VortWarp
		
		
		
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This is the shader used on the vortigaunts in the intro sequence in Half-Life 2: Episode One. It blends a Flowmap with a illumination mask, and creates a similar effect to how water uses Flowmaps in newer engine branches. The shader can be both used on brushes and models.
Shader parameters
$unlit <bool>- Whether or not the material should be lit.
 
$flowmap <texture>- Flowmap to use.
 
$entityorigin <vector>- The point which the model will be squished to. The entire model will try to be squished into that point. If unspecified becomes the world origin by default, "[0 0 0]".
 
Todo: Test on brushes more. Test on world brushes, and on entity brushes. Do entities (ex. prop_static) and brushes have their $entityorigin centered by default, or again defaults to world origin?
$warpparam <float>- Warping amount toward the specified $entityorigin. 1.0 leaves the model unaffected, lower values squish more, while 0.0 makes it practically invisible. Does not accept values outside of that range.
 $selfillummap <texture>- A $selfillummask to blend with the Flowmap.
 
Supported effects
Example
Example showing the minimal needed parameters in order to make the shader work.
VortWarp
{
	$basetexture	lights/white
	$flowmap	shadertest/cloud
	$selfillummap	shadertest/lump
	$selfillumtint	"{ 200 15 0 }"
	$warpparam	1.0
}