HardwareShader Texture "models/envmap/blodenv.png" { Shader "shaders/glsl/Envmap.fp" Texture "rimtex" "models/envmap/blodrim.png" Define "RIM_LIGHTING" Define "ENVFACT" = ".5" Define "RIMFACT" = "1.5" Define "RIMSTEP" = ".35" } HardwareShader Texture "models/envmap/bluenv.png" { Shader "shaders/glsl/Envmap.fp" Texture "rimtex" "models/envmap/blurim.png" Define "RIM_LIGHTING" } HardwareShader Texture "models/envmap/darkenv.png" { Shader "shaders/glsl/Envmap.fp" Texture "rimtex" "models/envmap/darkrim.png" Define "RIM_LIGHTING" Define "ENVFACT" = ".3" Define "RIMFACT" = "1.1" } HardwareShader Texture "models/envmap/dekaenv.png" { Shader "shaders/glsl/Envmap.fp" Texture "rimtex" "models/envmap/dekarim.png" Define "RIM_LIGHTING" } HardwareShader Texture "models/envmap/ekaenv.png" { Shader "shaders/glsl/Envmap.fp" Texture "rimtex" "models/envmap/ekarim.png" Define "RIM_LIGHTING" } HardwareShader Texture "models/envmap/glassenv.png" { Shader "shaders/glsl/Envmap.fp" Texture "rimtex" "models/envmap/glassrim.png" Define "RIM_LIGHTING" Define "ENVFACT" = ".5" } HardwareShader Texture "models/envmap/glss2env.png" { Shader "shaders/glsl/Envmap.fp" Texture "rimtex" "models/envmap/glss2rim.png" Define "RIM_LIGHTING" Define "ENVFACT" = ".5" } HardwareShader Texture "models/envmap/glss3env.png" { Shader "shaders/glsl/Envmap.fp" Texture "rimtex" "models/envmap/glss3rim.png" Define "RIM_LIGHTING" Define "ENVFACT" = ".5" } HardwareShader Texture "models/envmap/glss4env.png" { Shader "shaders/glsl/Envmap.fp" Texture "rimtex" "models/envmap/glss4rim.png" Define "RIM_LIGHTING" Define "ENVFACT" = ".5" } HardwareShader Texture "models/envmap/glss5env.png" { Shader "shaders/glsl/Envmap.fp" Texture "rimtex" "models/envmap/glss5rim.png" Define "RIM_LIGHTING" Define "ENVFACT" = ".5" } HardwareShader Texture "models/envmap/glss6env.png" { Shader "shaders/glsl/Envmap.fp" Texture "rimtex" "models/envmap/glss6rim.png" Define "RIM_LIGHTING" Define "ENVFACT" = ".5" } HardwareShader Texture "models/envmap/goldenv.png" { Shader "shaders/glsl/Envmap.fp" Texture "rimtex" "models/envmap/goldrim.png" Define "RIM_LIGHTING" } HardwareShader Texture "models/envmap/greenenv.png" { Shader "shaders/glsl/Envmap.fp" Texture "rimtex" "models/envmap/greenrim.png" Define "RIM_LIGHTING" } HardwareShader Texture "models/envmap/iceenv.png" { Shader "shaders/glsl/Envmap.fp" Texture "rimtex" "models/envmap/icerim.png" Define "RIM_LIGHTING" Define "ENVFACT" = ".6" } HardwareShader Texture "models/envmap/kinyenv.png" { Shader "shaders/glsl/Envmap.fp" Texture "rimtex" "models/envmap/kinyrim.png" Define "RIM_LIGHTING" Define "RIMFACT" = "1.5" Define "RIMSTEP" = "0." } HardwareShader Texture "models/envmap/lavaenv.png" { Shader "shaders/glsl/Envmap.fp" Texture "rimtex" "models/envmap/lavarim.png" Define "RIM_LIGHTING" Define "RIMFACT" = "1.5" Define "RIMSTEP" = ".35" } HardwareShader Texture "models/envmap/leadenv.png" { Shader "shaders/glsl/Envmap.fp" Texture "rimtex" "models/envmap/leadrim.png" Define "RIM_LIGHTING" } HardwareShader Texture "models/envmap/nokrenv.png" { Shader "shaders/glsl/Envmap.fp" Texture "rimtex" "models/envmap/nokrrim.png" Define "RIM_LIGHTING" Define "RIMFACT" = "1.5" Define "RIMSTEP" = "0." } HardwareShader Texture "models/envmap/nukenv.png" { Shader "shaders/glsl/Envmap.fp" Texture "rimtex" "models/envmap/nukrim.png" Define "RIM_LIGHTING" Define "RIMSTEP" = ".25" } HardwareShader Texture "models/envmap/ockoenv.png" { Shader "shaders/glsl/Envmap.fp" Texture "rimtex" "models/envmap/ockorim.png" Define "RIM_LIGHTING" } HardwareShader Texture "models/envmap/pronoenv.png" { Shader "shaders/glsl/Envmap.fp" Texture "rimtex" "models/envmap/pronorim.png" Define "RIM_LIGHTING" } HardwareShader Texture "models/envmap/puroenv.png" { Shader "shaders/glsl/Envmap.fp" Texture "rimtex" "models/envmap/purorim.png" Define "RIM_LIGHTING" } HardwareShader Texture "models/envmap/purpenv.png" { Shader "shaders/glsl/Envmap.fp" Texture "rimtex" "models/envmap/purprim.png" Define "RIM_LIGHTING" } HardwareShader Texture "models/envmap/redenv.png" { Shader "shaders/glsl/Envmap.fp" Texture "rimtex" "models/envmap/redrim.png" Define "RIM_LIGHTING" } HardwareShader Texture "models/envmap/reflenv.png" { Shader "shaders/glsl/Envmap.fp" Texture "rimtex" "models/envmap/reflrim.png" Define "RIM_LIGHTING" } HardwareShader Texture "models/envmap/rfl2env.png" { Shader "shaders/glsl/Envmap.fp" Texture "rimtex" "models/envmap/rfl2rim.png" Define "RIM_LIGHTING" } HardwareShader Texture "models/envmap/silverenv.png" { Shader "shaders/glsl/Envmap.fp" Texture "rimtex" "models/envmap/silverrim.png" Define "RIM_LIGHTING" } HardwareShader Texture "models/envmap/tarenv.png" { Shader "shaders/glsl/Envmap.fp" Texture "rimtex" "models/envmap/tarrim.png" Define "RIM_LIGHTING" Define "RIMFACT" = "1.5" Define "RIMSTEP" = ".25" } HardwareShader Texture "models/envmap/telenv.png" { Shader "shaders/glsl/Envmap.fp" Texture "rimtex" "models/envmap/telrim.png" Define "RIM_LIGHTING" } HardwareShader Texture "models/envmap/watrenv.png" { Shader "shaders/glsl/Envmap.fp" Texture "rimtex" "models/envmap/watrrim.png" Define "RIM_LIGHTING" } HardwareShader Texture "ERRORENV" { Shader "shaders/glsl/Envmap.fp" Texture "rimtex" "models/envmap/redrim.png" Define "RIM_LIGHTING" Define "AMBIENT_GLOW" } HardwareShader Texture "BARRIENV" { Shader "shaders/glsl/Envmap.fp" Texture "rimtex" "models/envmap/glss3rim.png" Texture "bartex" "models/barrierbar.png" Define "RIM_LIGHTING" Define "BARRIER_MAP" Define "ENVFACT" = ".5" Define "RIMFACT" = "2." Define "RIMSTEP" = ".3" }