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  1. textures/common/water
  2. {
  3.     noselfShadow
  4.     noshadows  
  5.     translucent
  6.     qer_nocarve
  7.     water
  8.    
  9.     qer_editorimage     textures/editor/water.tga
  10. }
  11.  
  12. textures/water/water_surface1_reflection
  13. {
  14.     translucent
  15.     twoSided
  16.     noShadows
  17.     noSelfShadow
  18.     nonsolid   
  19.     discrete   
  20.     mirrorOblique
  21.     qer_editorimage textures/editor/water_reflect.tga
  22.        
  23.     {
  24.         blend       gl_one, gl_one_minus_src_color
  25.         mirrorRenderMap 256 128    
  26.        
  27.         vertexProgram       bumpyMirror.glsl       
  28.         vertexParm 0        1, 1, 0                 // x = deform scale, y = blur scale, z = blur quality (0 = 1 sample, 1 = 9 samples, 2 = 13 samples, 3 = 17 samples )       
  29.         vertexParm 1        3, 0.8, 0.2, 1.0        // x = Fresnel exponent, y = Fresnel scale, z = Fresnel bias       
  30.         vertexParm 2        0, 0, 0, 0  // RGB = tint color, A = tint lerp
  31.         fragmentProgram     bumpyMirror.glsl
  32.         fragmentMap 0       _scratch    // mirror render
  33.         fragmentMap 1       normalMap textures/water/water_surface1_local.tga           // normalmap, use _flat otherwise
  34.         fragmentMap 2       textures/gloss_test/gray50_gloss.tga            // mask
  35.     }  
  36. }
  37.  
  38. textures/water/water_surface1_color
  39. {
  40.     translucent
  41.     twoSided
  42.     noShadows
  43.     noSelfShadow
  44.     nonsolid
  45.     discrete
  46.     qer_editorimage textures/editor/water_color.tga
  47.        
  48.     {
  49.         blend bumpmap
  50.         map textures/water/water_surface1_local.tga    
  51.         scale 2, 2
  52.         scroll sinTable[time * .02] * .01, time * 0.02     
  53.         shear sinTable[time * .02] * .02, cosTable[time * .02] * .02
  54.         rotate sinTable[time * .01] * .01
  55.     }
  56.     {
  57.         blend blend
  58.         map textures/water/water_surface1_d.tga            
  59.         alpha 0.1
  60.         scale 2, 2
  61.         scroll sinTable[time * .02] * .01, time * 0.02     
  62.         shear sinTable[time * .02] * .02, cosTable[time * .02] * .02
  63.         rotate sinTable[time * .01] * .01
  64.     }      
  65.     {
  66.         blend specularmap
  67.         map textures/water/water_surface1_s.tga        
  68.         scale 2, 2     
  69.         scroll sinTable[time * .02] * .01, time * 0.02     
  70.         shear sinTable[time * .02] * .02, cosTable[time * .02] * .02
  71.         rotate sinTable[time * .01] * .01
  72.     }  
  73.     glossmap textures/gloss_test/gray25_gloss.tga
  74. }
  75.  
  76. textures/water/water_surface1_refract
  77. {
  78.     liquid
  79.     //water
  80.     translucent
  81.     twoSided
  82.     noShadows
  83.     noSelfShadow
  84.     moveableclip
  85.     discrete
  86.     qer_editorimage textures/editor/water_refract.tga      
  87.     {
  88.         vertexProgram       heatHaze.glsl      
  89.         //vertexParm        0   time * .1, time * 0.08             
  90.         vertexParm      0   sinTable[time * .02] * .2, cosTable[time * .02] * .4
  91.         vertexParm      1   3
  92.         fragmentProgram     heatHaze.glsl      
  93.         fragmentMap     0   _currentRender
  94.         fragmentMap     1   normalMap textures/water/water_surface1_local.tga
  95.         fragmentMap     2   _currentDepth
  96.         maskDepth
  97.     }          
  98. }
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