swwmgz_m/gldefs.pp

85 lines
1.8 KiB
ObjectPascal

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
}
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
}
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
}
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"
}