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