r\n\r\n //distort the red channel with refraction0\r\n frameColor.r = tex2D(frameBuffer, texCoords - r"
|
||||
"szcode_body_partial_01" "efraction0.xy*0.25).r;\r\n //distort the red channel with refraction1\r\n frameColor.b = tex2D(frameBuffer, texCoords - refraction1.xy*0.25).b;\r\n }\r\n\r\n //modified refraction vector for our highlight\r\n refraction = normalize(noiseVec.xyz*float3(0.025, 0.025, 1));\r\n\r\n //do the highlight\r\n float highlight = saturate(pow(refraction.x, 10.0) * 0.5) * 1.0;\r\n //add the highlight to the distorted framebuffer\r\n finalColor.rgb = frameColor.rgb + highlight;\r\n\r\n //assign an alpha\r\n finalColor.a = 1.0;\n"
|
||||
"iEnvFlags" "0"
|
||||
}
|
||||
}
|
||||
}
|
File diff suppressed because it is too large
Load diff
2815
sp/game/sdk2013CE/shadereditorui/canvas/lightmap_parallax.txt
Normal file
2815
sp/game/sdk2013CE/shadereditorui/canvas/lightmap_parallax.txt
Normal file
File diff suppressed because it is too large
Load diff
File diff suppressed because it is too large
Load diff
338
sp/game/sdk2013CE/shadereditorui/canvas/model_cubemap.txt
Normal file
338
sp/game/sdk2013CE/shadereditorui/canvas/model_cubemap.txt
Normal file
|
@ -0,0 +1,338 @@
|
|||
"canvas"
|
||||
{
|
||||
"cfmt_version" "canvasver#003"
|
||||
"flowgraph_type" "1"
|
||||
"config"
|
||||
{
|
||||
"shadermodel" "1"
|
||||
"cull_mode" "0"
|
||||
"alpha_blending" "0"
|
||||
"depth_test" "1"
|
||||
"depth_write" "1"
|
||||
"srgb_write" "1"
|
||||
}
|
||||
"Nodes"
|
||||
{
|
||||
"Node_000"
|
||||
{
|
||||
"iType" "68"
|
||||
"pos_x" "-112.120033"
|
||||
"pos_y" "239.317734"
|
||||
"size_x" "106.000000"
|
||||
"size_y" "-50.000000"
|
||||
"iPreview" "0"
|
||||
"bridges"
|
||||
{
|
||||
"jackIn_00"
|
||||
{
|
||||
"iTarget_node" "12"
|
||||
"iTarget_jack" "2"
|
||||
}
|
||||
"jackIn_01"
|
||||
{
|
||||
"iTarget_node" "12"
|
||||
"iTarget_jack" "1"
|
||||
}
|
||||
"jackIn_02"
|
||||
{
|
||||
"iTarget_node" "12"
|
||||
"iTarget_jack" "0"
|
||||
}
|
||||
"jackIn_03"
|
||||
{
|
||||
"iTarget_node" "13"
|
||||
"iTarget_jack" "0"
|
||||
}
|
||||
}
|
||||
"i_vskinning_mode" "1"
|
||||
}
|
||||
"Node_001"
|
||||
{
|
||||
"iType" "14"
|
||||
"pos_x" "-47.893364"
|
||||
"pos_y" "321.064423"
|
||||
"size_x" "80.000000"
|
||||
"size_y" "-17.000000"
|
||||
"iPreview" "0"
|
||||
}
|
||||
"Node_002"
|
||||
{
|
||||
"iType" "19"
|
||||
"pos_x" "74.873322"
|
||||
"pos_y" "255.213364"
|
||||
"size_x" "80.000000"
|
||||
"size_y" "-28.000000"
|
||||
"iPreview" "1"
|
||||
"bridges"
|
||||
{
|
||||
"jackIn_00"
|
||||
{
|
||||
"iTarget_node" "0"
|
||||
"iTarget_jack" "0"
|
||||
}
|
||||
"jackIn_01"
|
||||
{
|
||||
"iTarget_node" "1"
|
||||
"iTarget_jack" "0"
|
||||
}
|
||||
}
|
||||
"i_mat_rotation" "0"
|
||||
}
|
||||
"Node_003"
|
||||
{
|
||||
"iType" "2"
|
||||
"pos_x" "265.000000"
|
||||
"pos_y" "190.000000"
|
||||
"size_x" "55.000000"
|
||||
"size_y" "-39.000000"
|
||||
"iPreview" "0"
|
||||
"bridges"
|
||||
{
|
||||
"jackIn_00"
|
||||
{
|
||||
"iTarget_node" "2"
|
||||
"iTarget_jack" "0"
|
||||
}
|
||||
"jackIn_01"
|
||||
{
|
||||
"iTarget_node" "5"
|
||||
"iTarget_jack" "0"
|
||||
}
|
||||
"jackIn_02"
|
||||
{
|
||||
"iTarget_node" "0"
|
||||
"iTarget_jack" "1"
|
||||
}
|
||||
}
|
||||
"numTexcoords" "2"
|
||||
"numColor" "0"
|
||||
"numTexcoord_Flag_0" "4"
|
||||
"numTexcoord_Name_0" "eyeworld"
|
||||
"numTexcoord_Flag_1" "4"
|
||||
"numTexcoord_Name_1" "n"
|
||||
"numTexcoord_Flag_2" "1"
|
||||
"numTexcoord_Flag_3" "1"
|
||||
"numTexcoord_Flag_4" "1"
|
||||
"numTexcoord_Flag_5" "1"
|
||||
"numTexcoord_Flag_6" "1"
|
||||
"numTexcoord_Flag_7" "1"
|
||||
"numColor_Flag_0" "8"
|
||||
"numColor_Flag_1" "8"
|
||||
}
|
||||
"Node_004"
|
||||
{
|
||||
"iType" "7"
|
||||
"pos_x" "-107.554504"
|
||||
"pos_y" "117.208954"
|
||||
"size_x" "54.000000"
|
||||
"size_y" "-17.000000"
|
||||
"iPreview" "1"
|
||||
"flSmartVal0" "0.000000"
|
||||
}
|
||||
"Node_005"
|
||||
{
|
||||
"iType" "25"
|
||||
"pos_x" "139.651077"
|
||||
"pos_y" "138.786652"
|
||||
"size_x" "80.000000"
|
||||
"size_y" "-17.000000"
|
||||
"iPreview" "1"
|
||||
"bridges"
|
||||
{
|
||||
"jackIn_00"
|
||||
{
|
||||
"iTarget_node" "6"
|
||||
"iTarget_jack" "0"
|
||||
}
|
||||
}
|
||||
}
|
||||
"Node_006"
|
||||
{
|
||||
"iType" "18"
|
||||
"pos_x" "20.277752"
|
||||
"pos_y" "133.524475"
|
||||
"size_x" "80.000000"
|
||||
"size_y" "-28.000000"
|
||||
"iPreview" "1"
|
||||
"bridges"
|
||||
{
|
||||
"jackIn_00"
|
||||
{
|
||||
"iTarget_node" "0"
|
||||
"iTarget_jack" "0"
|
||||
}
|
||||
"jackIn_01"
|
||||
{
|
||||
"iTarget_node" "4"
|
||||
"iTarget_jack" "0"
|
||||
}
|
||||
}
|
||||
}
|
||||
"Node_007"
|
||||
{
|
||||
"iType" "4"
|
||||
"pos_x" "357.088928"
|
||||
"pos_y" "-106.977783"
|
||||
"size_x" "55.000000"
|
||||
"size_y" "-17.000000"
|
||||
"iPreview" "0"
|
||||
"bridges"
|
||||
{
|
||||
"jackIn_00"
|
||||
{
|
||||
"iTarget_node" "11"
|
||||
"iTarget_jack" "0"
|
||||
}
|
||||
}
|
||||
"numColors" "1"
|
||||
"enable_Depth" "0"
|
||||
}
|
||||
"Node_008"
|
||||
{
|
||||
"iType" "3"
|
||||
"pos_x" "-390.382233"
|
||||
"pos_y" "-97.111115"
|
||||
"size_x" "55.000000"
|
||||
"size_y" "-28.000000"
|
||||
"iPreview" "0"
|
||||
"numTexcoords" "2"
|
||||
"numColor" "0"
|
||||
"numTexcoord_Flag_0" "4"
|
||||
"numTexcoord_Name_0" "eyeworld"
|
||||
"numTexcoord_Flag_1" "4"
|
||||
"numTexcoord_Name_1" "n"
|
||||
"numTexcoord_Flag_2" "1"
|
||||
"numTexcoord_Flag_3" "1"
|
||||
"numTexcoord_Flag_4" "1"
|
||||
"numTexcoord_Flag_5" "1"
|
||||
"numTexcoord_Flag_6" "1"
|
||||
"numTexcoord_Flag_7" "1"
|
||||
"numColor_Flag_0" "8"
|
||||
"numColor_Flag_1" "8"
|
||||
}
|
||||
"Node_009"
|
||||
{
|
||||
"iType" "58"
|
||||
"pos_x" "-244.940002"
|
||||
"pos_y" "-86.831085"
|
||||
"size_x" "111.000000"
|
||||
"size_y" "-80.000000"
|
||||
"iPreview" "1"
|
||||
"bridges"
|
||||
{
|
||||
"jackIn_00"
|
||||
{
|
||||
"iTarget_node" "8"
|
||||
"iTarget_jack" "0"
|
||||
}
|
||||
"jackIn_01"
|
||||
{
|
||||
"iTarget_node" "8"
|
||||
"iTarget_jack" "1"
|
||||
}
|
||||
}
|
||||
}
|
||||
"Node_010"
|
||||
{
|
||||
"iType" "5"
|
||||
"pos_x" "-30.262245"
|
||||
"pos_y" "4.071152"
|
||||
"size_x" "50.000000"
|
||||
"size_y" "-50.000000"
|
||||
"iPreview" "1"
|
||||
}
|
||||
"Node_011"
|
||||
{
|
||||
"iType" "72"
|
||||
"pos_x" "112.599976"
|
||||
"pos_y" "-86.173302"
|
||||
"size_x" "130.000000"
|
||||
"size_y" "-80.000000"
|
||||
"iPreview" "1"
|
||||
"bridges"
|
||||
{
|
||||
"jackIn_00"
|
||||
{
|
||||
"iTarget_node" "14"
|
||||
"iTarget_jack" "0"
|
||||
}
|
||||
"jackIn_01"
|
||||
{
|
||||
"iTarget_node" "10"
|
||||
"iTarget_jack" "0"
|
||||
}
|
||||
"jackIn_02"
|
||||
{
|
||||
"iTarget_node" "10"
|
||||
"iTarget_jack" "0"
|
||||
}
|
||||
}
|
||||
"i_final_tonemap" "1"
|
||||
"i_final_wdepth" "1"
|
||||
}
|
||||
"Node_012"
|
||||
{
|
||||
"iType" "1"
|
||||
"pos_x" "-366.702240"
|
||||
"pos_y" "190.657776"
|
||||
"size_x" "55.000000"
|
||||
"size_y" "-61.000000"
|
||||
"iPreview" "0"
|
||||
"enable_flex" "0"
|
||||
"enable_normal" "1"
|
||||
"enable_normal_compression" "1"
|
||||
"enable_blendweights" "1"
|
||||
"enable_tangentspace" "0"
|
||||
"enable_tangentspace_skinning" "0"
|
||||
"numTexcoords" "1"
|
||||
"numColor" "0"
|
||||
"dTFlag_Texcoords_0" "2"
|
||||
"dTFlag_Texcoords_1" "2"
|
||||
"dTFlag_Texcoords_2" "2"
|
||||
"dTFlag_Color_0" "8"
|
||||
"dTFlag_Color_1" "8"
|
||||
}
|
||||
"Node_013"
|
||||
{
|
||||
"iType" "101"
|
||||
"pos_x" "-246.806671"
|
||||
"pos_y" "154.646667"
|
||||
"size_x" "95.000000"
|
||||
"size_y" "-17.000000"
|
||||
"iPreview" "0"
|
||||
"bridges"
|
||||
{
|
||||
"jackIn_00"
|
||||
{
|
||||
"iTarget_node" "12"
|
||||
"iTarget_jack" "3"
|
||||
}
|
||||
}
|
||||
"iCompMode" "0"
|
||||
}
|
||||
"Node_014"
|
||||
{
|
||||
"iType" "29"
|
||||
"pos_x" "-74.162224"
|
||||
"pos_y" "-91.392258"
|
||||
"size_x" "122.000000"
|
||||
"size_y" "-80.000000"
|
||||
"iPreview" "1"
|
||||
"bridges"
|
||||
{
|
||||
"jackIn_00"
|
||||
{
|
||||
"iTarget_node" "9"
|
||||
"iTarget_jack" "0"
|
||||
}
|
||||
}
|
||||
"iSRGB" "1"
|
||||
"iTextureType" "6"
|
||||
"IsCubemap" "1"
|
||||
"iLookupoverride" "0"
|
||||
"szDemoTexturePath" "texture_samples\cubemap_uffizi"
|
||||
"szFallbackTexturePath" "white"
|
||||
"iFallbackMode" "0"
|
||||
}
|
||||
}
|
||||
}
|
1024
sp/game/sdk2013CE/shadereditorui/canvas/model_litsphere.txt
Normal file
1024
sp/game/sdk2013CE/shadereditorui/canvas/model_litsphere.txt
Normal file
File diff suppressed because it is too large
Load diff
Some files were not shown because too many files have changed in this diff Show more
Loading…
Reference in a new issue