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GLDEFS.txt
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GLDEFS.txt
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/*HardwareShader texture WATERUV
{
Shader "Shaders/WaterShader.fp"
Speed 1.0
}*/
HardwareShader texture forcefi
{
Shader "Shaders/Frensel.fp"
Speed 1.0
}
HardwareShader Sprite BDG1A0
{
Shader "shaders/grass.shader"
Speed 4.0
}
HardwareShader Sprite BDG2A0
{
Shader "shaders/grass.shader"
Speed 4.1
}
HardwareShader Sprite BDG3A0
{
Shader "shaders/grass.shader"
Speed 4.2
}
HardwareShader Sprite BDG4A0
{
Shader "shaders/grass.shader"
Speed 4.3
}
HardwareShader Sprite T1NTA0
{
Shader "shaders/grass.shader"
Speed 3.0
}
HardwareShader Sprite T1NTB0
{
Shader "shaders/grass.shader"
Speed 4.0
}
HardwareShader Sprite T1NTC0
{
Shader "shaders/grass.shader"
Speed 5.0
}
HardwareShader Texture BF_LAVA
{
Shader "Shaders/lava.fp"
Speed 0.03
}
HardwareShader Texture BF_WATER
{
Shader "shaders/water.fp"
Speed 1.0
}
HardwareShader Texture DSCLWA
{
//Shader "Shaders/lava.fp"
//Speed 0.05
Shader "shaders/water.fp"
Speed 1.0
}
HardwareShader Texture freplce
{
Shader "shaders/fireplace.fp"
Speed 1.0
}
HardwareShader Texture bwater
{
Shader "shaders/water.fp"
Speed 1.0
}
HardwareShader Texture bwater2
{
Shader "shaders/water.fp"
Speed 1.0
}
HardwareShader Texture BlankSky
{
Shader "shaders/sky.fp"
Speed 1.0
}
HardwareShader Texture BlankSk2
{
Shader "shaders/skyDiff.fp"
Speed 1.0
}
HardwareShader Texture BlankSk3
{
Shader "shaders/skyDiff2.fp"
Speed 1.0
}
HardwareShader Sprite TFTSA0
{
Shader "shaders/fireStatic.fp"
Speed 1.0
}
HardwareShader Sprite TDE1A0
{
Shader "shaders/fire.fp"
Speed 0.2
}
HardwareShader Sprite TDE2A0
{
Shader "shaders/fire.fp"
Speed 0.2
}
HardwareShader Texture DSBLD3D
{
Shader "shaders/water.fp"
Speed 1.0
}
HardwareShader Texture BLDBRTM
{
Shader "shaders/water.fp"
Speed 1.0
}
HardwareShader Sprite DSB1A0
{
Shader "shaders/Flag.fp"
Speed 2.0
}
HardwareShader Sprite DSB2A0
{
Shader "shaders/Flag.fp"
Speed 3.0
}
HardwareShader Sprite DSB3A0
{
Shader "shaders/Flag.fp"
Speed 3.0
}
HardwareShader PostProcess scene
{
Name "dscHeatHaze"
Texture HazeBump "textures/haze.png"
Shader "Shaders/PostProcessing/dscHeatHaze.fp" 330
Uniform float timer
Uniform float fHeatHazeChromaAmount
}
HardwareShader PostProcess scene
{
Name "FilmicTonemap"
Texture ColourmapLUT "textures/lut.png"
Shader "Shaders/PostProcessing/FilmicTonemap.fp" 330
}
HardwareShader PostProcess scene
{
Name "TonemapDefault"
Texture ColourmapLUT "textures/lut.png"
Shader "Shaders/PostProcessing/FilmicTonemap.fp" 330
}
HardwareShader PostProcess scene
{
Name "TonemapArena"
Texture ColourmapLUT "textures/lut_arena.png"
Shader "Shaders/PostProcessing/FilmicTonemap.fp" 330
}
HardwareShader PostProcess scene
{
Name "TonemapSalvation"
Texture ColourmapLUT "textures/lut_salvation.png"
Shader "Shaders/PostProcessing/FilmicTonemap.fp" 330
}
HardwareShader PostProcess scene
{
Name "TonemapPlaza"
Texture ColourmapLUT "textures/lut_plaza.png"
Shader "Shaders/PostProcessing/FilmicTonemap.fp" 330
}
HardwareShader PostProcess scene
{
Name "TonemapCemetery"
Texture ColourmapLUT "textures/lut_Cemetery.png"
Shader "Shaders/PostProcessing/FilmicTonemap.fp" 330
}
HardwareShader PostProcess scene
{
Name "TonemapTitlemap"
Texture ColourmapLUT "textures/lut_titlemap.png"
Shader "Shaders/PostProcessing/FilmicTonemap.fp" 330
}
HardwareShader PostProcess scene
{
Name "TonemapTide"
Texture ColourmapLUT "textures/lut_tide.png"
Shader "Shaders/PostProcessing/FilmicTonemap.fp" 330
}
HardwareShader PostProcess scene
{
Name "TonemapSnow"
Texture ColourmapLUT "textures/lut_snow.png"
Shader "Shaders/PostProcessing/FilmicTonemap.fp" 330
}
HardwareShader PostProcess scene
{
Name "TonemapBlood"
Texture ColourmapLUT "textures/lut_blood.png"
Shader "Shaders/PostProcessing/FilmicTonemap.fp" 330
}
HardwareShader PostProcess scene
{
Name "TonemapDamned"
Texture ColourmapLUT "textures/lut_damned.png"
Shader "Shaders/PostProcessing/FilmicTonemap.fp" 330
}
HardwareShader PostProcess scene
{
Name "CubicCA"
Shader "Shaders/PostProcessing/CubicCA.fp" 330
}
HardwareShader PostProcess scene
{
Name "NaturalVignette"
Shader "Shaders/PostProcessing/NaturalVignette.fp" 330
}
HardwareShader PostProcess scene
{
Name "FilmGrain"
Uniform float timer
Shader "Shaders/PostProcessing/FilmGrain.fp" 330
}
HardwareShader PostProcess scene
{
Name "TiltShiftPass1v"
Shader "Shaders/PostProcessing/TiltShift1v.fp" 330
Uniform float Angle
}
HardwareShader PostProcess scene
{
Name "TiltShiftPass1"
Shader "Shaders/PostProcessing/TiltShift1.fp" 330
}
HardwareShader PostProcess scene
{
Name "TiltShiftPass2"
Shader "Shaders/PostProcessing/TiltShift2.fp" 330
}
HardwareShader PostProcess scene
{
Name "TiltShiftPass2v"
Shader "Shaders/PostProcessing/TiltShift2v.fp" 330
}
HardwareShader PostProcess scene
{
Name "TiltShiftPass3"
Shader "Shaders/PostProcessing/TiltShift3.fp" 330
}
HardwareShader PostProcess scene
{
Name "TiltShiftPass3v"
Shader "Shaders/PostProcessing/TiltShift3v.fp" 330
}
brightmap sprite FNLMA0
{
map FNLSA0
}
brightmap texture MRBW5
{
map MRBW4SM
}
brightmap texture MRBLBO
{
map MRBLBOSB
}
brightmap texture VCBR
{
map VCBRM
}
brightmap texture MRBW6
{
map MRBW6BM
}
brightmap texture HLRT6S
{
map HLRT6SM
}
brightmap texture SPTBA0
{
map SFT1A0
}
brightmap texture ITMPLACE
{
map ITMPLACM
}
brightmap texture TPLATE
{
map TPLATEM
}
brightmap texture BSWAL1
{
map BSWAL1M
}
brightmap texture BSWAL2
{
map BSWAL1M
}
brightmap texture BSWAL3
{
map BSWAL1M
}
brightmap texture TECCOL2
{
map TECCOL2M
}
brightmap texture PANEL2_
{
map PANEL2_M
}
brightmap texture CLT0
{
map CLT0M
}
brightmap texture CLT1
{
map CLT1M
}
brightmap texture ddoor1
{
map ddoor1M
}
brightmap texture ddoor2
{
map ddoor1M
}
brightmap texture SUPP1L
{
map SUPP1LM
}
brightmap texture SUPP3_L
{
map SUPP3LM
}
brightmap texture TEKGRN2L
{
map tkgrn2lm
}
brightmap texture PANEL2U
{
map PANEL2UM
}
brightmap sprite DSCCC0
{
map DSCCL0
}