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Fixed Sky on nexdm14
[divverent/nexuiz.git] / data / scripts / stralenex1.shader
1 textures/stralenex1/e8_bluestrip\r
2 {\r
3         surfaceparm nolightmap\r
4         surfaceparm nomarks\r
5         surfaceparm trans\r
6         {\r
7                 map textures/stralenex1/e8_bluestrip.tga\r
8                 blendfunc add\r
9                 rgbGen identity\r
10         }\r
11 }\r
12 \r
13 textures/stralenex1/e8_redstrip\r
14 {\r
15         surfaceparm nolightmap\r
16         surfaceparm nomarks\r
17         surfaceparm trans\r
18         {\r
19                 map textures/stralenex1/e8_redstrip.tga\r
20                 blendfunc add\r
21                 rgbGen identity\r
22         }\r
23 }\r
24 \r
25 textures/stralenex1/stralenex5_water\r
26\r
27         qer_editorimage textures/stralenex1/stralenex5_water.tga\r
28       qer_trans 0.5\r
29         \r
30         surfaceparm trans\r
31         surfaceparm nonsolid\r
32       surfaceparm water\r
33         \r
34         deformVertexes wave 150.0 sin 2 5 0.25 0.1\r
35         Q3map_TessSize 128\r
36         cull none\r
37 \r
38       {\r
39                 map textures/stralenex1/stralenex5_water.tga\r
40             blendFunc add\r
41             rgbGen identity\r
42         }\r
43 }\r
44 \r
45 textures/stralenex1/e6xrst_supprt\r
46 {\r
47         qer_editorimage textures/stralenex1/e6xrst_supprt.tga\r
48         surfaceparm nomarks\r
49         surfaceparm trans\r
50         cull none\r
51         nopicmip\r
52         {\r
53                 map textures/stralenex1/e6xrst_supprt.tga\r
54                 rgbGen identity\r
55                 depthWrite\r
56                 alphaFunc GE128\r
57         }\r
58         {\r
59                 map $lightmap \r
60                 blendfunc filter\r
61                 rgbGen identity\r
62                 tcGen lightmap \r
63                 depthFunc equal\r
64         }\r
65 }\r
66 \r
67 \r
68 textures/stralenex1/strale_grey_box\r
69 {\r
70         qer_editorimage env/strale_grey/ygrey_up.tga\r
71 \r
72         surfaceparm nolightmap\r
73         surfaceparm noimpact\r
74         surfaceparm nomarks\r
75         surfaceparm sky\r
76 \r
77         skyparms env/strale_grey/ygrey - -\r
78         q3map_surfacelight 60\r
79         q3map_lightimage textures/strale_grey/ygrey_up.tga\r
80         q3map_sun .9 .9 1 70 65 78\r
81 \r
82 }\r
83 \r
84 textures/stralenex1/strale_brown_box\r
85 {\r
86         qer_editorimage env/strale_grey/ygrey_up.tga\r
87 \r
88         surfaceparm nolightmap\r
89         surfaceparm noimpact\r
90         surfaceparm nomarks\r
91         surfaceparm sky\r
92 \r
93         skyparms env/strale_grey/ygrey - -\r
94         q3map_surfacelight 100\r
95         q3map_lightimage textures/strale_grey/ygrey_up.tga\r
96         q3map_sun .75 .65 .6 130 255 80\r
97 \r
98 }\r
99 \r
100 textures/stralenex1/stralenex5\r
101 {\r
102         qer_editorimage env/stralenex5/stralenex5_up.tga\r
103 \r
104         surfaceparm nolightmap\r
105         surfaceparm noimpact\r
106         surfaceparm nomarks\r
107         surfaceparm sky\r
108 \r
109         skyparms env/stralenex5/stralenex5 - -\r
110         q3map_surfacelight 60\r
111         q3map_lightimage textures/stralenex5/stralenex5_up.tga\r
112         q3map_sun .627 .525 0.392 60 300 40\r
113         /*q3map_sun <red> <green> <blue> <intensity> <degrees> <elevation>*/\r
114 \r
115 }\r
116 \r
117 //copied from harlequin-sky.shader\r
118 textures/harlequin_sky/strale_jf-nebula_sky\r
119 {\r
120         qer_editorimage textures/harlequin_sky/nebula_qer1.tga\r
121         surfaceparm sky\r
122         surfaceparm noimpact\r
123         surfaceparm nolightmap\r
124         surfaceparm nomarks\r
125         \r
126         skyparms textures/harlequin_sky/env/nebular - -\r
127         q3map_surfacelight 45\r
128 // note: Change the surfacelight value if you want more ambient light from the sky.\r
129         q3map_sun 0.88 .71 .71 80 0 90\r
130 // note: Change the fourth value (80) if you want a brighter or dimmer sun\r
131         \r
132 }\r
133 \r
134 textures/stralenex1/stralenex_trimlight\r
135 {\r
136         qer_editorimage textures/stralenex1/stralenex_trimlight.tga\r
137         q3map_lightimage textures/stralenex1/stralenex_trimlight_glow.tga\r
138         q3map_surfacelight 1800\r
139         surfaceparm nomarks\r
140         {\r
141                 map $lightmap\r
142                 rgbGen identity\r
143         }\r
144         {\r
145                 map textures/stralenex1/stralenex_trimlight.tga\r
146                 blendFunc GL_DST_COLOR GL_ZERO\r
147                 rgbGen identity\r
148         }\r
149         {\r
150                 map textures/stralenex1/stralenex_trimlight_glow.tga\r
151                 blendfunc GL_ONE GL_ONE\r
152                 rgbGen identityLighting\r
153         }\r
154 }\r
155 \r
156 textures/stralenex1/stralenex_roundlight\r
157 {\r
158         qer_editorimage textures/stralenex1/stralenex_roundlight.tga\r
159         q3map_lightimage textures/stralenex1/stralenex_roundlight_glow.tga\r
160         q3map_surfacelight 4000\r
161         surfaceparm nomarks\r
162         {\r
163                 map $lightmap\r
164                 rgbGen identity\r
165         }\r
166         {\r
167                 map textures/stralenex1/stralenex_roundlight.tga\r
168                 blendFunc GL_DST_COLOR GL_ZERO\r
169                 rgbGen identity\r
170         }\r
171         {\r
172                 map textures/stralenex1/stralenex_roundlight_glow.tga\r
173                 blendfunc GL_ONE GL_ONE\r
174                 rgbGen wave sin .3 .1 0 0.5\r
175         }\r
176 }\r
177 \r
178 textures/evil8_lights/e8trimlight\r
179 {\r
180         qer_editorimage textures/evil8_lights/e8trimlight.tga\r
181         q3map_lightimage textures/evil8_lights/e8trimlight_glow.tga\r
182         q3map_surfacelight 2000\r
183         surfaceparm nomarks\r
184         {\r
185                 map $lightmap\r
186                 rgbGen identity\r
187         }\r
188         {\r
189                 map textures/evil8_lights/e8trimlight.tga\r
190                 blendFunc GL_DST_COLOR GL_ZERO\r
191                 rgbGen identity\r
192         }\r
193         {\r
194                 map textures/evil8_lights/e8trimlight_glow.tga\r
195                 blendfunc GL_ONE GL_ONE\r
196                 rgbGen identityLighting\r
197         }\r
198 }