JellyFish: Difference between revisions
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Note:This entire page was written with information from testing the shader in Episode 2 ONLY.
Robotboy655 (talk | contribs) (→Shader specific parameters: it does not do nothing) |
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This shader usually results in wireframe and therefore is unreliable and doesn't work. There is a glitch where this shader splits the player's view into four rectangular quadrants, and multiplies one colour per quadrant on the model. The "gradient" overlay on the model is locked to the player view; it doesn't pan, but it does resize as the view nears the model. The <code>$gradienttexture</code> seems to have no effect. Models with this shader are fullbright. | This shader usually results in wireframe and therefore is unreliable and doesn't work. There is a glitch where this shader splits the player's view into four rectangular quadrants, and multiplies one colour per quadrant on the model. The "gradient" overlay on the model is locked to the player view; it doesn't pan, but it does resize as the view nears the model. The <code>$gradienttexture</code> seems to have no effect. Models with this shader are fullbright. | ||
{{Note|This entire page was written with information from testing the shader in Episode 2 ONLY.}} | {{Note|This entire page was written with information from testing the shader in Episode 2 ONLY.}} | ||
The shader is fixed in {{gmod}} | |||
[[{{ns:6}}:JellyFish Inner workings.png|thumb|right|300px|How the JellyFish shader works on models in Episode 2.]] | [[{{ns:6}}:JellyFish Inner workings.png|thumb|right|300px|How the JellyFish shader works on models in Episode 2.]] |
Revision as of 09:19, 28 February 2025

This shader is obsolete. Its use is discouraged. It may only exist/function in older engine branches.
Jellyfish
This shader usually results in wireframe and therefore is unreliable and doesn't work. There is a glitch where this shader splits the player's view into four rectangular quadrants, and multiplies one colour per quadrant on the model. The "gradient" overlay on the model is locked to the player view; it doesn't pan, but it does resize as the view nears the model. The $gradienttexture
seems to have no effect. Models with this shader are fullbright.

Shader specific parameters
$basetexture
$gradienttexture
$envmap
$envmaptint
$pulserate
Trivia
This is and was used for the Hydra in the Half-Life 2 Beta and a number of mods.