// the calculated alpha value will be the distance that the fog texture // extends from the viewer, unless it equals the default 1.0, in which case // it will be set to 500 // If you replace the default internal fog projection image with your own // texture, make sure that the alpha starts at 0 in the center, reaches // 255 at the borders, and is generally radially symetrical. // The color channel can be left solid white, or it can have additional // color changes with position. // you are free to modify the color or distance with math in the shaders fogs/basicFog { fogLight // tell the engine it is fog and not a light noShadows { map _fog // the internal fog image colored // take rgba from entity shaderparms } } //================================================================================== // blendLight allows a light projection with an arbitrary blend to be // applied to everything inside it, allowing simple fogs that increase // in a given direction without caring about the viewer position fogs/sentest { blendLight noShadows lightFalloffImage lights/sentest_fogfalloff.tga { blend blend map lights/sentest_fog.tga alphazeroclamp colored } } fogs/pitFog { blendLight noShadows lightFalloffImage shapes/pitFalloff.tga // white in color channel, // alpha ramps from 0 to 255, then stays at 255 a bit, // than has another 0 at the other end { blend blend // alpha blend on surfaces map shapes/alphaSquare.tga // solid white in color, single pixel alpha border alphazeroclamp // make sure it doesn't bleed over the edges colored // take rgba from entity shaderparms } } fogs/pitFog_to_black { lightFalloffImage lights/xfalloff.tga //lightFalloffImage lights/fogoff.tga fogLight // tell the engine it is fog and not a light noShadows { map _fog // the internal fog image colored // take rgba from entity shaderparms } } fogs/glare { blendLight noShadows lightFalloffImage lights/squarelight1a { blend add // add on top of alpha blend on surfaces map lights/squarelight1 zeroclamp // make sure it doesn't bleed over the edges colored // take rgba from entity shaderparms } } fogs/filter { blendLight noShadows lightFalloffImage lights/squarelight1a { blend GL_ZERO, GL_ONE_MINUS_SRC_COLOR // get dimmer as the textures get brighter map lights/squarelight1 zeroclamp // make sure it doesn't bleed over the edges colored // take rgba from entity shaderparms } }