Shaders in Debug\: Difference between revisions
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===DebugLuxels=== | ===DebugLuxels=== | ||
* Used by the materials <code>debugluxels.vmt</code> and <code>debugluxelsnoalpha.vmt</code>. Also used for the [[Valve Hammer Editor]]. (See | * Used by the materials <code>debugluxels.vmt</code> and <code>debugluxelsnoalpha.vmt</code>. Also used for the [[Valve Hammer Editor]]. (See [[Shaders_in_Editor\#DebugLuxels|Shaders in Editor\]].) | ||
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* Not found in released mod code. | * Not found in released mod code. | ||
Revision as of 10:58, 31 January 2008
The Debug\
folder of Source Materials.gcf
contain shaders dedicated to debugging purposes.
- UnlitGeneric is used for 18 materials, making it the mostly commonly used shader here.
- LightmappedGeneric_DX8 is used for
debuglightmap.vmt
. - LightmappedGeneric is used for
debuglightmapzbuffer.vmt
.
Dedicated Shaders
The following shaders are more or less exclusively used for this folder:
Wireframe
- Used for 14 materials in this folder, out of a 19 materials in total.
DebugLightingOnly
- Only used by the material
debuglightingonly.vmt
. - Not found in released mod code.
DebugLuxels
- Used by the materials
debugluxels.vmt
anddebugluxelsnoalpha.vmt
. Also used for the Valve Hammer Editor. (See Shaders in Editor\.) - Not found in released mod code.
hsv
- Used in only one material:
hsv.vmt
- This material is directly referred to in
src\cl_dll\view_scene.cpp
in the mod code.
ShowDestAlpha
- Used in only four materials
showblurredcolor.vmt
,showdestalpha.vmt
,showdestalphatimescolor_blurred.vmt
and showdestalpha_blurred.vmt
, all in this folder.
- Not found in released mod code.
VertexNormals
- Use only in one material:
debugworldnormals.vmt
- Not found in released mod code.
yuv
- Used in only one material:
yuv.vmt
- Converts the screen from RGB to YUV colorspace. Post-process shader.
- Material referred to in
src\cl_dll\view_scene.cpp