This commit is contained in:
Arlo Buhler 2016-09-03 09:30:30 -06:00
commit 8b0a204b6d
407 changed files with 89294 additions and 333 deletions

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# Source SDK 2013 Community Edtion
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.
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
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.
## Source License
SOURCE 1 SDK LICENSE

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"EDITOR_SHADER"
{
"$SHADERNAME" "detail_prop_shader"
"$basetexture" "detail/grass_sprites"
}

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"EDITOR_SHADER"
{
"$SHADERNAME" "detail_prop_shader"
"$basetexture" "detail/grass_lawn_cut"
//"$grass_spec_color" "[0.367906 0.44 0.1914]"
"$grass_spec_color" "[0.8 1.0 0.3]"
}

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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]"
}

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"EDITOR_SHADER"
{
"$SHADERNAME" "detail_prop_shader"
"$basetexture" "detail/grass_lawn_cut_lite"
"$grass_spec_color" "[0.7 0.6 0.4]"
}

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"unlitgeneric"
{
"$basetexture" "_rt_SEdit_FramebufferCopy"
$ignorez 1
}

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"unlitgeneric"
{
"$basetexture" "_rt_SEdit_pingpong_2"
"$linearwrite" 0
}

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"unlitgeneric"
{
"$basetexture" "_rt_SEdit_pingpong_0"
"$linearwrite" 1
}

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"UnlitGeneric"
{
$basetexture "shadereditor/ac_def"
$translucent 1
$vertexcolor 0
$vertexalpha 0
$no_fullbright 1
$ignorez 1
}

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"UnlitGeneric"
{
$basetexture "shadereditor/ac_func"
$translucent 1
$vertexcolor 0
$vertexalpha 0
$no_fullbright 1
$ignorez 1
}

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"UnlitGeneric"
{
$basetexture "shadereditor/ac_struct"
$translucent 1
$vertexcolor 0
$vertexalpha 0
$no_fullbright 1
$ignorez 1
}

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"UnlitGeneric"
{
$basetexture "shadereditor/ac_var"
$translucent 1
$vertexcolor 0
$vertexalpha 0
$no_fullbright 1
$ignorez 1
}

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"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
}

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"unlitgeneric"
{
"$vertexalpha" 1
"$vertexcolor" 1
//"$linearwrite" 1
}

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"unlitgeneric"
{
"$basetexture" "shadereditor/busy"
"$nocull" 1
"$nofog" 1
"$ignorez" 1
"$translucent" 1
"$vertexalpha" 1
"$vertexcolor" 1
}

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"UnlitGeneric"
{
$basetexture "shadereditor/char_arrow"
$translucent 1
$vertexcolor 1
$vertexalpha 1
$no_fullbright 1
$ignorez 1
}

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"UnlitGeneric"
{
$basetexture "shadereditor/char_cr"
$translucent 1
$vertexcolor 1
$vertexalpha 1
$no_fullbright 1
$ignorez 1
}

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"COLORPICKER_BLEND"
{
}

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"Unlitgeneric"
{
"$basetexture" "shadereditor/colorpicker_hue"
"$linearwrite" 1
"$translucent" 1
"$vertexcolor" 1
"$vertexalpha" 1
"$ignorez" 1
}

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"Unlitgeneric"
{
"$basetexture" "shadereditor/colorpicker_sv"
"$linearwrite" 1
"$translucent" 1
"$vertexcolor" 1
"$vertexalpha" 1
"$ignorez" 1
}

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"unlitgeneric"
{
"$basetexture" "shadereditor/darken"
"$translucent" "1"
"$vertexalpha" 1
}

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"UnlitGeneric"
{
$basetexture "shadereditor/grabicon"
$translucent 1
$vertexcolor 1
$vertexalpha 1
$ignorez 1
}

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"UnlitGeneric"
{
$basetexture "shadereditor/lock"
$translucent 1
$vertexcolor 1
$vertexalpha 1
$no_fullbright 1
$ignorez 1
}

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"unlitgeneric"
{
"$basetexture" "shadereditor/blank"
//"$translucent" 1
$ignorez 1
}

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//"LightmappedGeneric"
"EDITOR_SHADER"
{
}

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//"WorldVertexTransition"
"EDITOR_SHADER"
{
}

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******* 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 *
* *
******************************************************************

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"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"
}
}
}

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"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"
}
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{
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"pos_x" "-54.000084"
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"bridges"
{
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{
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{
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}
}
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}
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}
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"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"
}
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"iType" "5"
"szName" "speed of water ( time )"
"pos_x" "-318.425201"
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"size_y" "-17.000000"
"iPreview" "1"
"szConstantString" "0.1"
}
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{
"iType" "99"
"szName" "Vertex Shader"
"pos_x" "122.860550"
"pos_y" "84.691269"
"size_x" "89.000000"
"size_y" "-28.000000"
"iPreview" "1"
"bridges"
{
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{
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"iTarget_jack" "1"
}
"jackIn_01"
{
"iTarget_node" "6"
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}
}
"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"
}
}
}

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@ -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"
{
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{
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"pos_x" "-112.120033"
"pos_y" "239.317734"
"size_x" "106.000000"
"size_y" "-50.000000"
"iPreview" "0"
"bridges"
{
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{
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}
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{
"iTarget_node" "13"
"iTarget_jack" "0"
}
}
"i_vskinning_mode" "1"
}
"Node_001"
{
"iType" "14"
"pos_x" "-47.893364"
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}
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{
"iType" "19"
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}
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}
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}
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}
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}
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{
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}
}
"numTexcoords" "2"
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}
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}
"Node_005"
{
"iType" "25"
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{
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}
}
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}
}
}
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{
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"bridges"
{
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{
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"iTarget_jack" "0"
}
}
"numColors" "1"
"enable_Depth" "0"
}
"Node_008"
{
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"numTexcoords" "2"
"numColor" "0"
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}
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}
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}
}
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}
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}
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{
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}
"jackIn_02"
{
"iTarget_node" "10"
"iTarget_jack" "0"
}
}
"i_final_tonemap" "1"
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}
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{
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}
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}
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}
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}
}
}

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