LUX: Difference between revisions

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LUX is a [[Modification|mod]] specifically made and developed for use in {{src13sp|4}} and {{src13mp|4}}.<br>
{{LUX|4}} is a [[Modification|mod]] specifically made and developed for use in {{src13sp|4}} and {{src13mp|4}}.<br>
The Project is to entirely rewrite all existing "'''SDK_'''" Shaders, that come with the SDK and all those available in {{mapbase|4}}.
The Project is to entirely rewrite all existing "'''SDK_'''" Shaders, that come with the SDK and all those available in {{mapbase|2}}.


==Goals==
==Goals==
* '''Overhauled/Cleaned <code>materialsystem\stdshaders\</code> Folder'''
* '''Overhauled/Cleaned <code>materialsystem\stdshaders\</code> Folder'''
:{{ModernWarning|Pretty much everything except existing shader-compile functionality is pretty much "nuked".}}
:{{ModernWarning|Pretty much everything except existing shader-compile functionality is pretty much "nuked".}}
:{{ModernNote|SDK_ Shaders will fall back to LUX_ Shaders, that way LUX_ can easily be used on {{mapbase|4}} mods without much work.}}
:{{ModernNote|SDK_ Shaders will fall back to LUX_ Shaders, that way {{LUX|2}} can easily be used on {{mapbase|4}} mods without much work.}}
:{{Notice| Implementing LUX Shaders would entail replacing the existing <code>stdshaders\</code> with the one from LUX. Effectively 'nuking' SDK_ Shaders. LUX Shaders should be able to do everything SDK_ Shaders in {{src13}} and {{mapbase}} can do.}}
:{{Notice| Implementing {{LUX|2}} Shaders would entail replacing the existing <code>stdshaders\</code> with the one from {{LUX|2}}. Effectively 'nuking' SDK_ Shaders. {{LUX|2}} Shaders should be able to do everything SDK_ Shaders in {{src13}} and {{mapbase}} can do.}}
<br>
<br>
* '''Drastically decreased compile-times for all Shaders'''
* '''Drastically decreased compile-times for all Shaders'''
:{{Why|Valves Shaders take '''forever''' to compile {{src13sp}}{{src13mp}}{{as}}. Especially using the stock Shader-Compiler. This disincentives modding the Shaders.}}
:{{Why|Valves Shaders take '''forever''' to compile {{src13sp}}{{src13mp}}{{as}}. Especially using the stock Shader-Compiler. This disincentives modding the Shaders.}}
:{{Notice|Even on a good CPU it can take half a day, '''or more'''. As an example for LUX. Compiling the entirety of LUX_LightMappedGeneric takes around 30 seconds on 4 cores @4.1GHz }}
:{{Notice|Even on a good CPU it can take half a day, '''or more'''. As an example for {{LUX|2}}. Compiling the entirety of LUX_LightMappedGeneric takes around 30 seconds on 4 cores @4.1GHz }}
<br>  
<br>  
* '''SM3.0 Shaders Only'''
* '''SM3.0 Shaders Only'''
:{{why|ps20b and below is too limiting. The lack of available constant registers causes extreme branching and a lot of 'combos'. Making the code terrible to read and complicated. This disincentives Modders.}}
:{{why|ps20b and below is too limiting. The lack of available constant registers causes extreme branching and a lot of 'combos'. Making the code terrible to read and complicated. This disincentives Modders.}}
:{{Notice|Linux is not officially supported. MacOS is also not officially supported. Users of said system will have to either patche <code>togl</code> to work with SM3.0 or use DxVK. }}
:{{Notice|Linux is not officially supported. MacOS is also not officially supported. Users of said system will have to either patch <code>togl</code> to work with SM3.0 or use DxVK. }}
:{{ModernNote|
:{{ModernNote|
:* SM3.0 released in 2004, and [https://cdn.cloudflare.steamstatic.com/apps/valve/2010/siggraph2010_vlachos_waterflow.pdf Valve considered ps2.0b low end hardware in ~2008]. See slide '''8'''
:* SM3.0 released in 2004, and [https://cdn.cloudflare.steamstatic.com/apps/valve/2010/siggraph2010_vlachos_waterflow.pdf Valve considered ps2.0b low end hardware in ~2008]. See slide '''8'''
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* '''More Documentation for Shaders, their parameters, how they work and any possible caveats'''
* '''More Documentation for Shaders, their parameters, how they work and any possible caveats'''
:{{Notice|You might have noticed Articles like {{ent|$lightwarptexture}}, {{ent|$detail}}, {{ent|UnlitTwoTexture}} and {{ent|$envmapmask}} getting major updates from [[User:ShiroDkxtro2|ShiroDkxtro2]],
:{{Notice|You might have noticed Articles like {{ent|$lightwarptexture}}, {{ent|$detail}}, {{ent|UnlitTwoTexture}} and {{ent|$envmapmask}} getting major updates from [[User:ShiroDkxtro2|ShiroDkxtro2]],
:where new information about Caveats and bugs were added for {{tf2}}{{as}}{{src13}}{{csgo}}. This was a direct result of LUX development, although the focus was mainly on {{src13}}{{as}} as their code is publicly available. }}
:where new information about Caveats and bugs were added for {{tf2}}{{as}}{{src13}}{{csgo}}. This was a direct result of {{LUX|2}} development, although the focus was mainly on {{src13}}{{as}} as their code is publicly available. }}
:{{ModernNote|The current lack of documentation, on how Shaders work in Source, disincentives Modders from learning how to mod Shaders or make their own. The barrier of entry is v. high as a lot of very specific knowledge is required too.}}
:{{ModernNote|The current lack of documentation, on how Shaders work in Source, disincentives Modders from learning how to mod Shaders or make their own. The barrier of entry is v. high as a lot of very specific knowledge is required too.}}
<br>  
<br>  
* '''Implementing features that aren't available in {{src13}}'''
* '''Implementing features that aren't available in {{src13}}'''
:{{Seealso|<code>Planned Features</code>. This includes old features such as [[Glowing_Textures#.24selfillum|$selfillumtexture]] and newer features like [[$phong#Colors|$phongalbedoboost]]{{csgo|only}}.}}
:{{Seealso|[[LUX#Planned Features|Planned Features]]. This includes old features such as [[Glowing_Textures#.24selfillum|$selfillumtexture]] and newer features like [[$phong#Colors|$phongalbedoboost]]{{csgo|only}}.}}
<br>  
<br>  
* '''Fixing most Parameter "bugs:" and other caveats'''
* '''Fixing most Parameter "bugs:" and other caveats'''
:{{Seealso|<code>Stock Shaders VS LUX</code>}}
:{{Seealso|[[LUX#Stock Shaders VS LUX|Stock Shaders VS LUX]]}}
<br>
<br>
* '''Easy way of disabling features'''
* '''Easy way of disabling features'''
Line 57: Line 57:
This is a list of new features that are being implemented, or features that will be ported/recreated from newer branches such as {{as}}{{l4d2}}{{csgo}}
This is a list of new features that are being implemented, or features that will be ported/recreated from newer branches such as {{as}}{{l4d2}}{{csgo}}
{{ModernNote|Ported in this case usually means {{as}}{{mapbase}}, however in most of these cases, the code for this will be heavily adapted to simplify or overhaul it.}}
{{ModernNote|Ported in this case usually means {{as}}{{mapbase}}, however in most of these cases, the code for this will be heavily adapted to simplify or overhaul it.}}
{{Important|LUX does '''not''' use ''any'' leaked code. Features like [[$phong#Colors|$phongalbedoboost]]{{only|csgo}} are not rocket-science. They can safely be recreated without the use of leaked code.}}
{{Important|{{LUX|2}} does '''not''' use ''any'' leaked code. Features like [[$phong#Colors|$phongalbedoboost]]{{only|csgo}} are not rocket-science. They can safely be recreated without the use of leaked code.}}
:{{ModernWarning|For features that are more complicated, there might be visual disparity when compared to official implementations.}}
:{{ModernWarning|For features that are more complicated, there might be visual disparity when compared to official implementations.}}
<br>
<br>
Line 66: Line 66:
* Parallax Corrected Cubemaps ( PCC )
* Parallax Corrected Cubemaps ( PCC )
:{{ModernNote|Just like {{mapbase|2}}, this requires custom compilers to work.}}
:{{ModernNote|Just like {{mapbase|2}}, this requires custom compilers to work.}}
:{{important|The parameters are the same for LUX and {{mapbase}}. This means that Mapbase compilers can be used for this to work.}}
:{{important|The parameters are the same for {{LUX|2}} and {{mapbase}}. This means that Mapbase compilers can be used for this to work.}}
* {{ent|$envmapmask}} + {{ent|$bumpmap}} on {{ent|VertexLitGeneric}}
* {{ent|$envmapmask}} + {{ent|$bumpmap}} on {{ent|VertexLitGeneric}}
* Replacement for the "Postprocessing" Controller Shader
* Replacement for the "Postprocessing" Controller Shader
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==== Features ported/recreated/revived ====
==== Features ported/recreated/revived ====
* [[$phong#Brightness|$phongdisablehalflambert]] From {{as}}+ - Also needed for {{mapbase}}
* [[$phong#Brightness|$phongdisablehalflambert]] From {{as}}+ - Also needed for {{mapbase}}
* [[$phong#Masking|$phongexponentfactor]] From {{src13mp}}{{tf2}}, with LUX also on {{src13sp}}
* [[$phong#Masking|$phongexponentfactor]] From {{src13mp}}{{tf2}}, with {{LUX|2}} also on {{src13sp}}
* [[$phong#Colors|$phongalbedoboost]] From {{csgo}} - Its just <code>BaseTexture * $PhongAlbedoBoost</code>... No leaked code!
* [[$phong#Colors|$phongalbedoboost]] From {{csgo}} - Its just <code>BaseTexture * $PhongAlbedoBoost</code>... No leaked code!
* [[$phong#Masking|$basemapluminancephongmask]] From {{as}}+
* [[$phong#Masking|$basemapluminancephongmask]] From {{as}}+
:{{ModernNote|
:{{ModernNote|
:* LUX allows the use of Rec. 709 HDTV Luminance Weights. <code>float3(0.2126f, 0.7152f, 0.0722f)</code>.
:* {{LUX|2}} allows the use of Rec. 709 HDTV Luminance Weights. <code>float3(0.2126f, 0.7152f, 0.0722f)</code>.
:* Previously SDK_ Shaders would use the NTSC Analog Television standard of <code>float3(0.2990f, 0.5870f, 0.1140f)</code>}}
:* Previously SDK_ Shaders would use the NTSC Analog Television standard of <code>float3(0.2990f, 0.5870f, 0.1140f)</code>}}
* [[Glowing_Textures#.24selfillum|$selfillumtexture]] Deprecated since {{src07}} - This used to be obsolete
* [[Glowing_Textures#.24selfillum|$selfillumtexture]] Deprecated since {{src07}} - This used to be obsolete
:{{ModernNote| Yes, there is a use for this! [[$detail#Parameters and Effects|$detailblendmode]] 5 is commonly used for glowing textures. This parameter allows for not wasting your $detail. Additionally no $emissiveblend is required.}}
:{{ModernNote| Yes, there is a use for this! [[$detail#Parameters and Effects|$detailblendmode]] 5 is commonly used for glowing textures. This parameter allows for not wasting your $detail. Additionally no $emissiveblend is required.}}
:{{seealso|PBR Shaders in the community commonly have a $emissiontexture parameter that does EXACTLY what [[Glowing_Textures#.24selfillum|$selfillumtexture]] does in LUX.}}
:{{seealso|PBR Shaders in the community commonly have a $emissiontexture parameter that does EXACTLY what [[Glowing_Textures#.24selfillum|$selfillumtexture]] does in {{LUX|2}}.}}
* Water Shader with {{ent|$flowmap}} Support - From {{as}}
* Water Shader with {{ent|$flowmap}} Support - From {{as}}
* {{ent|$envmaplightscale}} From {{as}} for brushes{{as}}+ AND models {{only|{{csgo}}}}+
* {{ent|$envmaplightscale}} From {{as}} for brushes{{as}}+ AND models {{only|{{csgo}}}}+
Line 143: Line 143:
{{Notice|{{ent|$basealphaenvmapmask}} requires inverted masks}}
{{Notice|{{ent|$basealphaenvmapmask}} requires inverted masks}}
<br>
<br>
=== LUX_LightMappedGeneric ===
=== {{LUX}}LUX_LightMappedGeneric ===
{{ModernNote|
{{ModernNote|
[[$detail#Parameters and Effects|$detailblendmode]] 1-9 works.<br>
[[$detail#Parameters and Effects|$detailblendmode]] 1-9 works.<br>
Line 201: Line 201:
[[$phong#Colors|$phongalbedoboost]] only in {{csgo}}+}}
[[$phong#Colors|$phongalbedoboost]] only in {{csgo}}+}}
<br>
<br>
=== LUX_VertexLitGeneric ===
=== {{LUX}}LUX_VertexLitGeneric ===
==== Without $Bumpmap ====
==== Without $Bumpmap ====
* [[$detail#Parameters and Effects|$detailblendmode]] 10-11 planned. If possible.<br>
* [[$detail#Parameters and Effects|$detailblendmode]] 10-11 planned. If possible.<br>
Line 242: Line 242:
* [[$phong#Colors|$phongalbedoboost]] Exists now. ( Used to be {{only|{{csgo}}+}}
* [[$phong#Colors|$phongalbedoboost]] Exists now. ( Used to be {{only|{{csgo}}+}}
<br>
<br>
<br>
<br>
<br>


{{todo|Add LUX_WorldVertexTransition and other LUX_ Shaders to this list of comparison and changes.}}
==History==
:{{note| Probably better as their own pages to document all parameters.}}
{{LUX|2}} started developement on the 20.01.2023 DMY, but it was planned and thought ~14.01.2023 when the lead-developer [[User:ShiroDkxtro2|ShiroDkxtro2]] was in a hospital stay.<br>
Even before 2023, the idea of rewritting Valve's Shaders was in mind. Various people asked [[User:ShiroDkxtro2|ShiroDkxtro2]] if certain modifications could be implemented for default shaders, such as CSM.<br>
These requests would usually result in a simple "no.", modifying the default shaders was not considered feasible for various reasons, most of which are indirectly mentioned in [[LUX#Goals|LUX's Goals]].<br>
The Inception was supposed to be a means to make the existing Shaders more modable, with new features in mind and laid out so that implementing new things would be easier.<br>
 
==Credits==
* {{LUX|2}} uses [https://github.com/SCell555/ShaderCompile SCell555's ShaderCompiler]<br>
However, it is only used to compile the Shaders. Include files ( .inc ) are intended to be made using [https://strawberryperl.com/ Perl].
 
* {{LUX|2}} copies various code from [https://github.com/thexa4/source-pbr thexa4's PBR header]<br>
 
* Tottery ( Also known as TotteryNine )
TotteryNine was crucial to [[User:ShiroDkxtro2|ShiroDkxtro2]] for learning the basics and more complicated aspects of making and compiling Shaders.
 
* Sitkinator
Aiding with the initial logo and adding a screen-reflection effect to it.
 
* Mr.Kleiner
For writing various tools. Including a VTF Flagging tool for Cubemaps inside a .bsp file, a tool for packing lightmap uv's into .smd files
 
* roman_memes
Various logical checks and ideas. Also helped with prototyping new features and finding siggraph or other papers regarding modern and oldschool graphical implementations.
 
* Alivebyte!
For doing modifications to the ShaderCompiler, which so far have not been implemented into the repo.
 
* [[User:Ficool2|Ficool2]]
For enlightening us about the Constant Register Hack.<br>
Which allows for the use of more than 32 float constant registers on sm3.0<br>
This Project would be near impossible without it.
 
* ChatGPT
Help with programming and undocumented graphical features of the Source Engine.
It knows things and can make new things to a degree. Various code used in {{LUX|2}} has been partically written by the AI.
 
* {{mapbase|2}}
Since one of the goals of this project is to be compatible with it, various code from it has been adapted.
This means that all Shader-related things should also be inhereted with the credits of {{LUX|2}}. You can find Mapbase's credits [https://github.com/mapbase-source/source-sdk-2013/wiki/Mapbase-Credits HERE].
 
* [https://github.com/Joshua-Ashton/Source-PlusPlus/ Source++] code might be included with {{LUX|2}}.
One example would be the NvidiaPCF5x5Gaussian Shadow Filter
{{ModernNote|What else from S++ is used in {{LUX|2}}?}}
[[User:ShiroDkxtro2|ShiroDkxtro2]] would also like to thank Joshua Ashton personally for his various open-source work related to the source engine.
 
==See also==
* {{LUX|2}} [https://discord.gg/cGv8GGSkpc Discord] Server
:Development can be followed here, Bug-Reports & suggestions made.
:It is also intended as a general place for discussing {{src13|2}} related Shader-Modding.
 
* {{LUX|2}} [https://github.com/ShiroDkxtro2/ACROHS-LUX_-Shaders-Project GitHub] page
 
{{todo|Make a new category for LUX_ Shaders and document them and their parameters there, instead of here. Preferably after they were released on the GitHub.}}

Revision as of 19:09, 19 February 2023

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LUX
Development.png In Alpha development
Wiki
TypeModification
DevelopersShiroDkxtro2
EngineSource Source
Platforms(only in PC)
Based onSource 2013 Source 2013
 
GitHub
Join Discord server

LUX LUX is a mod specifically made and developed for use in Source 2013 Singleplayer Source 2013 Singleplayer and Source 2013 Multiplayer Source 2013 Multiplayer.
The Project is to entirely rewrite all existing "SDK_" Shaders, that come with the SDK and all those available in Mapbase Mapbase.

Goals

  • Overhauled/Cleaned materialsystem\stdshaders\ Folder
Template:ModernWarning
Template:ModernNote
Note.pngNote: Implementing LUX LUX Shaders would entail replacing the existing stdshaders\ with the one from LUX LUX. Effectively 'nuking' SDK_ Shaders. LUX LUX Shaders should be able to do everything SDK_ Shaders in Source 2013 and Mapbase can do.


  • Drastically decreased compile-times for all Shaders
Why?: Valves Shaders take forever to compile Source 2013 SingleplayerSource 2013 MultiplayerAlien Swarm. Especially using the stock Shader-Compiler. This disincentives modding the Shaders.
Note.pngNote:Even on a good CPU it can take half a day, or more. As an example for LUX LUX. Compiling the entirety of LUX_LightMappedGeneric takes around 30 seconds on 4 cores @4.1GHz


  • SM3.0 Shaders Only
Why?: ps20b and below is too limiting. The lack of available constant registers causes extreme branching and a lot of 'combos'. Making the code terrible to read and complicated. This disincentives Modders.
Note.pngNote:Linux is not officially supported. MacOS is also not officially supported. Users of said system will have to either patch togl to work with SM3.0 or use DxVK.
Template:ModernNote


  • Totally rewritten .h, .cpp, .fxc files


  • More Documentation for Shaders, their parameters, how they work and any possible caveats
Note.pngNote:You might have noticed Articles like $lightwarptexture, $detail, UnlitTwoTexture and $envmapmask getting major updates from ShiroDkxtro2,
where new information about Caveats and bugs were added for Team Fortress 2Alien SwarmSource 2013Counter-Strike: Global Offensive. This was a direct result of LUX LUX development, although the focus was mainly on Source 2013Alien Swarm as their code is publicly available.
Template:ModernNote


  • Implementing features that aren't available in Source 2013
See also:  Planned Features. This includes old features such as $selfillumtexture and newer features like $phongalbedoboost(only in Counter-Strike: Global Offensive).


  • Fixing most Parameter "bugs:" and other caveats


  • Easy way of disabling features
Icon-Important.pngImportant:A custom Pre-Processor program has been made. It automatically sets // STATIC:'s to predefined values depending on #define's in an included header file.
Template:ModernNote


  • Mapbase compatibility
Note.pngNote:Replacing SDK_ Shaders in SDK mods, SDK2013CE or Mapbase mods should be as simple as replacing the stdshaders\ Folder.
Template:ModernNote


Planned Features

This is a list of new features that are being implemented, or features that will be ported/recreated from newer branches such as Alien SwarmLeft 4 Dead 2Counter-Strike: Global Offensive Template:ModernNote

Icon-Important.pngImportant:LUX LUX does not use any leaked code. Features like $phongalbedoboost(only in csgo) are not rocket-science. They can safely be recreated without the use of leaked code.
Template:ModernWarning


Features required for Mapbase Mapbase compatibility

Template:ModernNote
Icon-Important.pngImportant:The parameters are the same for LUX LUX and Mapbase. This means that Mapbase compilers can be used for this to work.
Template:ModernTodo


New Features

  • In Source 2013 Multiplayer Models utilizing Model Lightmapping can use $bumpmap. Additionally all Model shaders will be able to utilize this feature. Except they have $phong.
Icon-Important.pngImportant:The Lightmap does not do bumped-lighting using the bumpmap. Only named-lights/projected textures will be able to do so.
Template:ModernNote
  • In Source 2013 Multiplayer Models can utilize Lightmap UV's.
Template:ModernWarning
Template:ModernTodo


Features ported/recreated/revived

Template:ModernNote
Template:ModernNote
See also:  PBR Shaders in the community commonly have a $emissiontexture parameter that does EXACTLY what $selfillumtexture does in LUX LUX.

Icon-Important.pngImportant:
  • On brushes this will use the Lightmap
  • On models with $bumpmap, this will use bumped lighting.
  • On models without $bumpmap, this will use Vertex Lighting.
  • In Source 2013 Multiplayer Models utilizing Model Lightmapping, will use the Lightmap. Regardless of whether or not $bumpmap is used.


Features that are being discarded

  • $envmapsphere and related - These features have been removed since Alien Swarm and are obsolete.
Template:ModernNote


Features that won't be ported/recreated/revived

  • $basealphaenvmapmaskminmaxexp from Alien Swarm - This parameter is not yet documented on the VDC, it is also unclear what exactly it does...
  • $EnvMapLightScaleMinMax from Counter-Strike: Global Offensive


Not functional - FOR NOW


Stock Shaders VS LUX

Todo: Move This to their own pages or something like that.


LightMappedGeneric

Stock Shaders

Template:ModernBug

Template:ModernNote

Note.pngNote:$basealphaenvmapmask requires inverted masks


LUXLUX_LightMappedGeneric

Template:ModernNote

Note.pngNote:Caveat - Has higher priority than $selfillum/$selfillummask.
Note.pngNote:Caveat - $selfillumtexture has higher priority than both.
Icon-Important.pngImportant:$basealphaenvmapmask does no longer require a flipped mask.
Template:ModernWorkaround


VertexLitGeneric

Stock Shaders

Always

$envmaplightscale(only in Counter-Strike: Global Offensive).

Without $Bumpmap

Template:ModernBug Template:ModernNote

With $Bumpmap

Template:ModernBug Template:ModernNote

With $Phong

Template:ModernBug

Template:ModernNote

LUXLUX_VertexLitGeneric

Without $Bumpmap

Template:ModernTodo


With $Bumpmap


With $Phong

Template:ModernNote

Note.pngNote:Will use entirety of $basetexture, without being masked.

Template:ModernNote

Note.pngNote:When no $phongexponenttexture is specified, Mask will be 1.0f!
  • $envmap Can now be not-masked by using a new parameter ($phongenvmapnomask)
Icon-Important.pngImportant:By default the original masking for the $envmap will be replicated as to not have disparity. However it can now be overriden using two new parameters. $phongforcebasealphaenvmapmask and $phongforcenormalmapalphaenvmapmask
Note.pngNote:This will make materials that previously used this intentionally, look different.


History

LUX LUX started developement on the 20.01.2023 DMY, but it was planned and thought ~14.01.2023 when the lead-developer ShiroDkxtro2 was in a hospital stay.
Even before 2023, the idea of rewritting Valve's Shaders was in mind. Various people asked ShiroDkxtro2 if certain modifications could be implemented for default shaders, such as CSM.
These requests would usually result in a simple "no.", modifying the default shaders was not considered feasible for various reasons, most of which are indirectly mentioned in LUX's Goals.
The Inception was supposed to be a means to make the existing Shaders more modable, with new features in mind and laid out so that implementing new things would be easier.

Credits

However, it is only used to compile the Shaders. Include files ( .inc ) are intended to be made using Perl.

  • Tottery ( Also known as TotteryNine )

TotteryNine was crucial to ShiroDkxtro2 for learning the basics and more complicated aspects of making and compiling Shaders.

  • Sitkinator

Aiding with the initial logo and adding a screen-reflection effect to it.

  • Mr.Kleiner

For writing various tools. Including a VTF Flagging tool for Cubemaps inside a .bsp file, a tool for packing lightmap uv's into .smd files

  • roman_memes

Various logical checks and ideas. Also helped with prototyping new features and finding siggraph or other papers regarding modern and oldschool graphical implementations.

  • Alivebyte!

For doing modifications to the ShaderCompiler, which so far have not been implemented into the repo.

For enlightening us about the Constant Register Hack.
Which allows for the use of more than 32 float constant registers on sm3.0
This Project would be near impossible without it.

  • ChatGPT

Help with programming and undocumented graphical features of the Source Engine. It knows things and can make new things to a degree. Various code used in LUX LUX has been partically written by the AI.

Since one of the goals of this project is to be compatible with it, various code from it has been adapted. This means that all Shader-related things should also be inhereted with the credits of LUX LUX. You can find Mapbase's credits HERE.

One example would be the NvidiaPCF5x5Gaussian Shadow Filter Template:ModernNote ShiroDkxtro2 would also like to thank Joshua Ashton personally for his various open-source work related to the source engine.

See also

Development can be followed here, Bug-Reports & suggestions made.
It is also intended as a general place for discussing Source 2013 Source 2013 related Shader-Modding.
Todo: Make a new category for LUX_ Shaders and document them and their parameters there, instead of here. Preferably after they were released on the GitHub.