HardwareShader PostProcess beforebloom { Name "WaterWarp" Shader "shaders/glsl/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/glsl/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/glsl/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/glsl/ZoomBlur.fp" 330 Uniform float Str Uniform float Fade Uniform vec2 CenterSpot } HardwareShader PostProcess beforebloom { Name "SilverScope" Shader "shaders/glsl/SilverScope.fp" 330 } HardwareShader PostProcess beforebloom { Name "BarrierShader" Shader "shaders/glsl/Barrier.fp" 330 Texture WarpTex "textures/heattex.png" Uniform float timer } HardwareShader PostProcess beforebloom { Name "GhostShader" Shader "shaders/glsl/Ghostscreen.fp" 330 } HardwareShader PostProcess scene { Name "InvinciShader" Shader "shaders/glsl/Invinciscreen.fp" 330 Uniform float str } HardwareShader PostProcess scene { Name "RagekitShader" Shader "shaders/glsl/Ragescreen.fp" 330 Texture WarpTex "textures/ragewarp.png" Texture NoiseTex "textures/graynoise.png" Uniform float timer Uniform float xtrastr } HardwareShader PostProcess scene { Name "Glitch" Shader "shaders/glsl/Glitch.fp" 330 Uniform float Timer Uniform float str1 Uniform float str2 } HardwareShader PostProcess scene { Name "Grain" Shader "shaders/glsl/Grain.fp" 330 Uniform float Timer Uniform float ni Texture NoiseTexture "textures/rgbnoise.png" } HardwareShader PostProcess screen { Name "ObPass0" Shader "shaders/glsl/ObeliskPass0.fp" 330 Uniform float Timer } HardwareShader PostProcess screen { Name "ObPass1" Shader "shaders/glsl/ObeliskPass1.fp" 330 Uniform float Timer Texture NoiseTexture "textures/rgbnoise.png" } HardwareShader PostProcess screen { Name "ObPass2" Shader "shaders/glsl/ObeliskPass2.fp" 330 Uniform float Timer } HardwareShader PostProcess screen { Name "ObPass3" Shader "shaders/glsl/ObeliskPass3.fp" 330 Uniform float Timer }