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{{this is a|pixel shader|name=Aftershock|since=Source 2007}} It draws animated and scrolling refraction. It is able to smoothly fade out with alpha blending depending on its distance to the ground (per vertex; calculated with the [[Material|material]] parameters <code>$GroundMin</code> and <code>$GroundMax</code>) and the dot product of the per vertex geometry normal and world view vector (scaled by <code>$SilhouetteThickness</code>). Furthermore this shader does solely support the vertexformat that [[model|studiomodels]] use.
{{this is a|pixel shader|name=Aftershock|since=Source 2007}} It draws animated and scrolling refraction. It is able to smoothly fade out with alpha blending depending on its distance to the ground (per vertex; calculated with the [[Material|material]] parameters <code>$GroundMin</code> and <code>$GroundMax</code>) and the dot product of the per vertex geometry normal and world view vector (scaled by <code>$SilhouetteThickness</code>). Furthermore this shader does solely support the vertexformat that [[model|studiomodels]] use.
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== See Also ==
== See also ==
* {{ent|Refract}}
* {{ent|Refract}}
* <code>[[Water (shader)|Water]]</code>
* <code>[[Water (shader)|Water]]</code>
[[Category:Shaders]]
[[Category:Stubs]]
{{stub}}

Revision as of 00:54, 6 January 2024

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Aftershock is a Pixel shader available in all Source Source games since Source 2007 Source 2007. It draws animated and scrolling refraction. It is able to smoothly fade out with alpha blending depending on its distance to the ground (per vertex; calculated with the material parameters $GroundMin and $GroundMax) and the dot product of the per vertex geometry normal and world view vector (scaled by $SilhouetteThickness). Furthermore this shader does solely support the vertexformat that studiomodels use.

Parameters

$normalmap $bumpframe $bumptransform $refractamount $colortint $bluramount $groundmin $groundmax $silhouettecolor $silhouettethickness

Time Proxy

For any reason, you may want to modulate time by scale it. The below material proxy is a simple sample to work properly.

Note.pngNote: you don't need to declare "CurrentTime" Proxie in cases where you don't need to relative modify time scale.
	"$time" "0.0"
	"$CurrentTime" "0.0" // declare a custom VMT Parameter to "CurrentTime" Proxie output
	"$timeMult" "0.5"    // declare a custom VMT Parameter to use at "Multiply" Proxie

	"Proxies"
	{
		"CurrentTime"
		{
			// It pass CurrentTime Proxie to "$CurrentTime" variable to scale materials effects such $emissiveblendscrollvector.
			"resultVar" "$CurrentTime" 
		}
		"Multiply"
		{
			"srcVar1" "$CurrentTime" // get $CurrentTime VMT parameter to multiply with srcVar2
			"srcVar2" "$timeMult"    // get $timeMult VMT parameter to multiply with srcVar1
			"resultVar" "$time"      // writes multiplication product into $time, scaling "CurrentTime" 
		}
	}

Example

The only known material using this shader, found in Half-Life 2: Episode Two Half-Life 2: Episode Two, materials/models/props_combine/sphere.vmt

"Aftershock"
{
	"<dx90"
	{
		"$fallbackmaterial" "models\props_combine\sphere_dx8"
	}

	"$normalmap" "models/props_combine/aftershock-normal"

	"$refractamount" "0.02"
	"$colortint" "[1.0 1.3 1.6]"

	"$SilhouetteThickness" "0.2"
	"$SilhouetteColor" "[0.3 0.3 0.5]"
	"$GroundMin" "-0.3"
	"$GroundMax" "-0.1"
	"$BlurAmount" "0.01"

	"$time" "0.0"
	"Proxies"
	{
		"CurrentTime"
		{
			"resultVar" "$time"
		}
	}
}

See also


Stub

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