// postprocess shaders HardwareShader PostProcess beforebloom { Name "WaterWarp" Shader "shaders/pp/WaterWarp.fp" 330 Texture warptex "textures/warptex.png" Texture fluidtex "textures/wetwarp.png" Uniform float dfact Uniform float timer Uniform vec3 lightcol } HardwareShader PostProcess beforebloom { Name "LavaWarp" Shader "shaders/pp/LavaWarp.fp" 330 Texture warptex "textures/warptex.png" Texture fluidtex "textures/lavawarp.png" Uniform float dfact Uniform float timer Uniform vec3 lightcol } HardwareShader PostProcess beforebloom { Name "SlimeWarp" Shader "shaders/pp/SlimeWarp.fp" 330 Texture warptex "textures/warptex.png" Texture fluidtex "textures/slimewarp.png" Uniform float dfact Uniform float timer Uniform vec3 lightcol } HardwareShader PostProcess beforebloom { Name "ZoomBlur" Shader "shaders/pp/ZoomBlur.fp" 330 Uniform float Str Uniform float Fade Uniform vec2 CenterSpot } HardwareShader PostProcess beforebloom { Name "WindBlur" Shader "shaders/pp/WindBlur.fp" 330 Uniform float Speed Uniform float Fade Uniform vec2 WindDir } HardwareShader PostProcess beforebloom { Name "SilverScope" Shader "shaders/pp/SilverScope.fp" 330 } HardwareShader PostProcess beforebloom { Name "BarrierShader" Shader "shaders/pp/Barrier.fp" 330 Texture WarpTex "textures/heattex.png" Uniform float timer } HardwareShader PostProcess beforebloom { Name "GhostShader" Shader "shaders/pp/Ghostscreen.fp" 330 } HardwareShader PostProcess scene { Name "InvinciShader" Shader "shaders/pp/Invinciscreen.fp" 330 Uniform float str } HardwareShader PostProcess scene { Name "RagekitShader" Shader "shaders/pp/Ragescreen.fp" 330 Texture WarpTex "textures/ragewarp.png" Texture NoiseTex "textures/graynoise.png" Uniform float timer Uniform float xtrastr } HardwareShader PostProcess scene { Name "DevastationShader" Shader "shaders/pp/Devascreen.fp" 330 Texture BumpTex "textures/heattex.png" Texture WarpTex1 "textures/devawarp1.png" Texture WarpTex2 "textures/devawarp2.png" Texture NoiseTex "textures/graynoise.png" Uniform float timer Uniform float xtrastr } HardwareShader PostProcess scene { Name "DivineShader" Shader "shaders/pp/Diviscreen.fp" 330 Texture BumpTex "textures/frosttex.png" Texture WarpTex "textures/smoketex.png" Texture NoiseTex "textures/graynoise.png" Uniform float timer Uniform float str } HardwareShader PostProcess scene { Name "Glitch" Shader "shaders/pp/Glitch.fp" 330 Uniform float Timer Uniform float str1 Uniform float str2 } HardwareShader PostProcess scene { Name "Grain" Shader "shaders/pp/Grain.fp" 330 Uniform float Timer Uniform float ni Texture NoiseTexture "textures/graynoise.png" } HardwareShader PostProcess scene { Name "BokehSel" Shader "shaders/pp/BokehSel.fp" 330 Uniform float strength }