Code:
map makeAlpha ( glass/glass1.tga )
Code:
gl_FragColor.xyz += diffuse.xyz * u_alpha;
map makeAlpha ( glass/glass1.tga )
gl_FragColor.xyz += diffuse.xyz * u_alpha;
textures/e1u1/wndow0_3
{
sort medium // this is a window, so draw after opaque geometry
noOverlays
noShadows
{
program heatHaze.vfp
vertexParm 0 0 // scroll
vertexParm 1 2.5 // magnitude of the distortion
fragmentMap 0 _currentRender // copy the view render
fragmentMap 1 bumpMap glass/vp1.tga // normal map for deformation
}
{
map makeAlpha ( glass/glass1.tga )
maskColor
}
{
blend GL_DST_ALPHA , GL_ONE
cubeMap env/base1_wndow0_3
texGen reflect
color 0.3 , 0.7 , 0.2 , 0.33
maskAlpha
}
{
map glass/outdoor_glass1fx.tga
blend filter
}
}
textures/e1u1/wndow0_3
{
sort medium // this is a window, so draw after opaque geometry
noOverlays
noShadows
{
program heatHaze.vfp
vertexParm 0 0 // scroll
vertexParm 1 2.5 // magnitude of the distortion
fragmentMap 0 _currentRender // copy the view render
fragmentMap 1 bumpMap glass/vp1.tga // normal map for deformation
}
{
map makeAlpha ( glass/glass1.tga )
maskColor
}
}

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