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start using skylight instead of stupid surfacelight for skies (compiles faster, looks...
[xonotic/xonotic-maps.pk3dir.git] / scripts / common.shader
1 textures/common/antiportal
2 {
3         qer_trans 0.30
4         qer_nocarve
5         surfaceparm nodraw
6         surfaceparm nonsolid
7         surfaceparm structural
8         surfaceparm trans
9         surfaceparm antiportal
10 }
11
12 textures/common/caulk
13 {
14         surfaceparm nodraw
15         surfaceparm nolightmap
16         surfaceparm nomarks
17 }
18
19 textures/common/forcecaulk
20 {
21         surfaceparm nodraw
22         surfaceparm nolightmap
23         surfaceparm nomarks
24         surfaceparm structural
25 }
26
27 textures/common/clip
28 {
29         qer_trans 0.40
30         surfaceparm nodraw
31         surfaceparm nolightmap
32         surfaceparm nonsolid
33         surfaceparm trans
34         surfaceparm nomarks
35         surfaceparm noimpact
36         surfaceparm playerclip
37 }
38
39 textures/common/donotenter
40 {
41         qer_trans 0.50
42         surfaceparm nodraw
43         surfaceparm nonsolid
44         surfaceparm trans
45         surfaceparm nomarks
46         surfaceparm donotenter
47 }
48
49 textures/common/full_clip // silly shader, use weapclip instead
50 {
51         qer_trans 0.40
52         surfaceparm nodraw
53         surfaceparm playerclip
54 }
55
56 textures/common/hint // should NOT use surfaceparm hint.. strange but true
57 {
58         qer_nocarve
59         qer_trans 0.30
60         surfaceparm nodraw
61         surfaceparm nonsolid
62         surfaceparm structural
63         surfaceparm trans
64         surfaceparm noimpact
65         surfaceparm hint        // ydnar: yes it should.
66 }
67
68 textures/common/hintskip
69 {
70         qer_nocarve
71         qer_trans 0.30
72         surfaceparm nodraw
73         surfaceparm nonsolid
74         surfaceparm skip
75         surfaceparm structural
76         surfaceparm trans
77 }
78
79 textures/common/invisible // solid, transparent polygons, casts shadows
80 {
81         surfaceparm nolightmap
82         {
83                 map textures/common/invisible.tga
84                 alphaFunc GE128
85                 depthWrite
86                 rgbGen vertex
87         }       
88 }
89
90 textures/common/nodraw
91 {
92         surfaceparm nodraw
93         surfaceparm nolightmap
94         surfaceparm nonsolid
95         surfaceparm trans
96         surfaceparm nomarks
97 }
98
99 textures/common/nodrawnonsolid
100 {
101         surfaceparm nonsolid
102         surfaceparm nolightmap
103         surfaceparm nodraw
104 }
105
106 textures/common/nodrop
107 {
108         qer_nocarve
109         qer_trans 0.5
110         surfaceparm nodraw
111         surfaceparm nolightmap
112         surfaceparm nonsolid
113         surfaceparm trans
114         surfaceparm nomarks
115         surfaceparm nodrop
116 }
117
118
119 textures/common/noimpact
120 {
121         qer_nocarve
122         qer_trans 0.5
123         surfaceparm nodraw
124         surfaceparm nolightmap
125         surfaceparm trans
126         surfaceparm nomarks
127         surfaceparm noimpact
128 }
129
130 textures/common/nolightmap
131 {
132         surfaceparm nolightmap
133 }
134
135 textures/common/origin
136 {
137         qer_nocarve
138         surfaceparm nodraw
139         surfaceparm nolightmap
140         surfaceparm nonsolid
141         surfaceparm trans
142         surfaceparm origin
143 }
144
145 textures/common/skip
146 {
147         qer_nocarve
148         qer_trans 0.30
149         surfaceparm nodraw
150         surfaceparm nonsolid
151         surfaceparm skip
152         surfaceparm structural
153         surfaceparm trans
154 }
155
156 textures/common/terrain
157 {
158         q3map_terrain
159         surfaceparm nodraw
160         surfaceparm nolightmap
161         surfaceparm nomarks
162 }
163
164 textures/common/terrain2
165 {
166         q3map_terrain
167         surfaceparm dust
168         surfaceparm nodraw
169         surfaceparm nomarks
170         surfaceparm nolightmap
171 }
172
173 textures/common/trigger
174 {
175         qer_trans 0.50
176         qer_nocarve
177         surfaceparm nodraw
178 }
179
180 textures/common/weapclip
181 {
182         qer_trans 0.40
183         surfaceparm nodraw
184         surfaceparm nolightmap
185         surfaceparm trans
186         surfaceparm nomarks
187 }
188
189 //
190 // ydnar q3map lightgrid bounds
191 //
192 // the min/max bounds of brushes with this shader in a map
193 // will define the bounds of the map's lightgrid (model lighting)
194 // note: make it as small as possible around player space
195 // to minimize bsp size and compile time
196 //
197
198 textures/common/lightgrid
199 {
200         qer_trans 0.5
201         surfaceparm nodraw
202         surfaceparm nolightmap
203         surfaceparm nonsolid
204         surfaceparm detail
205         surfaceparm nomarks
206         surfaceparm trans
207         surfaceparm lightgrid
208 }
209
210 textures/common/warpzone
211 {
212         surfaceparm nolightmap
213         // surfaceparm nonsolid // no, it must be solid like trigger
214         surfaceparm trans
215         surfaceparm nomarks
216         {
217                 map textures/common/warpzone/trans.tga // fully transparent
218                 blendfunc blend
219         }
220         dp_camera
221         dp_refract 1 1 1 1 // makes the camera render like a refraction
222 }
223
224 textures/common/camera
225 {
226         {
227                 map textures/common/warpzone/trans.tga // fully transparent
228                 blendfunc blend
229         }
230         dp_camera
231 }