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- // ==============================================================================
- // Shader Program: General refraction effects
- // Description: used in refractive objects/fx's
- // Last Update: 07/10/2003
- // Coder: Tiago Sousa
- //
- // Todo: make low/med spec shaders versions
- //
- // Copyright (c) 2002 Crytek Studios
- // ==============================================================================
-
- Version (1.00)
-
-
- Shader 'TemplRefrEnvTex'
- (
- Params
- {
- Sort = glare //SeeThrough
- }
- Public
- (
- float 'Refraction' (0.01)
- )
-
- HW
- (
- Conditions
- {
- AlphaBlended
- }
-
- ShadeLayer
- (
- CGVProgram = CGVProgProjectTex
- CGVPParam ( Name = Constants Comp=1 Comp=0.5 User 'Refraction')
- CGVPParam ( Name = ScreenSize Comp 'ScreenSize pos 0' Comp 'ScreenSize pos 1' Comp = 0 Comp = 0)
-
- CGPShader = CGRCAmbient_AlphaConst
- CGPSParam ( Name = Ambient Comp=1 Comp=1 Comp=1 Comp 'Opacity' )
-
- Layer '0'
- (
- Map = $ScreenTexMap
- TexGen = Base
- TexColorOp = NoSet
- Blend 'SRC_ALPHA ONE_MINUS_SRC_ALPHA'
- )
- )
- )
-
- HW
- (
- ShadeLayer
- (
- CGVProgram = CGVProgProjectTex
- CGVPParam ( Name = Constants Comp=1 Comp=0.5 User 'Refraction')
- Layer '0'
- (
- Map = $ScreenTexMap
- TexGen = Base
- TexColorOp = Replace
- )
- )
- )
- )
-
- // tiago: mutant refraction shader
- Shader 'MutantStealth'
- (
- Public
- (
- float 'Refraction' (0.0)
- float 'TillingX' (0.2)
- float 'TillingY' (0.5)
- )
-
- Params
- (
- Sort = Glare
- )
-
- HW
- (
- ShadeLayer
- (
- Array (Verts 3 FLOAT Vertex)
-
- CGVProgram = CGVProgProjectTex
- CGVPParam ( Name = CameraPos Comp 'OSCameraPos pos 0' Comp 'OSCameraPos pos 1' Comp 'OSCameraPos pos 2')
- CGVPParam ( Name = ScreenSize Comp 'ScreenSize pos 0' Comp 'ScreenSize pos 1' Comp = 0 Comp = 0)
- CGVPParam ( Name = TexShiftRipple Comp 'time 0.00' Comp 'time 0.0' Comp = 0.5)
- CGVPParam ( Name = Constants User 'TillingX' User 'TillingY' Comp=0.0 Comp=0.0)
-
- CGPShader = CGRCAmbient_AlphaConst
- CGPSParam ( Name = Matrix User 'Refraction' Comp = 0 Comp = 0 User 'Refraction' )
-
- Layer '0'
- (
- Map = waterbump.dds
- TexColorOp = NoSet
- TexType = DSDTBump
- )
-
- Layer '1'
- (
- Map = $ScreenTexMap
- TexColorOp = NoSet
- Blend 'SRC_ALPHA ONE_MINUS_SRC_ALPHA'
- DepthWrite = 1
- )
- )
- )
- )
-
- // tiago: mutant refraction shader for low-spec machines
- Shader 'MutantStealth_FP'
- (
- Public
- (
- float 'Refraction' (0.0)
- )
-
- Params
- (
- Sort = HeatVision
- )
-
- HW
- (
- ShadeLayer
- (
- Array (Verts 3 FLOAT Vertex)
- Array (Texture0 2 Float Texture0)
-
- Layer '0'
- (
- Map = $Diffuse
-
- RgbGen 'Comp' { User 'Refraction' User 'Refraction' User 'Refraction' Comp = 1 }
-
- TexColorOp = Modulate4x
- TexColorArg0 = Texture
- TexColorArg1 = Constant
- Blend 'ONE ONE'
- )
- )
- )
- )
-
- // tiago: invulnerability test shader..
- Shader 'CharacterInvulnerability_Plasma'
- (
- Public
- (
- float 'PlasmaAmount' (1.0)
-
- float 'PlasmaBumpAmountX' (0.1)
- float 'PlasmaBumpAmountY' (0.1)
-
- float 'PlasmaTillingAmountX' (0.3)
- float 'PlasmaTillingAmountY' (0.1)
-
- float 'PlasmaMoveSpeedX' (0.0)
- float 'PlasmaMoveSpeedY' (0.0)
-
- float 'PlasmaColorR' (1.0)
- float 'PlasmaColorG' (0.0)
- float 'PlasmaColorB' (0.0)
- )
-
- HW
- (
- ShadeLayer
- (
- Array (Verts 3 FLOAT Vertex)
-
- CGVProgram = CGVProgInvulnerability
- CGVPParam ( Name = CameraPos Comp 'OSCameraPos pos 0' Comp 'OSCameraPos pos 1' Comp 'OSCameraPos pos 2')
- CGVPParam ( Name = TexShiftRipple Comp 'time 0.00' Comp 'time -0.05' Comp = 0.5)
- CGVPParam ( Name = TexGenRipple0 Comp = 0.125 Comp = 0 Comp = 0 Comp = 0)
- CGVPParam ( Name = TexGenRipple1 Comp = 0 Comp = 0.125 Comp = 0 Comp = 0)
- CGVPParam ( Name = TexDetailScale User 'PlasmaTillingAmountX' User 'PlasmaTillingAmountY')
-
- CGPShader = CGRCInvulnerability
- CGPSParam ( Name = Matrix User 'PlasmaBumpAmountX' Comp = 0 Comp = 0 User 'PlasmaBumpAmountY' )
- CGPSParam ( Name = Amount User 'PlasmaColorR' User 'PlasmaColorG' User 'PlasmaColorB' User 'PlasmaAmount' )
-
- Layer '0'
- (
- Map = WaterBump.dds
- TexColorOp = NoSet
- TexType = DSDTBump
- )
-
- Layer '1'
- (
- Map = water_lm.dds
- TexColorOp = NoSet
- Blend 'ONE ONE'
- )
- )
- )
- )
-
- // tiago: invulnerability test shader..
- Shader 'CharacterInvulnerability_Metal'
- (
- Public
- (
- float 'MetalAmount' (1.0)
-
- float 'MetalColorR' (1.0)
- float 'MetalColorG' (0.0)
- float 'MetalColorB' (0.0)
-
- float 'MetalBumpAmountX' (0.5)
- float 'MetalBumpAmountY' (0.5)
- )
-
- HW
- (
-
- Array (Verts 3 FLOAT Vertex)
- Array (Normal FLOAT Normals)
-
- ShadeLayer
- (
- Array (Verts 3 FLOAT Vertex)
-
- CGVProgram = CGVProgInvulnerabilityMetal
- CGVPParam ( Name = CameraPos Comp 'OSCameraPos pos 0' Comp 'OSCameraPos pos 1' Comp 'OSCameraPos pos 2')
-
- CGPShader = CGRCInvulnerabilityMetal
- CGPSParam ( Name = Matrix User 'MetalBumpAmountX' Comp = 0 Comp = 0 User 'MetalBumpAmountY' )
- CGPSParam ( Name = Ambient Comp 'WorldObjColor[0]' Comp 'WorldObjColor[1]' Comp 'WorldObjColor[2]' Comp =1 )
- CGPSParam ( Name = Amount User 'MetalColorR' User 'MetalColorG' User 'MetalColorB' User 'MetalAmount' )
-
- Layer '0'
- (
- Map = $Bump
- TexColorOp = NoSet
- TexType = DSDTBump
- )
-
- Layer '1'
- (
- Map = water_lm.dds
- TexColorOp = NoSet
- Blend 'SRC_ALPHA ONE_MINUS_SRC_ALPHA'
- DepthWrite = 1
- )
- )
- )
- )
-
- // tiago: particles heat haze test shader..
- Shader 'ParticleHeatHaze'
- (
- Public
- (
- float 'HeatAmount' (1.0)
-
- float 'HeatBumpAmountX' (0.01)
- float 'HeatBumpAmountY' (0.01)
-
- float 'HeatTillingAmountX' (0.05)
- float 'HeatTillingAmountY' (0.05)
-
- float 'HeatMoveSpeedX' (0.0)
- float 'HeatMoveSpeedY' (0.0)
-
- float 'ColorR' (1.0)
- float 'ColorG' (1.0)
- float 'ColorB' (1.0)
- )
-
- Params
- (
- Sort = Glare
- )
-
- HW 'Seq'
- (
- Conditions
- {
- Vars
- {
- r_HeatHaze = 1
- }
- }
-
- ShadeLayer
- (
- Array (Verts 3 FLOAT Vertex)
- Array (Texture0 2 FLOAT Texture0)
- Array (Color 4 BYTE Color)
-
- CGVProgram = CGVProgHeatHaze
- CGVPParam ( Name = CameraPos Comp 'OSCameraPos pos 0' Comp 'OSCameraPos pos 1' Comp 'OSCameraPos pos 2')
- CGVPParam ( Name = ScreenSize Comp 'ScreenSize pos 0' Comp 'ScreenSize pos 1' Comp = 0 Comp = 0)
- CGVPParam ( Name = TexShiftRipple Comp 'time 0.001' Comp 'time -0.001' Comp = 0.5)
- CGVPParam ( Name = TexGenRipple0 Comp = 0.125 Comp = 0 Comp = 0 Comp = 0)
- CGVPParam ( Name = TexGenRipple1 Comp = 0 Comp = 0.125 Comp = 0 Comp = 0)
- CGVPParam ( Name = TexDetailScale User 'HeatTillingAmountX' User 'HeatTillingAmountY' Comp = 0 Comp = 0)
- CGVPParam ( Name = TexMovSpeed User 'HeatMoveSpeedX' User 'HeatMoveSpeedY' Comp = 0 Comp = 0)
-
- CGPShader = CGRCHeatHaze
- CGPSParam ( Name = Matrix User 'HeatBumpAmountX' Comp = 0 Comp = 0 User 'HeatBumpAmountY' )
- CGPSParam ( Name = Amount Comp = 1 Comp = 1 Comp = 1 User 'HeatAmount' )
- CGPSParam ( Name = RefrColor User 'ColorR' User 'ColorG' User 'ColorB' User '1')
-
- Layer '0'
- (
- Map = haze_mask.dds
- TexColorOp = NoSet
- )
-
- Layer '1'
- (
- Map = WaterBump.dds
- TexColorOp = NoSet
- TexType = DSDTBump
- )
-
- Layer '2'
- (
- Map = $ScreenTexMap
- TexColorOp = NoSet
- Blend 'SRC_ALPHA ONE_MINUS_SRC_ALPHA'
- DepthWrite = 0
- )
- )
- )
-
- HW 'Seq'
- (
-
- )
- )
-
-
- // tiago: particles heat haze test shader..
- Shader 'ParticleMinHeatHaze'
- (
- Public
- (
- float 'HeatAmount' (1.0)
-
- float 'HeatBumpAmountX' (0.01)
- float 'HeatBumpAmountY' (0.01)
-
- float 'HeatTillingAmountX' (0.05)
- float 'HeatTillingAmountY' (0.05)
-
- float 'HeatMoveSpeedX' (0.0)
- float 'HeatMoveSpeedY' (0.0)
-
- float 'ColorR' (1.0)
- float 'ColorG' (1.0)
- float 'ColorB' (1.0)
- )
-
- Params
- (
- Sort = HeatVision
- )
-
- HW 'Seq'
- (
- Conditions
- {
- Vars
- {
- r_HeatHaze = 1
- }
- }
-
- ShadeLayer
- (
- Array (Verts 3 FLOAT Vertex)
- Array (Texture0 2 FLOAT Texture0)
- Array (Color 4 BYTE Color)
-
- CGVProgram = CGVProgHeatHaze
- CGVPParam ( Name = CameraPos Comp 'OSCameraPos pos 0' Comp 'OSCameraPos pos 1' Comp 'OSCameraPos pos 2')
- CGVPParam ( Name = ScreenSize Comp 'ScreenSize pos 0' Comp 'ScreenSize pos 1' Comp = 0 Comp = 0)
- CGVPParam ( Name = TexShiftRipple Comp 'time 0.001' Comp 'time -0.001' Comp = 0.5)
- CGVPParam ( Name = TexGenRipple0 Comp = 0.125 Comp = 0 Comp = 0 Comp = 0)
- CGVPParam ( Name = TexGenRipple1 Comp = 0 Comp = 0.125 Comp = 0 Comp = 0)
- CGVPParam ( Name = TexDetailScale User 'HeatTillingAmountX' User 'HeatTillingAmountY' Comp = 0 Comp = 0)
- CGVPParam ( Name = TexMovSpeed User 'HeatMoveSpeedX' User 'HeatMoveSpeedY' Comp = 0 Comp = 0)
-
- CGPShader = CGRCHeatHaze
- CGPSParam ( Name = Matrix User 'HeatBumpAmountX' Comp = 0 Comp = 0 User 'HeatBumpAmountY' )
- CGPSParam ( Name = Amount Comp = 1 Comp = 1 Comp = 1 User 'HeatAmount' )
- CGPSParam ( Name = RefrColor User 'ColorR' User 'ColorG' User 'ColorB' User '1')
-
- Layer '0'
- (
- Map = haze_mask.dds
- TexColorOp = NoSet
- )
-
- Layer '1'
- (
- Map = WaterBump.dds
- TexColorOp = NoSet
- TexType = DSDTBump
- )
-
- Layer '2'
- (
- Map = $ScreenTexMap
- TexColorOp = NoSet
- Blend 'SRC_ALPHA ONE_MINUS_SRC_ALPHA'
- DepthWrite = 0
- )
- )
- )
-
- HW 'Seq'
- (
-
- )
- )
-
- // tiago: particles heat haze test shader..
- Shader 'ParticleMedHeatHaze'
- (
- Public
- (
- float 'HeatAmount' (1.0)
-
- float 'HeatBumpAmountX' (0.02)
- float 'HeatBumpAmountY' (0.02)
-
- float 'HeatTillingAmountX' (0.05)
- float 'HeatTillingAmountY' (0.05)
-
- float 'HeatMoveSpeedX' (0.0)
- float 'HeatMoveSpeedY' (0.0)
-
- float 'ColorR' (1.0)
- float 'ColorG' (1.0)
- float 'ColorB' (1.0)
- )
-
- Params
- (
- Sort = HeatVision
- )
-
- HW 'Seq'
- (
- Conditions
- {
- Vars
- {
- r_HeatHaze = 1
- }
- }
-
- ShadeLayer
- (
- Array (Verts 3 FLOAT Vertex)
- Array (Texture0 2 FLOAT Texture0)
- Array (Color 4 BYTE Color)
-
- CGVProgram = CGVProgHeatHaze
- CGVPParam ( Name = CameraPos Comp 'OSCameraPos pos 0' Comp 'OSCameraPos pos 1' Comp 'OSCameraPos pos 2')
- CGVPParam ( Name = ScreenSize Comp 'ScreenSize pos 0' Comp 'ScreenSize pos 1' Comp = 0 Comp = 0)
- CGVPParam ( Name = TexShiftRipple Comp 'time 0.001' Comp 'time -0.001' Comp = 0.5)
- CGVPParam ( Name = TexGenRipple0 Comp = 0.125 Comp = 0 Comp = 0 Comp = 0)
- CGVPParam ( Name = TexGenRipple1 Comp = 0 Comp = 0.125 Comp = 0 Comp = 0)
- CGVPParam ( Name = TexDetailScale User 'HeatTillingAmountX' User 'HeatTillingAmountY' Comp = 0 Comp = 0)
- CGVPParam ( Name = TexMovSpeed User 'HeatMoveSpeedX' User 'HeatMoveSpeedY' Comp = 0 Comp = 0)
-
- CGPShader = CGRCHeatHaze
- CGPSParam ( Name = Matrix User 'HeatBumpAmountX' Comp = 0 Comp = 0 User 'HeatBumpAmountY' )
- CGPSParam ( Name = Amount Comp = 1 Comp = 1 Comp = 1 User 'HeatAmount' )
- CGPSParam ( Name = RefrColor User 'ColorR' User 'ColorG' User 'ColorB' User '1')
-
- Layer '0'
- (
- Map = haze_mask.dds
- TexColorOp = NoSet
- )
-
- Layer '1'
- (
- Map = WaterBump.dds
- TexColorOp = NoSet
- TexType = DSDTBump
- )
-
- Layer '2'
- (
- Map = $ScreenTexMap
- TexColorOp = NoSet
- Blend 'SRC_ALPHA ONE_MINUS_SRC_ALPHA'
- DepthWrite = 0
- )
- )
- )
-
- HW 'Seq'
- (
-
- )
- )
-
- // tiago: particles heat haze test shader..
- Shader 'ParticleMaxHeatHaze'
- (
- Public
- (
- float 'HeatAmount' (1.0)
-
- float 'HeatBumpAmountX' (0.03)
- float 'HeatBumpAmountY' (0.03)
-
- float 'HeatTillingAmountX' (0.05)
- float 'HeatTillingAmountY' (0.05)
-
- float 'HeatMoveSpeedX' (0.0)
- float 'HeatMoveSpeedY' (0.0)
-
- float 'ColorR' (1.0)
- float 'ColorG' (1.0)
- float 'ColorB' (1.0)
- )
-
- Params
- (
- Sort = HeatVision
- )
-
- HW 'Seq'
- (
- Conditions
- {
- Vars
- {
- r_HeatHaze = 1
- }
- }
-
- ShadeLayer
- (
- Array (Verts 3 FLOAT Vertex)
- Array (Texture0 2 FLOAT Texture0)
- Array (Color 4 BYTE Color)
-
- CGVProgram = CGVProgHeatHaze
- CGVPParam ( Name = CameraPos Comp 'OSCameraPos pos 0' Comp 'OSCameraPos pos 1' Comp 'OSCameraPos pos 2')
- CGVPParam ( Name = ScreenSize Comp 'ScreenSize pos 0' Comp 'ScreenSize pos 1' Comp = 0 Comp = 0)
- CGVPParam ( Name = TexShiftRipple Comp 'time 0.00' Comp 'time -0.001' Comp = 0.5)
- CGVPParam ( Name = TexGenRipple0 Comp = 0.125 Comp = 0 Comp = 0 Comp = 0)
- CGVPParam ( Name = TexGenRipple1 Comp = 0 Comp = 0.125 Comp = 0 Comp = 0)
- CGVPParam ( Name = TexDetailScale User 'HeatTillingAmountX' User 'HeatTillingAmountY' Comp = 0 Comp = 0)
- CGVPParam ( Name = TexMovSpeed User 'HeatMoveSpeedX' User 'HeatMoveSpeedY' Comp = 0 Comp = 0)
-
- CGPShader = CGRCHeatHaze
- CGPSParam ( Name = Matrix User 'HeatBumpAmountX' Comp = 0 Comp = 0 User 'HeatBumpAmountY' )
- CGPSParam ( Name = Amount Comp = 1 Comp = 1 Comp = 1 User 'HeatAmount' )
- CGPSParam ( Name = RefrColor User 'ColorR' User 'ColorG' User 'ColorB' User '1')
-
- Layer '0'
- (
- Map = haze_mask.dds
- TexColorOp = NoSet
- )
-
- Layer '1'
- (
- Map = WaterBump.dds
- TexColorOp = NoSet
- TexType = DSDTBump
- )
-
- Layer '2'
- (
- Map = $ScreenTexMap
- TexColorOp = NoSet
- Blend 'SRC_ALPHA ONE_MINUS_SRC_ALPHA'
- DepthWrite = 0
- )
- )
- )
-
- HW 'Seq'
- (
-
- )
- )
-
- // tiago: mutant 'morphing' shader
- Shader 'MutantMorph'
- (
- Public
- (
- float 'HeatAmount' (0.1)
-
- float 'HeatBumpAmountX' (0.06)
- float 'HeatBumpAmountY' (0.06)
-
- float 'HeatTillingAmountX' (0.04)
- float 'HeatTillingAmountY' (0.04)
-
- float 'HeatMoveSpeedX' (0.2)
- float 'HeatMoveSpeedY' (0.2)
-
- float 'ColorR' (1.0)
- float 'ColorG' (1.0)
- float 'ColorB' (1.0)
- )
-
- Params
- (
- Sort = Glare
- )
-
- HW 'Seq'
- (
- Conditions
- {
- Vars
- {
- r_HeatHaze = 1
- }
- }
-
- ShadeLayer
- (
- Array (Verts 3 FLOAT Vertex)
- Array (Texture0 2 FLOAT Texture0)
- Array (Color 4 BYTE Color)
-
- CGVProgram = CGVProgHeatHaze
- CGVPParam ( Name = CameraPos Comp 'OSCameraPos pos 0' Comp 'OSCameraPos pos 1' Comp 'OSCameraPos pos 2')
- CGVPParam ( Name = ScreenSize Comp 'ScreenSize pos 0' Comp 'ScreenSize pos 1' Comp = 0 Comp = 0)
- CGVPParam ( Name = TexShiftRipple Comp 'time 0.00' Comp 'time -0.001' Comp = 0.5)
- CGVPParam ( Name = TexGenRipple0 Comp = 0.125 Comp = 0 Comp = 0 Comp = 0)
- CGVPParam ( Name = TexGenRipple1 Comp = 0 Comp = 0.125 Comp = 0 Comp = 0)
- CGVPParam ( Name = TexDetailScale User 'HeatTillingAmountX' User 'HeatTillingAmountY' Comp = 0 Comp = 0)
- CGVPParam ( Name = TexMovSpeed User 'HeatMoveSpeedX' User 'HeatMoveSpeedY' Comp = 0 Comp = 0)
-
- CGPShader = CGRCHeatHaze
- CGPSParam ( Name = Matrix User 'HeatBumpAmountX' Comp = 0 Comp = 0 User 'HeatBumpAmountY' )
- CGPSParam ( Name = Amount Comp = 1 Comp = 1 Comp = 1 User 'HeatAmount' )
- CGPSParam ( Name = RefrColor User 'ColorR' User 'ColorG' User 'ColorB' User '1')
-
- Layer '0'
- (
- Map = haze_mask.dds
- TexColorOp = NoSet
- )
-
- Layer '1'
- (
- Map = WaterBump.dds
- TexColorOp = NoSet
- TexType = DSDTBump
- )
-
- Layer '2'
- (
- Map = $ScreenTexMap
- TexColorOp = NoSet
- Blend 'SRC_ALPHA ONE_MINUS_SRC_ALPHA'
- DepthWrite = 0
- )
- )
- )
-
- HW 'Seq'
- (
-
- )
- )
-
- // tiago: mutant refraction shader for low-spec machines
- Shader 'MutantMorph_FP'
- (
- Public
- (
- float 'Refraction' (0.0)
- )
-
- Params
- (
- Sort = HeatVision
- )
-
- HW
- (
- ShadeLayer
- (
- Array (Verts 3 FLOAT Vertex)
- Array (Texture0 2 Float Texture0)
-
- Layer '0'
- (
- Map = $Diffuse
-
- RgbGen 'Comp' { User 'Refraction' User 'Refraction' User 'Refraction' Comp = 1 }
-
- TexColorOp = Modulate4x
- TexColorArg0 = Texture
- TexColorArg1 = Constant
- Blend 'ONE ONE'
- )
- )
- )
- )
-
-
- // scope refraction fx's
- Shader 'AG36ScopeRefraction'
- (
- Public
- (
- float 'RefractionAmount' (1.0)
- float 'BumpAmountX' (0.05)
- float 'BumpAmountY' (0.05)
-
- float 'ColorR' (0.3)
- float 'ColorG' (0.6)
- float 'ColorB' (0.8)
-
- //AG36 0.48, 0.23, 4
- float 'OffsetX' (0.48)
- float 'OffsetY' (0.23)
- float 'Scale' (4.0)
- )
-
- Params
- {
- Sort = Glare
- }
-
- HW 'Seq'
- (
- Conditions
- {
- Vars
- {
- r_scopelens_fx = 1
- }
- }
-
- ShadeLayer
- (
- Array (Verts 3 FLOAT Vertex)
- Array (Texture0 2 FLOAT Texture0)
-
- CGVProgram = CGVProgScopeLens
- CGVPParam ( Name = ScreenSize Comp 'ScreenSize pos 0' Comp 'ScreenSize pos 1' Comp = 0 Comp = 0)
- CGVPParam ( Name = LensParams User 'OffsetX' User 'OffsetY' User 'Scale' Comp = 0)
-
- CGPShader = CGRCScopeLens
- CGPSParam ( Name = Matrix User 'BumpAmountX' Comp = 0 Comp = 0 User 'BumpAmountY' )
- CGPSParam ( Name = Amount Comp = 1 Comp = 1 Comp = 1 User 'RefractionAmount' )
- CGPSParam ( Name = RefrColor User 'ColorR' User 'ColorG' User 'ColorB' Comp = 0)
-
- // have to load texture directly....
- Layer '0'
- (
- Map = AG36_scope_bump
- TexType = DSDTBump
- )
-
- Layer '1'
- (
- Map = $ScreenTexMap
- TexColorOp = NoSet
- )
-
- Layer '2'
- (
- Map = AG36_scope_bump
- TexColorOp = NoSet
- Blend 'SRC_ALPHA ONE_MINUS_SRC_ALPHA'
- DepthWrite=0
- )
- )
- )
-
- // low spec shader
- HW 'Seq'
- (
-
- )
- )
-
- // scope refraction fx's
- Shader 'RLScopeRefraction'
- (
- Public
- (
- float 'RefractionAmount' (1.0)
- float 'BumpAmountX' (0.05)
- float 'BumpAmountY' (0.05)
-
- float 'ColorR' (0.3)
- float 'ColorG' (0.6)
- float 'ColorB' (0.8)
-
- //RL 0.27, 0.25, 2
- float 'OffsetX' (0.27)
- float 'OffsetY' (0.25)
- float 'Scale' (2.0)
- )
-
- Params
- {
- Sort = Glare
- }
-
- HW 'Seq'
- (
- Conditions
- {
- Vars
- {
- r_scopelens_fx = 1
- }
- }
-
- ShadeLayer
- (
- Array (Verts 3 FLOAT Vertex)
- Array (Texture0 2 FLOAT Texture0)
-
- CGVProgram = CGVProgScopeLens
- CGVPParam ( Name = ScreenSize Comp 'ScreenSize pos 0' Comp 'ScreenSize pos 1' Comp = 0 Comp = 0)
- CGVPParam ( Name = LensParams User 'OffsetX' User 'OffsetY' User 'Scale' Comp = 0)
-
- CGPShader = CGRCScopeLens
- CGPSParam ( Name = Matrix User 'BumpAmountX' Comp = 0 Comp = 0 User 'BumpAmountY' )
- CGPSParam ( Name = Amount Comp = 1 Comp = 1 Comp = 1 User 'RefractionAmount' )
- CGPSParam ( Name = RefrColor User 'ColorR' User 'ColorG' User 'ColorB' Comp = 0)
-
- // have to load texture directly....
- Layer '0'
- (
- Map = rl_scope_bump
- TexType = DSDTBump
- )
-
- Layer '1'
- (
- Map = $ScreenTexMap
- TexColorOp = NoSet
- )
-
- Layer '2'
- (
- Map = rl_scope_bump
- TexColorOp = NoSet
- Blend 'SRC_ALPHA ONE_MINUS_SRC_ALPHA'
- DepthWrite=0
- )
- )
- )
-
- // low spec shader
- HW 'Seq'
- (
-
- )
- )
-
- // scope refraction fx's
- Shader 'AW50ScopeRefraction'
- (
- Public
- (
- float 'RefractionAmount' (1.0)
- float 'BumpAmountX' (0.05)
- float 'BumpAmountY' (0.05)
-
- float 'ColorR' (0.3)
- float 'ColorG' (0.6)
- float 'ColorB' (0.8)
-
- //AW50 0.47, 0.32, 1
- float 'OffsetX' (0.47)
- float 'OffsetY' (0.32)
- float 'Scale' (1.0)
- )
-
- Params
- {
- Sort = Glare
- }
-
- HW 'Seq'
- (
- Conditions
- {
- Vars
- {
- r_scopelens_fx = 1
- }
- }
-
- ShadeLayer
- (
- Array (Verts 3 FLOAT Vertex)
- Array (Texture0 2 FLOAT Texture0)
-
- CGVProgram = CGVProgScopeLens
- CGVPParam ( Name = ScreenSize Comp 'ScreenSize pos 0' Comp 'ScreenSize pos 1' Comp = 0 Comp = 0)
- CGVPParam ( Name = LensParams User 'OffsetX' User 'OffsetY' User 'Scale' Comp = 0)
-
- CGPShader = CGRCScopeLens
- CGPSParam ( Name = Matrix User 'BumpAmountX' Comp = 0 Comp = 0 User 'BumpAmountY' )
- CGPSParam ( Name = Amount Comp = 1 Comp = 1 Comp = 1 User 'RefractionAmount' )
- CGPSParam ( Name = RefrColor User 'ColorR' User 'ColorG' User 'ColorB' Comp = 0)
-
- // have to load texture directly....
- Layer '0'
- (
- Map = aw50_scope_bump
- TexType = DSDTBump
- )
-
- Layer '1'
- (
- Map = $ScreenTexMap
- TexColorOp = NoSet
- )
-
- Layer '2'
- (
- Map = aw50_scope_bump
- TexColorOp = NoSet
- Blend 'SRC_ALPHA ONE_MINUS_SRC_ALPHA'
- DepthWrite=0
- )
- )
- )
-
- // low spec shader
- HW 'Seq'
- (
-
- )
- )
-
- // scope refraction fx's
- Shader 'OICWScopeRefraction'
- (
- Public
- (
- float 'RefractionAmount' (1.0)
- float 'BumpAmountX' (0.05)
- float 'BumpAmountY' (0.05)
-
- float 'ColorR' (0.3)
- float 'ColorG' (0.6)
- float 'ColorB' (0.8)
-
- //OICW 0.43, 0.2, 3.0
- float 'OffsetX' (0.43)
- float 'OffsetY' (0.2)
- float 'Scale' (2.0)
- )
-
- Params
- {
- Sort = Glare
-
- }
-
- HW 'Seq'
- (
- Conditions
- {
- Vars
- {
- r_scopelens_fx = 1
- }
- }
-
- ShadeLayer
- (
- Array (Verts 3 FLOAT Vertex)
- Array (Texture0 2 FLOAT Texture0)
-
- CGVProgram = CGVProgScopeLens
- CGVPParam ( Name = ScreenSize Comp 'ScreenSize pos 0' Comp 'ScreenSize pos 1' Comp = 0 Comp = 0)
- CGVPParam ( Name = LensParams User 'OffsetX' User 'OffsetY' User 'Scale' Comp = 0)
-
- CGPShader = CGRCScopeLens
- CGPSParam ( Name = Matrix User 'BumpAmountX' Comp = 0 Comp = 0 User 'BumpAmountY' )
- CGPSParam ( Name = Amount Comp = 1 Comp = 1 Comp = 1 User 'RefractionAmount' )
- CGPSParam ( Name = RefrColor User 'ColorR' User 'ColorG' User 'ColorB' Comp = 0)
-
- // have to load texture directly....
- Layer '0'
- (
- Map = OICW_scope_bump
- TexType = DSDTBump
- )
-
- Layer '1'
- (
- Map = $ScreenTexMap
- TexColorOp = NoSet
- )
-
- Layer '2'
- (
- Map = OICW_scope_bump
- TexColorOp = NoSet
- Blend 'SRC_ALPHA ONE_MINUS_SRC_ALPHA'
- DepthWrite=0
- )
- )
- )
-
- // low spec shader
- HW 'Seq'
- (
-
- )
- )
-
- Shader 'ScopeRefraction'
- (
- Public
- (
- float 'RefractionAmount' (1.0)
- float 'BumpAmountX' (0.05)
- float 'BumpAmountY' (0.05)
-
- float 'ColorR' (0.0)
- float 'ColorG' (1.0)
- float 'ColorB' (0.0)
-
- //AG36 0.48, 0.23, 4
- float 'OffsetX' (0.48)
- float 'OffsetY' (0.23)
- float 'Scale' (4.0)
- )
-
- Params
- {
- Sort = HeatVision
- }
-
- HW 'Seq'
- (
- Conditions
- {
- Vars
- {
- r_scopelens_fx = 1
- }
- }
-
- ShadeLayer
- (
- Array (Verts 3 FLOAT Vertex)
- Array (Texture0 2 FLOAT Texture0)
-
- CGVProgram = CGVProgGeomRefraction
- CGVPParam ( Name = ScreenSize Comp 'ScreenSize pos 0' Comp 'ScreenSize pos 1' Comp = 0 Comp = 0)
- CGVPParam ( Name = LensParams User 'OffsetX' User 'OffsetY' User 'Scale' Comp = 0)
-
- CGPShader = CGRCGeomRefraction
- CGPSParam ( Name = Matrix User 'BumpAmountX' Comp = 0 Comp = 0 User 'BumpAmountY' )
- CGPSParam ( Name = Amount Comp = 1 Comp = 1 Comp = 1 User 'RefractionAmount' )
- CGPSParam ( Name = RefrColor User 'ColorR' User 'ColorG' User 'ColorB' Comp = 0)
-
- Layer '0'
- (
- //Map = $Diffuse
- //TexType = DSDTBump
- Map = WaterBump.dds
- TexType = DSDTBump
- )
-
- Layer '1'
- (
- Map = $ScreenTexMap
- TexColorOp = NoSet
- )
-
- Layer '2'
- (
- Map = $Diffuse
- TexColorOp = NoSet
- Blend 'SRC_ALPHA ONE_MINUS_SRC_ALPHA'
- DepthWrite=0
- )
- )
- )
-
- // low spec shader
- HW 'Seq'
- (
-
- )
- )
-
-
- // generic refractive shader, just simple refraction w/color
- Shader 'TemplRefractive'
- (
- Public
- (
- float 'Opacity' (1.0)
-
- float 'RefractionScaleX' (1)
- float 'RefractionScaleY' (1)
- float 'BumpScale' (0.01)
-
- float 'MoveSpeedX' (0.0)
- float 'MoveSpeedY' (0.0)
-
- float 'ColorR' (1.0)
- float 'ColorG' (1.0)
- float 'ColorB' (1.0)
- )
-
- Params
- (
-
- Cull = Back
- )
-
- HW 'Seq'
- (
- ShadeLayer
- (
- Array (Verts 3 FLOAT Vertex)
-
- CGVProgram = CGVProgRefractive
- CGVPParam ( Name = CameraPos Comp 'OSCameraPos pos 0' Comp 'OSCameraPos pos 1' Comp 'OSCameraPos pos 2')
- CGVPParam ( Name = TexShiftRipple Comp 'time 0.1' Comp 'time 0.1' Comp = 0.5)
- CGVPParam ( Name = TexGenRipple0 Comp = 0.125 Comp = 0 Comp = 0 Comp = 0)
- CGVPParam ( Name = TexGenRipple1 Comp = 0 Comp = 0.125 Comp = 0 Comp = 0)
- CGVPParam ( Name = TexDetailScale User 'RefractionScaleX' User 'RefractionScaleY' Comp = 0 Comp = 0)
- CGVPParam ( Name = TexMovSpeed User 'MoveSpeedX' User 'MoveSpeedY' Comp = 0 Comp = 0)
-
- CGPShader = CGRCRefractive
- CGPSParam ( Name = Matrix User 'BumpScale' Comp = 0 Comp = 0 User 'BumpScale' )
- CGPSParam ( Name = Amount Comp = 1 Comp = 1 Comp = 1 User 'Opacity' )
- CGPSParam ( Name = RefrColor User 'ColorR' User 'ColorG' User 'ColorB' Comp=1)
-
- Layer '0'
- (
- Map = WaterBump.dds
- TexColorOp = NoSet
- TexType = DSDTBump
- )
-
- Layer '1'
- (
- Map = $ScreenTexMap
- TexColorOp = NoSet
- Blend 'SRC_ALPHA ONE_MINUS_SRC_ALPHA'
- DepthWrite = 1
- )
- )
- )
- )
-
- // generic refractive shader, just simple refraction w/color + overlay
- Shader 'TemplRefractiveOverlayed'
- (
- Public
- (
- float 'OverlayAmount' (0.5)
- float 'Opacity' (1.0)
-
- float 'RefractionScaleX' (1)
- float 'RefractionScaleY' (1)
- float 'BumpScale' (0.01)
-
- float 'MoveSpeedX' (0.0)
- float 'MoveSpeedY' (0.0)
-
- float 'ColorR' (1.0)
- float 'ColorG' (1.0)
- float 'ColorB' (1.0)
- )
-
- HW 'Seq'
- (
- ShadeLayer
- (
- Array (Verts 3 FLOAT Vertex)
- Array (Texture0 2 FLOAT Texture0)
-
- CGVProgram = CGVProgRefractiveOverlay
- CGVPParam ( Name = CameraPos Comp 'OSCameraPos pos 0' Comp 'OSCameraPos pos 1' Comp 'OSCameraPos pos 2')
- CGVPParam ( Name = TexShiftRipple Comp 'time 0.1' Comp 'time 0.1' Comp = 0.5)
- CGVPParam ( Name = TexGenRipple0 Comp = 0.125 Comp = 0 Comp = 0 Comp = 0)
- CGVPParam ( Name = TexGenRipple1 Comp = 0 Comp = 0.125 Comp = 0 Comp = 0)
- CGVPParam ( Name = TexDetailScale User 'RefractionScaleX' User 'RefractionScaleY' Comp = 0 Comp = 0)
- CGVPParam ( Name = TexMovSpeed User 'MoveSpeedX' User 'MoveSpeedY' Comp = 0 Comp = 0)
-
- CGPShader = CGRCRefractiveOverlay
- CGPSParam ( Name = Matrix User 'BumpScale' Comp = 0 Comp = 0 User 'BumpScale' )
- CGPSParam ( Name = Amount Comp = 1 Comp = 1 Comp = 1 User 'Opacity' )
- CGPSParam ( Name = RefrColor User 'ColorR' User 'ColorG' User 'ColorB' User 'OverlayAmount')
-
- Layer '0'
- (
- Map = $Diffuse
- TexColorOp = NoSet
- )
-
- Layer '1'
- (
- Map = WaterBump.dds
- TexColorOp = NoSet
- TexType = DSDTBump
- )
-
- Layer '2'
- (
- Map = $ScreenTexMap
- TexColorOp = NoSet
- Blend 'SRC_ALPHA ONE_MINUS_SRC_ALPHA'
- DepthWrite = 1
- )
- )
- )
- )
-
- // generic refractive shader, just simple refraction w/color + overlay
- Shader 'TemplHologram'
- (
- Public
- (
- float 'OverlayAmount' (0.5)
- float 'Opacity' (1.0)
-
- float 'RefractionScaleX' (1)
- float 'RefractionScaleY' (1)
- float 'BumpScale' (0.01)
-
- float 'MoveSpeedX' (0.0)
- float 'MoveSpeedY' (0.0)
-
- float 'ColorR' (1.0)
- float 'ColorG' (1.0)
- float 'ColorB' (1.0)
- )
-
- Params
- (
- Cull = TwoSided
- )
-
-
- HW 'Seq'
- (
- ShadeLayer
- (
- CGVProgram = CGVProgHologram
- CGVPParam ( Name = CameraPos Comp 'OSCameraPos pos 0' Comp 'OSCameraPos pos 1' Comp 'OSCameraPos pos 2')
- CGVPParam ( Name = TexShiftRipple Comp 'time 0.1' Comp 'time 0.1' Comp = 0.5)
- CGVPParam ( Name = TexGenRipple0 Comp = 0.125 Comp = 0 Comp = 0 Comp = 0)
- CGVPParam ( Name = TexGenRipple1 Comp = 0 Comp = 0.125 Comp = 0 Comp = 0)
- CGVPParam ( Name = TexDetailScale User 'RefractionScaleX' User 'RefractionScaleY' Comp = 0 Comp = 0)
- CGVPParam ( Name = TexMovSpeed User 'MoveSpeedX' User 'MoveSpeedY' Comp = 0 Comp = 0)
-
- CGPShader = CGRCHologram
- CGPSParam ( Name = Matrix User 'BumpScale' Comp = 0 Comp = 0 User 'BumpScale' )
- CGPSParam ( Name = Amount Comp = 1 Comp = 1 Comp = 1 User 'Opacity' )
- CGPSParam ( Name = RefrColor User 'ColorR' User 'ColorG' User 'ColorB' User 'OverlayAmount')
-
- Layer '0'
- (
- Map = defaults\PurpleGreenBright.dds
- TexColorOp = NoSet
- )
-
- Layer '1'
- (
- Map = $Diffuse
- TexColorOp = NoSet
- )
-
- Layer '2'
- (
- Map = defaults\heatnoise.jpg
- TexColorOp = NoSet
- Blend 'ONE ONE'
- )
- )
- )
- )