blob: d574c90fe7c814e66dbcee8b0d96c404246cbad8 (
plain)
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138
139
140
141
142
143
144
145
146
|
// glass material list
//
// TODO:
// if and when multitexturing is available in the engine, the old glass_env
// will be blended on top of the sky cubemap to hide the lack of actual objects
// in the reflection on the surface. see textures/glass/plain for a proposed
// material.
textures/glass/blue
{
qer_editorimage textures/glass/blue
color 0.00 0.00 1.00
environment
bright
}
textures/glass/red
{
qer_editorimage textures/glass/red
color 1.00 0.00 0.00
environment
bright
}
textures/glass/green
{
qer_editorimage textures/glass/green
color 0.00 1.00 0.00
environment
bright
}
textures/glass/yellow
{
qer_editorimage textures/glass/yellow
color 1.00 1.00 0.00
environment
bright
}
textures/glass/orange
{
qer_editorimage textures/glass/orange
color 1.00 0.50 0.00
environment
bright
}
textures/glass/brown
{
qer_editorimage textures/glass/brown
color 0.50 0.25 0
environment
bright
}
textures/glass/purple
{
qer_editorimage textures/glass/purple
color 1.00 0.00 1.00
environment
bright
}
textures/glass/dark
{
qer_editorimage textures/glass/dark
color 0.5 0.5 0.5
environment
bright
}
textures/glass/plain
{
qer_editorimage textures/glass/plain
color 1.00 1.00 1.00
environment
bright
// this is a proposed material, assuming a multitexture implementation
// will be much like the quake 3 shader system.
// qer_editorimage textures/glass/plain
// bright
// {
// map $skybox
// environment
// }
// {
// map textures/fx/glass_env
// blend GL_DST_COLOR, GL_ONE
// }
}
textures/glass/entity
{
qer_editorimage textures/glass/entity
color 1.00 1.00 1.00
entity
environment
bright
}
textures/glass/entity_dark
{
qer_editorimage textures/glass/entity_dark
color 0.5 0.5 0.5
entity
environment
bright
}
textures/glass/entity_second
{
qer_editorimage textures/glass/entity_second
color 1.00 1.00 1.00
entitySecond
environment
bright
}
textures/glass/entity_second_dark
{
qer_editorimage textures/glass/entity_second_dark
color 0.5 0.5 0.5
entitySecond
environment
bright
}
textures/glass/entity_third
{
qer_editorimage textures/glass/entity_third
color 1.00 1.00 1.00
entityThird
environment
bright
}
textures/glass/entity_third_dark
{
qer_editorimage textures/glass/entity_third_dark
color 0.5 0.5 0.5
entityThird
environment
bright
}
|