1.3.1 update. compatibility w/ newer versions of source ports.
This commit is contained in:
parent
66fdfe4197
commit
23c58058f3
23 changed files with 69 additions and 140 deletions
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@ -1,4 +1,4 @@
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Copyright (c) 2018-2023 Marisa the Magician, UnSX Team
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Copyright (c) 2018-2025 Marisa the Magician, UnSX Team
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Permission is hereby granted, free of charge, to any person obtaining a copy
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of this software and associated documentation files (the "Software"), to deal
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62
gldefs.txt
62
gldefs.txt
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@ -478,19 +478,16 @@ HardwareShader Texture "models/Abelt1.png"
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{
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Shader "shaders/glsl/AmbientGlow_Brightmapped.fp"
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Texture "brighttex" "brightmaps/Abelt1.png"
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Texture "ambglow" "AmbGlowT"
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}
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HardwareShader Texture "models/Apbelt1.png"
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{
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Shader "shaders/glsl/AmbientGlow_Brightmapped.fp"
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Texture "brighttex" "brightmaps/Abelt1.png"
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Texture "ambglow" "AmbGlowT"
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}
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HardwareShader Texture "models/Ahand1_.png"
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{
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Shader "shaders/glsl/AmbientGlow_Brightmapped.fp"
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Texture "brighttex" "brightmaps/Ahand1.png"
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Texture "ambglow" "AmbGlowT"
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}
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Brightmap Texture "models/Ahand1.png"
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{
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@ -500,7 +497,6 @@ HardwareShader Texture "models/Ainv1_.png"
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{
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Shader "shaders/glsl/AmbientGlow_Brightmapped.fp"
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Texture "brighttex" "brightmaps/Ainv1.png"
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Texture "ambglow" "AmbGlowT"
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}
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Brightmap Texture "models/Ainv1.png"
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{
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@ -510,7 +506,6 @@ HardwareShader Texture "models/DPistol1_.png"
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{
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Shader "shaders/glsl/AmbientGlow_Brightmapped.fp"
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Texture "brighttex" "brightmaps/DPistol1.png"
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Texture "ambglow" "AmbGlowT"
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}
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Brightmap Texture "models/DPistol1.png"
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{
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@ -520,7 +515,6 @@ HardwareShader Texture "models/OldSkins/DPistol1_.png"
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{
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Shader "shaders/glsl/AmbientGlow_Brightmapped.fp"
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Texture "brighttex" "brightmaps/DPistol1.png"
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Texture "ambglow" "AmbGlowT"
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}
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Brightmap Texture "models/OldSkins/DPistol1.png"
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{
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@ -530,7 +524,6 @@ HardwareShader Texture "models/JBRifle1_.png"
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{
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Shader "shaders/glsl/AmbientGlow_Brightmapped.fp"
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Texture "brighttex" "brightmaps/JBRifle1.png"
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Texture "ambglow" "AmbGlowT"
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}
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Brightmap Texture "models/JBRifle1.png"
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{
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@ -540,7 +533,6 @@ HardwareShader Texture "models/OldSkins/JBRifle1_.png"
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{
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Shader "shaders/glsl/AmbientGlow_Brightmapped.fp"
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Texture "brighttex" "brightmaps/JBRifle1.png"
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Texture "ambglow" "AmbGlowT"
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}
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Brightmap Texture "models/OldSkins/JBRifle1.png"
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{
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@ -550,7 +542,6 @@ HardwareShader Texture "models/OldSkins/Jnapalm1_.png"
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{
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Shader "shaders/glsl/AmbientGlow_Brightmapped.fp"
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Texture "brighttex" "brightmaps/OldSkins/Jnapalm1.png"
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Texture "ambglow" "AmbGlowT"
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}
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Brightmap Texture "models/OldSkins/Jnapalm1.png"
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{
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@ -560,7 +551,6 @@ HardwareShader Texture "models/JEightB1_.png"
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{
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Shader "shaders/glsl/AmbientGlow_Brightmapped.fp"
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Texture "brighttex" "brightmaps/JEightB1.png"
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Texture "ambglow" "AmbGlowT"
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}
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Brightmap Texture "models/JEightB1.png"
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{
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@ -569,18 +559,15 @@ Brightmap Texture "models/JEightB1.png"
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HardwareShader Texture "models/JFlashl1.png"
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{
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Shader "shaders/glsl/AmbientGlow.fp"
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Texture "ambglow" "AmbGlowT"
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}
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HardwareShader Texture "models/JBigFlash1.png"
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{
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Shader "shaders/glsl/AmbientGlow.fp"
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Texture "ambglow" "AmbGlowT"
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}
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HardwareShader Texture "models/JImpale1_.png"
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{
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Shader "shaders/glsl/AmbientGlow_Brightmapped.fp"
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Texture "brighttex" "brightmaps/JImpale1.png"
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Texture "ambglow" "AmbGlowT"
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}
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Brightmap Texture "models/JImpale1.png"
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{
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@ -590,19 +577,16 @@ HardwareShader Texture "models/JPickup1.png"
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{
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Shader "shaders/glsl/AmbientGlow_Brightmapped.fp"
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Texture "brighttex" "brightmaps/JPickup1.png"
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Texture "ambglow" "AmbGlowT"
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}
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HardwareShader Texture "models/JPickup21.png"
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{
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Shader "shaders/glsl/AmbientGlow_Brightmapped.fp"
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Texture "brighttex" "brightmaps/JPickup21.png"
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Texture "ambglow" "AmbGlowT"
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}
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HardwareShader Texture "models/JRazor1_.png"
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{
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Shader "shaders/glsl/AmbientGlow_Brightmapped.fp"
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Texture "brighttex" "brightmaps/JRazor1.png"
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Texture "ambglow" "AmbGlowT"
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}
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Brightmap Texture "models/JRazor1.png"
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{
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@ -612,7 +596,6 @@ HardwareShader Texture "models/JRifle1_.png"
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{
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Shader "shaders/glsl/AmbientGlow_Brightmapped.fp"
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Texture "brighttex" "brightmaps/JRifle1.png"
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Texture "ambglow" "AmbGlowT"
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}
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Brightmap Texture "models/JRifle1.png"
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{
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@ -622,7 +605,6 @@ HardwareShader Texture "models/JTaryPick1_.png"
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{
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Shader "shaders/glsl/AmbientGlow_Brightmapped.fp"
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Texture "brighttex" "brightmaps/JTaryPick1.png"
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Texture "ambglow" "AmbGlowT"
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}
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Brightmap Texture "models/JTaryPick1.png"
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{
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@ -633,7 +615,6 @@ HardwareShader Texture "models/OldSkins/JTaryPick1_.png"
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{
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Shader "shaders/glsl/AmbientGlow_Brightmapped.fp"
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Texture "brighttex" "brightmaps/JTaryPick1.png"
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Texture "ambglow" "AmbGlowT"
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}
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Brightmap Texture "models/OldSkins/JTaryPick1.png"
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{
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@ -653,7 +634,6 @@ HardwareShader Texture "models/Jpeacehand1_.png"
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{
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Shader "shaders/glsl/AmbientGlow_Brightmapped.fp"
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Texture "brighttex" "brightmaps/Jpeacehand1.png"
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Texture "ambglow" "AmbGlowT"
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}
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Brightmap Texture "models/Jpeacehand1.png"
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{
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@ -663,7 +643,6 @@ HardwareShader Texture "models/Sting1_.png"
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{
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Shader "shaders/glsl/AmbientGlow_Brightmapped.fp"
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Texture "brighttex" "brightmaps/Sting1.png"
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Texture "ambglow" "AmbGlowT"
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}
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Brightmap Texture "models/Sting1.png"
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{
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@ -673,7 +652,6 @@ HardwareShader Texture "models/Stunner_.png"
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{
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Shader "shaders/glsl/AmbientGlow_Brightmapped.fp"
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Texture "brighttex" "brightmaps/Stunner.png"
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Texture "ambglow" "AmbGlowT"
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}
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Brightmap Texture "models/Stunner.png"
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{
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@ -683,97 +661,78 @@ HardwareShader Texture "models/aforce1.png"
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{
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Shader "shaders/glsl/AmbientGlow_Brightmapped.fp"
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Texture "brighttex" "brightmaps/aforce1.png"
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Texture "ambglow" "AmbGlowT"
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}
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HardwareShader Texture "models/Jflakshel1_.png"
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{
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Shader "shaders/glsl/AmbientGlow.fp"
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Texture "ambglow" "AmbGlowT"
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}
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HardwareShader Texture "models/Jflak1_.png"
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{
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Shader "shaders/glsl/AmbientGlow.fp"
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Texture "ambglow" "AmbGlowT"
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}
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HardwareShader Texture "models/ASMD1_.png"
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{
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Shader "shaders/glsl/AmbientGlow.fp"
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Texture "ambglow" "AmbGlowT"
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}
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HardwareShader Texture "models/AToxSuit1.png"
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{
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Shader "shaders/glsl/AmbientGlow.fp"
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Texture "ambglow" "AmbGlowT"
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}
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HardwareShader Texture "models/AkevSuit1.png"
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{
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Shader "shaders/glsl/AmbientGlow.fp"
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Texture "ambglow" "AmbGlowT"
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}
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HardwareShader Texture "models/Asuit1.png"
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{
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Shader "shaders/glsl/AmbientGlow.fp"
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Texture "ambglow" "AmbGlowT"
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}
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HardwareShader Texture "models/AutoHand1_.png"
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{
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Shader "shaders/glsl/AmbientGlow.fp"
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Texture "ambglow" "AmbGlowT"
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}
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HardwareShader Texture "models/Autom1_.png"
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{
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Shader "shaders/glsl/AmbientGlow.fp"
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Texture "ambglow" "AmbGlowT"
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}
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HardwareShader Texture "models/Automa1_.png"
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{
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Shader "shaders/glsl/AmbientGlow.fp"
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Texture "ambglow" "AmbGlowT"
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}
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HardwareShader Texture "models/Flamet_.png"
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{
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Shader "shaders/glsl/AmbientGlow.fp"
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Texture "ambglow" "AmbGlowT"
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}
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HardwareShader Texture "models/GunPick1_.png"
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{
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Shader "shaders/glsl/AmbientGlow.fp"
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Texture "ambglow" "AmbGlowT"
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}
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HardwareShader Texture "models/JAmplifier1.png"
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{
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Shader "shaders/glsl/AmbientGlow.fp"
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Texture "ambglow" "AmbGlowT"
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}
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HardwareShader Texture "models/JAsmdAmmo1.png"
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{
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Shader "shaders/glsl/AmbientGlow.fp"
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Texture "ambglow" "AmbGlowT"
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}
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HardwareShader Texture "models/JBigGun1_.png"
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{
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Shader "shaders/glsl/AmbientGlow.fp"
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Texture "ambglow" "AmbGlowT"
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}
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HardwareShader Texture "models/JBoneSw1_.png"
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{
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Shader "shaders/glsl/AmbientGlow.fp"
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Texture "ambglow" "AmbGlowT"
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}
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HardwareShader Texture "models/JDetector.png"
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{
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Shader "shaders/glsl/AmbientGlow.fp"
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Texture "ambglow" "AmbGlowT"
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}
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HardwareShader Texture "models/JFlameG1_.png"
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{
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Shader "shaders/glsl/AmbientGlow.fp"
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Texture "ambglow" "AmbGlowT"
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}
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HardwareShader Texture "models/JInvisibility1.png"
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{
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Shader "shaders/glsl/AmbientGlow.fp"
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Texture "ambglow" "AmbGlowT"
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}
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Brightmap Texture "models/JNaliFruit1.png"
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{
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@ -782,92 +741,74 @@ Brightmap Texture "models/JNaliFruit1.png"
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HardwareShader Texture "models/JNapalm1_.png"
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{
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Shader "shaders/glsl/AmbientGlow.fp"
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Texture "ambglow" "AmbGlowT"
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}
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HardwareShader Texture "models/JNapalmAm1.png"
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{
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Shader "shaders/glsl/AmbientGlow.fp"
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Texture "ambglow" "AmbGlowT"
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}
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HardwareShader Texture "models/JQuadAm1_.png"
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{
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Shader "shaders/glsl/AmbientGlow.fp"
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Texture "ambglow" "AmbGlowT"
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}
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HardwareShader Texture "models/JRocketCan1.png"
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{
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Shader "shaders/glsl/AmbientGlow.fp"
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Texture "ambglow" "AmbGlowT"
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}
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HardwareShader Texture "models/JRocket1_.png"
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{
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Shader "shaders/glsl/AmbientGlow.fp"
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Texture "ambglow" "AmbGlowT"
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}
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HardwareShader Texture "models/Jarmor1.png"
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{
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Shader "shaders/glsl/AmbientGlow.fp"
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Texture "ambglow" "AmbGlowT"
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}
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HardwareShader Texture "models/Jband1.png"
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{
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Shader "shaders/glsl/AmbientGlow.fp"
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Texture "ambglow" "AmbGlowT"
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}
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HardwareShader Texture "models/Jclip1_.png"
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{
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Shader "shaders/glsl/AmbientGlow.fp"
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Texture "ambglow" "AmbGlowT"
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}
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HardwareShader Texture "models/Jhealth1.png"
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{
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Shader "shaders/glsl/AmbientGlow.fp"
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Texture "ambglow" "AmbGlowT"
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}
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HardwareShader Texture "models/Jlboot1.png"
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{
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Shader "shaders/glsl/AmbientGlow.fp"
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Texture "ambglow" "AmbGlowT"
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}
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HardwareShader Texture "models/Jmisc1_.png"
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{
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Shader "shaders/glsl/AmbientGlow.fp"
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Texture "ambglow" "AmbGlowT"
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}
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HardwareShader Texture "models/Jpeacehand1_.png"
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{
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Shader "shaders/glsl/AmbientGlow.fp"
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Texture "ambglow" "AmbGlowT"
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}
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HardwareShader Texture "models/Jseed1.png"
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{
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Shader "shaders/glsl/AmbientGlow.fp"
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Texture "ambglow" "AmbGlowT"
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}
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HardwareShader Texture "models/Jshealth1.png"
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{
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Shader "shaders/glsl/AmbientGlow.fp"
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Texture "ambglow" "AmbGlowT"
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}
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HardwareShader Texture "models/Minigun_.png"
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{
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Shader "shaders/glsl/AmbientGlow.fp"
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Texture "ambglow" "AmbGlowT"
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}
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HardwareShader Texture "models/RifleBul1.png"
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{
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Shader "shaders/glsl/AmbientGlow.fp"
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Texture "ambglow" "AmbGlowT"
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}
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HardwareShader Texture "models/aPower1.png"
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{
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Shader "shaders/glsl/AmbientGlow.fp"
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Texture "ambglow" "AmbGlowT"
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}
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HardwareShader Texture "models/minigun1_.png"
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{
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Shader "shaders/glsl/AmbientGlow.fp"
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Texture "ambglow" "AmbGlowT"
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}
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HardwareShader Texture "models/ShockSm.png"
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{
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@ -931,12 +872,10 @@ HardwareShader Texture "models/OLSMP_.png"
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Shader "shaders/glsl/MeshEnviroMapMasked_AmbientGlow.fp"
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Texture "masktex" "models/OLSMP_m.png"
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Texture "envtex" "models/OLSMP_env.png"
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Texture "ambglow" "AmbGlowT"
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}
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HardwareShader Texture "models/JSentry1_.png"
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{
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Shader "shaders/glsl/AmbientGlow.fp"
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Texture "ambglow" "AmbGlowT"
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}
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HardwareShader Texture "models/Glass2.png"
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{
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@ -956,7 +895,6 @@ HardwareShader Texture "models/JTranslator1.png"
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{
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Shader "shaders/glsl/AmbientGlow_Brightmapped.fp"
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Texture "brighttex" "brightmaps/JTranslator1.png"
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Texture "ambglow" "AmbGlowT"
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}
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// PP shaders
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10
menudef.txt
10
menudef.txt
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@ -149,13 +149,9 @@ OptionMenu "UnrealCreditsMenu"
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StaticText "Epic Games, id Software, Bethesda Softworks"
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StaticText " "
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StaticText "$STING_CPATRON", "White"
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StaticText "Snacks, Artem Bashev, john,"
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StaticText "Jonas Höglund, Lilian Lamp, Valerie Thiessen,"
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StaticText "Corey Hectus, Dac, Pietro Gagliardi, Xada Xephron,"
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StaticText "Alexa Jones-Gonzales, John, NekoMithos,"
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StaticText "bouncytem, Figo, Holly_Rook,"
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StaticText "Namsan, YaGirlJuniper, Ashley Lambert,"
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StaticText "LordMisfit, m8f, 3d0xp0xy"
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StaticText "Bean, Snacks, bouncytem,"
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StaticText "Fantasmita, Pietro Gagliardi, NekoMithos,"
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StaticText "Antlason Widowz, YaGirlJuniper"
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StaticText " "
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StaticText "$STING_CTHANK", "White"
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StaticText "KynikossDragonn, Raffine52, The Cutting Room Floor"
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@ -25,8 +25,8 @@ Model "ImpalerBurstBolt"
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{
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Path "models"
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Model 0 "PBolt_d.3d"
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Offset 5.0125 0 0
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Scale 0.050125 0.1025 0.1025
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Offset 5.0625 0 0
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Scale 0.050625 0.10125 0.10125
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AngleOffset 90
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DONTCULLBACKFACES
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USEACTORPITCH
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|
|
|||
|
|
@ -1,11 +1,11 @@
|
|||
vec4 ProcessTexel()
|
||||
void SetupMaterial( inout Material mat )
|
||||
{
|
||||
const vec3 fadecol = vec3(.9,.1,.2);
|
||||
vec2 coord = vTexCoord.st+vec2(timer*.02,0.);
|
||||
coord = fract(coord);
|
||||
vec3 base = getTexel(coord).rgb;
|
||||
float dist = abs(vTexCoord.s-.5)*2.;
|
||||
vec3 col = mix(vec3(1.),fadecol,vec3(min(1.,dist*1.3)));
|
||||
col = mix(col,vec3(0.),vec3(min(1.,dist)));
|
||||
return vec4(base*col,1.);
|
||||
mat.Base = vec4(base*col,1.);
|
||||
mat.Normal = ApplyNormalMap(vTexCoord.st);
|
||||
}
|
||||
|
|
|
|||
|
|
@ -1,22 +1,23 @@
|
|||
vec4 ProcessTexel()
|
||||
void SetupMaterial( inout Material mat )
|
||||
{
|
||||
vec2 uv = vTexCoord.st;
|
||||
uv.x += 1.;
|
||||
float ang = timer*.05;
|
||||
vec2 uv2 = vec2(uv.x*cos(ang)-uv.y*sin(ang),uv.y*cos(ang)+uv.x*sin(ang))*1.3;
|
||||
vec3 col = getTexel(fract(uv2)).rgb;
|
||||
vec3 col = getTexel(uv2).rgb;
|
||||
uv.y -= 2.;
|
||||
ang = timer*.03;
|
||||
uv2 = vec2(uv.x*cos(ang)-uv.y*sin(ang),uv.y*cos(ang)+uv.x*sin(ang))*1.5;
|
||||
col += getTexel(fract(uv2)).rgb;
|
||||
col += getTexel(uv2).rgb;
|
||||
uv.x -= 3.;
|
||||
ang = timer*.04;
|
||||
uv2 = vec2(uv.x*cos(ang)-uv.y*sin(ang),uv.y*cos(ang)+uv.x*sin(ang))*1.6;
|
||||
col += getTexel(fract(uv2)).rgb;
|
||||
col += getTexel(uv2).rgb;
|
||||
uv.y += 4.;
|
||||
ang = timer*.02;
|
||||
uv2 = vec2(uv.x*cos(ang)-uv.y*sin(ang),uv.y*cos(ang)+uv.x*sin(ang))*1.2;
|
||||
col += getTexel(fract(uv2)).rgb;
|
||||
col += getTexel(uv2).rgb;
|
||||
col *= .25;
|
||||
return vec4(col,1.);
|
||||
mat.Base = vec4(col,1.);
|
||||
mat.Normal = ApplyNormalMap(vTexCoord.st);
|
||||
}
|
||||
|
|
|
|||
|
|
@ -1,4 +1,4 @@
|
|||
vec4 ProcessTexel()
|
||||
void SetupMaterial( inout Material mat )
|
||||
{
|
||||
vec2 ccoord = vTexCoord.st-vec2(.5);
|
||||
if ( ccoord.y < 0. ) ccoord.x *= -1.;
|
||||
|
|
@ -8,16 +8,14 @@ vec4 ProcessTexel()
|
|||
vec2 coord;
|
||||
vec3 col = vec3(0.);
|
||||
coord = proj*.142536+vec2(-.3,-1.)*timer*.0925436;
|
||||
coord = fract(coord);
|
||||
col += getTexel(coord).rgb;
|
||||
coord = proj*.123234+vec2(0.,-1.)*timer*.092346;
|
||||
coord = fract(coord);
|
||||
col += getTexel(coord).rgb;
|
||||
coord = proj*.145463+vec2(.3,-1.)*timer*.093242;
|
||||
coord = fract(coord);
|
||||
col += getTexel(coord).rgb;
|
||||
col *= vec3(1.2,.4,.8);
|
||||
col += vec3(.9,.7,1.6)*pow(max(1.2-abs(ccoord.y)*2.4,0.),6.);
|
||||
col = clamp(col,vec3(0.),vec3(1.));
|
||||
return vec4(col,1.);
|
||||
mat.Base = vec4(col,1.);
|
||||
mat.Normal = ApplyNormalMap(vTexCoord.st);
|
||||
}
|
||||
|
|
|
|||
|
|
@ -33,7 +33,7 @@ float fbm(vec2 uv)
|
|||
return f;
|
||||
}
|
||||
|
||||
vec4 ProcessTexel()
|
||||
void SetupMaterial( inout Material mat )
|
||||
{
|
||||
vec2 uv = vTexCoord.st;
|
||||
uv.y = 1.0-uv.y;
|
||||
|
|
@ -47,5 +47,6 @@ vec4 ProcessTexel()
|
|||
c1=clamp(c1,0.,1.);
|
||||
vec3 col = vec3(c1*c1*c1*c1, 1.2*c1*c1*c1, 2.2*c1*c1);
|
||||
float a = clamp(c * (1.-pow(uv.y,3.)),0.,1.);
|
||||
return pow(getTexel(vTexCoord.st),vec4(2.))+vec4(mix(vec3(0.),col,a),0.0);
|
||||
mat.Base = pow(getTexel(vTexCoord.st),vec4(2.))+vec4(mix(vec3(0.),col,a),0.0);
|
||||
mat.Normal = ApplyNormalMap(vTexCoord.st);
|
||||
}
|
||||
|
|
|
|||
|
|
@ -33,7 +33,7 @@ float fbm(vec2 uv)
|
|||
return f;
|
||||
}
|
||||
|
||||
vec4 ProcessTexel()
|
||||
void SetupMaterial( inout Material mat )
|
||||
{
|
||||
vec2 uv = vTexCoord.st;
|
||||
uv.y = 1.0-uv.y;
|
||||
|
|
@ -47,5 +47,6 @@ vec4 ProcessTexel()
|
|||
c1=clamp(c1,0.,1.);
|
||||
vec3 col = vec3(1.8*c1*c1*c1, 1.2*c1*c1*c1*c1, 2.2*c1*c1);
|
||||
float a = clamp(c * (1.-pow(uv.y,3.)),0.,1.);
|
||||
return pow(getTexel(vTexCoord.st),vec4(2.))+vec4(mix(vec3(0.),col,a),0.0);
|
||||
mat.Base = pow(getTexel(vTexCoord.st),vec4(2.))+vec4(mix(vec3(0.),col,a),0.0);
|
||||
mat.Normal = ApplyNormalMap(vTexCoord.st);
|
||||
}
|
||||
|
|
|
|||
|
|
@ -33,7 +33,7 @@ float fbm(vec2 uv)
|
|||
return f;
|
||||
}
|
||||
|
||||
vec4 ProcessTexel()
|
||||
void SetupMaterial( inout Material mat )
|
||||
{
|
||||
vec2 uv = vTexCoord.st;
|
||||
uv.y = 1.0-uv.y;
|
||||
|
|
@ -47,5 +47,6 @@ vec4 ProcessTexel()
|
|||
c1=clamp(c1,0.,1.);
|
||||
vec3 col = vec3(2.5*c1*c1, 1.2*c1*c1*c1, c1*c1*c1*c1*c1*c1);
|
||||
float a = clamp(c * (1.-pow(uv.y,3.)),0.,1.);
|
||||
return pow(getTexel(vTexCoord.st),vec4(2.))+vec4(mix(vec3(0.),col,a),0.0);
|
||||
mat.Base = pow(getTexel(vTexCoord.st),vec4(2.))+vec4(mix(vec3(0.),col,a),0.0);
|
||||
mat.Normal = ApplyNormalMap(vTexCoord.st);
|
||||
}
|
||||
|
|
|
|||
|
|
@ -1,4 +1,4 @@
|
|||
vec4 ProcessTexel()
|
||||
void SetupMaterial( inout Material mat )
|
||||
{
|
||||
vec2 uv = vTexCoord.st;
|
||||
uv.x += 1.;
|
||||
|
|
@ -18,5 +18,6 @@ vec4 ProcessTexel()
|
|||
uv2 = vec2(uv.x*cos(ang)-uv.y*sin(ang),uv.y*cos(ang)+uv.x*sin(ang))*1.2;
|
||||
col += getTexel(fract(uv2));
|
||||
col *= .5;
|
||||
return col;
|
||||
mat.Base = col;
|
||||
mat.Normal = ApplyNormalMap(vTexCoord.st);
|
||||
}
|
||||
|
|
|
|||
|
|
@ -33,7 +33,7 @@ float fbm(vec2 uv)
|
|||
return f;
|
||||
}
|
||||
|
||||
vec4 ProcessTexel()
|
||||
void SetupMaterial( inout Material mat )
|
||||
{
|
||||
vec2 uv = vTexCoord.st;
|
||||
uv.y = 1.0-uv.y;
|
||||
|
|
@ -46,5 +46,6 @@ vec4 ProcessTexel()
|
|||
float c1 = n * c * (1.5-pow(1.25*uv.y,4.));
|
||||
c1=clamp(c1,0.,1.);
|
||||
vec3 col = vec3(c1*c1*c1*c1,1.2*c1*c1*c1,1.7*c1*c1);
|
||||
return vec4(col,1.0);
|
||||
mat.Base = vec4(col,1.0);
|
||||
mat.Normal = ApplyNormalMap(vTexCoord.st);
|
||||
}
|
||||
|
|
|
|||
|
|
@ -33,7 +33,7 @@ float fbm(vec2 uv)
|
|||
return f;
|
||||
}
|
||||
|
||||
vec4 ProcessTexel()
|
||||
void SetupMaterial( inout Material mat )
|
||||
{
|
||||
vec2 uv = vTexCoord.st;
|
||||
uv.y = 1.0-uv.y;
|
||||
|
|
@ -48,5 +48,6 @@ vec4 ProcessTexel()
|
|||
c1=clamp(c1,0.,1.);
|
||||
vec3 col = vec3(1.5*c1, c1*c1*c1, c1*c1*c1*c1*c1*c1);
|
||||
float a = clamp(c * (1.-pow(uv.y,3.)),0.,1.);
|
||||
return vec4( mix(vec3(0.),col,a), 1.0);
|
||||
mat.Base = vec4( mix(vec3(0.),col,a), 1.0);
|
||||
mat.Normal = ApplyNormalMap(vTexCoord.st);
|
||||
}
|
||||
|
|
@ -25,7 +25,7 @@ vec2 hash22(vec2 p)
|
|||
return fract((p3.xx+p3.yz)*p3.zy);
|
||||
}
|
||||
|
||||
vec4 ProcessTexel()
|
||||
void SetupMaterial( inout Material mat )
|
||||
{
|
||||
vec2 resolution = vec2(3.,6.);
|
||||
vec2 uv = vTexCoord.st*resolution;
|
||||
|
|
@ -54,5 +54,6 @@ vec4 ProcessTexel()
|
|||
vec3 n = vec3(dFdx(circles), dFdy(circles), 0.);
|
||||
n.z = sqrt(1. - dot(n.xy, n.xy));
|
||||
vec3 color = getTexel(uv/resolution - intensity*n.xy).rgb + 5.*pow(clamp(dot(n, normalize(vec3(1., 0.7, 0.5))), 0., 1.), 6.);
|
||||
return vec4(color, 1.0);
|
||||
mat.Base = vec4(color, 1.0);
|
||||
mat.Normal = ApplyNormalMap(vTexCoord.st);
|
||||
}
|
||||
|
|
@ -33,7 +33,7 @@ float fbm(vec2 uv)
|
|||
return f;
|
||||
}
|
||||
|
||||
vec4 ProcessTexel()
|
||||
void SetupMaterial( inout Material mat )
|
||||
{
|
||||
vec2 uv = vTexCoord.st;
|
||||
uv.y = 1.0-uv.y;
|
||||
|
|
@ -48,5 +48,6 @@ vec4 ProcessTexel()
|
|||
c1=clamp(c1,0.,1.);
|
||||
vec3 col = vec3(c1*c1*c1, 1.5*c1, c1*c1*c1*c1*c1*c1);
|
||||
float a = clamp(c * (1.-pow(uv.y,3.)),0.,1.);
|
||||
return vec4( mix(vec3(0.),col,a), 1.0);
|
||||
mat.Base = vec4( mix(vec3(0.),col,a), 1.0);
|
||||
mat.Normal = ApplyNormalMap(vTexCoord.st);
|
||||
}
|
||||
|
|
@ -1,9 +1,10 @@
|
|||
// imitation of the Unreal Engine 1.x bMeshEnviroMap effect, not 1:1 but gets close
|
||||
vec4 ProcessTexel()
|
||||
void SetupMaterial( inout Material mat )
|
||||
{
|
||||
vec4 base = getTexel(vTexCoord.st);
|
||||
float mask = texture(masktex,vTexCoord.st).x;
|
||||
vec3 eyedir = normalize(uCameraPos.xyz-pixelpos.xyz);
|
||||
vec3 norm = reflect(eyedir,normalize(vWorldNormal.xyz));
|
||||
return vec4(base.rgb+texture(envtex,norm.xz*.5+.5).rgb*mask,base.a);
|
||||
mat.Base = vec4(base.rgb+texture(envtex,norm.xz*.5+.5).rgb*mask,base.a);
|
||||
mat.Normal = ApplyNormalMap(vTexCoord.st);
|
||||
}
|
||||
|
|
|
|||
|
|
@ -1,32 +1,16 @@
|
|||
// imitation of the Unreal Engine 1.x ambient glow effect
|
||||
vec4 ProcessLight( vec4 color )
|
||||
{
|
||||
vec2 gs = texture(ambglow,vec2(.5)).xy;
|
||||
if ( gs.x > .5 ) return color;
|
||||
if ( gs.y > .5 )
|
||||
{
|
||||
float glow = max(0.,sin(timer*4.)-.5);
|
||||
return vec4(min(color.rgb+vec3(glow),1.),color.a);
|
||||
}
|
||||
float glow = .25+.2*sin(timer*8.);
|
||||
return vec4(min(color.rgb+vec3(glow),1.),color.a);
|
||||
}
|
||||
|
||||
// imitation of the Unreal Engine 1.x bMeshEnviroMap effect, not 1:1 but gets close
|
||||
// +
|
||||
// imitation of the Unreal Engine 1.x ambient glow effect
|
||||
// with the addition of a mask for blending the environment map with the base texture
|
||||
vec4 ProcessTexel()
|
||||
void SetupMaterial( inout Material mat )
|
||||
{
|
||||
vec4 base = getTexel(vTexCoord.st);
|
||||
float mask = texture(masktex,vTexCoord.st).x;
|
||||
vec3 eyedir = normalize(uCameraPos.xyz-pixelpos.xyz);
|
||||
vec3 norm = reflect(eyedir,normalize(vWorldNormal.xyz));
|
||||
vec2 gs = texture(ambglow,vec2(.5)).xy;
|
||||
if ( gs.x > .5 ) return vec4(base.rgb+texture(envtex,norm.xz*.5+.5).rgb*mask,base.a);
|
||||
if ( gs.y > .5 )
|
||||
{
|
||||
float glow = max(0.,sin(timer*4.)-.5);
|
||||
vec3 col = base.rgb+texture(envtex,norm.xz*.5+.5).rgb*mask;
|
||||
return vec4(min(col+vec3(glow),1.),base.a);
|
||||
}
|
||||
return vec4(base.rgb+texture(envtex,norm.xz*.5+.5).rgb*mask,base.a);
|
||||
mat.Base = vec4(base.rgb+texture(envtex,norm.xz*.5+.5).rgb*mask,base.a);
|
||||
float glow = .25+.2*sin(timer*8.);
|
||||
mat.Bright = vec4(vec3(glow),1.);
|
||||
mat.Normal = ApplyNormalMap(vTexCoord.st);
|
||||
mat.Normal = ApplyNormalMap(vTexCoord.st);
|
||||
}
|
||||
|
|
|
|||
|
|
@ -10,10 +10,11 @@ vec3 bolt( in vec2 uv, in float speed, in float freq )
|
|||
return col;
|
||||
}
|
||||
|
||||
vec4 ProcessTexel()
|
||||
void SetupMaterial( inout Material mat )
|
||||
{
|
||||
vec3 col = bolt(vTexCoord.st,2.53534,0.21);
|
||||
col += bolt(vTexCoord.st,2.64563,0.32);
|
||||
col += bolt(vTexCoord.st,2.73425,0.43);
|
||||
return vec4(col,1.);
|
||||
mat.Base = vec4(col,1.);
|
||||
mat.Normal = ApplyNormalMap(vTexCoord.st);
|
||||
}
|
||||
|
|
|
|||
|
|
@ -10,10 +10,11 @@ vec3 bolt( in vec2 uv, in float speed, in float freq )
|
|||
return col;
|
||||
}
|
||||
|
||||
vec4 ProcessTexel()
|
||||
void SetupMaterial( inout Material mat )
|
||||
{
|
||||
vec3 col = bolt(vTexCoord.st,1.53534,0.51);
|
||||
col += bolt(vTexCoord.st,1.64563,0.62);
|
||||
col += bolt(vTexCoord.st,1.73425,0.73);
|
||||
return vec4(col,1.);
|
||||
mat.Base = vec4(col,1.);
|
||||
mat.Normal = ApplyNormalMap(vTexCoord.st);
|
||||
}
|
||||
|
|
|
|||
|
|
@ -1,9 +1,10 @@
|
|||
vec4 ProcessTexel()
|
||||
void SetupMaterial( inout Material mat )
|
||||
{
|
||||
vec3 base = getTexel(vTexCoord.st).rgb;
|
||||
vec2 scroll = vTexCoord.st*.5+vec2(.2,.5)*timer;
|
||||
float smk = texture(smoketex,scroll).x;
|
||||
scroll = vTexCoord.st*.9+vec2(-.2,.4)*timer;
|
||||
smk *= texture(smoketex,scroll).x;
|
||||
return vec4(base*smk,1.);
|
||||
mat.Base = vec4(base*smk,1.);
|
||||
mat.Normal = ApplyNormalMap(vTexCoord.st);
|
||||
}
|
||||
|
|
|
|||
|
|
@ -1,10 +1,10 @@
|
|||
vec4 ProcessTexel()
|
||||
void SetupMaterial( inout Material mat )
|
||||
{
|
||||
vec2 coord = vTexCoord.st*4.-vec2(0.,timer*0.1);
|
||||
coord = fract(coord);
|
||||
vec3 base = getTexel(coord).rgb;
|
||||
float dist = pow(distance(vec2(.5),vTexCoord.st)*1.4,.5);
|
||||
vec3 col = mix(vec3(1.,.9,.7),vec3(0.),min(1.,dist));
|
||||
col *= 1.-vTexCoord.t*.8;
|
||||
return vec4(base*col,1.);
|
||||
mat.Base = vec4(base*col,1.);
|
||||
mat.Normal = ApplyNormalMap(vTexCoord.st);
|
||||
}
|
||||
|
|
|
|||
|
|
@ -3,8 +3,8 @@ version "4.11"
|
|||
/*
|
||||
Doomreal add-on codebase
|
||||
|
||||
All code here is (C)2018-2023 Marisa the Magician, UnSX Team, and is
|
||||
released under the terms of the MIT license (see LICENSE.txt).
|
||||
(C)2018-2025 Marisa the Magician, UnSX Team.
|
||||
released under the MIT license (see LICENSE.txt).
|
||||
|
||||
No proprietary code by Epic Games has been copied, with or without
|
||||
modification, in the process of developing this project.
|
||||
|
|
|
|||
|
|
@ -167,7 +167,7 @@ Class ImpalerBurstBolt : Actor
|
|||
Vector3 x, y, z;
|
||||
[x, y, z] = dt_Utility.GetAxes(angle,pitch,roll);
|
||||
t.ShootThroughList.Clear();
|
||||
t.Trace(pos,CurSector,x,11.125,0);
|
||||
t.Trace(pos,CurSector,x,10.125,0);
|
||||
for ( int i=0; i<t.ShootThroughList.Size(); i++ )
|
||||
t.ShootThroughList[i].Activate(target,0,SPAC_PCross);
|
||||
for ( int i=0; i<t.hitlist.Size(); i++ )
|
||||
|
|
|
|||
Loading…
Add table
Add a link
Reference in a new issue