VortWarp
VortWarp
is a vertex shader available in all Source games since 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.
Bug:Acts weirdly when lit by flashlight. [todo tested in?]
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
}