Shaders in Debug\: Difference between revisions
		
		
		
		
		
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*[[LightmappedGeneric]] is used for <code>debuglightmapzbuffer.vmt</code>.  | *[[LightmappedGeneric]] is used for <code>debuglightmapzbuffer.vmt</code>.  | ||
** LightmappedGeneric_DX8 is used for <code>debuglightmap.vmt</code>.  | ** LightmappedGeneric_DX8 is used for <code>debuglightmap.vmt</code>.  | ||
==Dedicated Shaders==  | ==Dedicated Shaders==  | ||
Revision as of 20:35, 25 May 2024
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 is used for 
debuglightmapzbuffer.vmt.- LightmappedGeneric_DX8 is used for 
debuglightmap.vmt. 
 - LightmappedGeneric_DX8 is used for 
 
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.vmtanddebugluxelsnoalpha.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.cppin the mod code. 
ShowDestAlpha
- Used in only four materials 
showblurredcolor.vmt,showdestalpha.vmt,showdestalphatimescolor_blurred.vmtandshowdestalpha_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