Shaders without folder: Difference between revisions
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These shaders originate from a very old list of shaders, written by only one user, and hasn't been verified since. They can not be found in any folder within the <code>source materials.gcf</code> file. It is uncertain if these shaders are working (anymore), or how to use them. If you can get any of them to work, please provide further documentation. | These shaders originate from a very old list of shaders, written by only one user, and hasn't been verified since. They can not be found in any folder within the <code>source materials.gcf</code> file. It is uncertain if these shaders are working (anymore), or how to use them. If you can get any of them to work, please provide further documentation. | ||
{| | {| class=standard-table | ||
! Shader Name | ! Shader Name | ||
! Working? | ! Working? |
Revision as of 20:35, 19 January 2009
These shaders originate from a very old list of shaders, written by only one user, and hasn't been verified since. They can not be found in any folder within the source materials.gcf
file. It is uncertain if these shaders are working (anymore), or how to use them. If you can get any of them to work, please provide further documentation.
Shader Name | Working? |
---|---|
alienscale | |
camo | Used by the Combine Sniper in earlier versions of Half-Life 2. Does not work in retail. |
debugbumpedlightmap | |
debugbumpedvertexlit | |
debugfbtexture | Used for debugging the framebuffer (mat_showframebuffertexture) |
debuglightmap | |
debugnormalmap | |
debugunlit | |
debugvertexlit | |
fillrate | Used for mat_fillrate (see fillrate for explanation) |
jellyfish | Used for the Hydra in the E3 builds of Half-Life 2, works in every version of source so far. |
jojirium | |
modeladditivetransEnvMapwithMaskedTexture | |
overlay_fit | |
reflecttexture | |
watersurfacebottom | |
worldvertexalpha | Used for displacements (terrain). The base texture is vertex lit. |