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shaderoperators.py
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shaderoperators.py
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import bpy
from mathutils import Vector
from .tools import jenkhash as JenkHash
from xml.etree.ElementTree import Element
class ShaderProperty:
def __init__(self, type, name, x = None, y = None, z = None, w = None):
self.Type = type
self.Name = name
self.X = x
self.Y = y
self.Z = z
self.W = w
def write(self):
node = None
if self.X == None:
node = Element(self.Type)
node.set("value", str(self.Name))
else:
node = Element(self.Name)
node.set("x", str(self.X))
node.set("y", str(self.Y))
node.set("z", str(self.Z))
node.set("w", str(self.W))
return node
def get_value(self):
return self.Name
PT = ["Position", "TexCoord0"]
PCTT = ["Position", "Colour0", "TexCoord0", "TexCoord1"]
PNC = ["Position", "Normal", "Colour0"]
PNCT = ["Position", "Normal", "Colour0", "TexCoord0"]
PNCCT = ["Position", "Normal", "Colour0", "Colour1", "TexCoord0"]
PNCTX = ["Position", "Normal", "Colour0", "TexCoord0", "Tangent"]
PNCCTX = ["Position", "Normal", "Colour0", "Colour1", "TexCoord0", "Tangent"]
PNCTTX = ["Position", "Normal", "Colour0", "TexCoord0", "TexCoord1", "Tangent"]
PBBCCT = ["Position", "BlendWeights", "BlendIndices", "Colour0", "Colour1", "TexCoord0"]
PBBNCTX = ["Position", "BlendWeights", "BlendIndices", "Normal", "Colour0", "TexCoord0", "Tangent"]
PBBNCTTX = ["Position", "BlendWeights", "BlendIndices", "Normal", "Colour0", "TexCoord0", "TexCoord1", "Tangent"]
PBBNCTT = ["Position", "BlendWeights", "BlendIndices", "Normal", "Colour0", "TexCoord0", "TexCoord1"]
PBBNCT = ["Position", "BlendWeights", "BlendIndices", "Normal", "Colour0", "TexCoord0"]
PBBNCCT = ["Position", "BlendWeights", "BlendIndices", "Normal", "Colour0", "Colour1", "TexCoord0"]
PBBNCCTX = ["Position", "BlendWeights", "BlendIndices", "Normal", "Colour0", "Colour1", "TexCoord0", "Tangent"]
PBBNCCTTX = ["Position", "BlendWeights", "BlendIndices", "Normal", "Colour0", "Colour1", "TexCoord0", "TexCoord1", "Tangent"]
PNCCTTX = ["Position", "Normal", "Colour0", "Colour1", "TexCoord0", "TexCoord1", "Tangent"]
PNCTTTX = ["Position", "Normal", "Colour0", "TexCoord0", "TexCoord1", "TexCoord2", "Tangent"]
PNCCT3TX = ["Position", "Normal", "Colour0", "Colour1", "TexCoord0", "TexCoord3", "Tangent"]
PNCTT3TX = ["Position", "Normal", "Colour0", "TexCoord0", "TexCoord1", "TexCoord3", "Tangent"]
PBBNCTTT = ["Position", "BlendWeights", "BlendIndices", "Normal", "Colour0", "TexCoord0", "TexCoord1", "TexCoord2"]
PNCCTT = ["Position", "Normal", "Colour0", "Colour1", "TexCoord0", "TexCoord1"]
PNCCTTTT = ["Position", "Normal", "Colour0", "Colour1", "TexCoord0", "TexCoord1", "TexCoord2", "TexCoord3"]
PNCCTTTX = ["Position", "Normal", "Colour0", "Colour1", "TexCoord0", "TexCoord1", "TexCoord3", "Tangent"]
PNCT4T5TX = ["Position", "Normal", "Colour0", "TexCoord0", "TexCoord4", "TexCoord5", "Tangent"]
PNCTT4T5TX = ["Position", "Normal", "Colour0", "TexCoord0", "TexCoord1", "TexCoord4", "TexCoord5", "Tangent"]
blend_2lyrsps = [
ShaderProperty("Image", "TextureSampler_layer0"),
ShaderProperty("Image", "BumpSampler_layer0"),
ShaderProperty("Image", "TextureSampler_layer1"),
ShaderProperty("Image", "BumpSampler_layer1"),
ShaderProperty("Image", "LookupSampler"),
ShaderProperty("Value", "Bumpiness", 1.0, 0.0, 0.0, 0.0),
ShaderProperty("Value", "SpecularIntensityMult", 0.0, 0.0, 0.0, 0.0),
ShaderProperty("Value", "SpecularFalloffMult", 32.0, 0.0, 0.0, 0.0)]
cablesps = [
ShaderProperty("Layout", PNCT),
ShaderProperty("Value", "TextureSamp"),
ShaderProperty("Value", "AlphaTestValue", 0.0, 0.0, 0.0, 0.0),
ShaderProperty("Value", "gCableParams", 0.0, 0.0, 0.0, 0.0),
ShaderProperty("Value", "gViewProj", 0.0, 0.0, 0.0, 0.0),
ShaderProperty("Value", "Shader_cableEmissive", 0.0, 0.0, 0.0, 0.0),
ShaderProperty("Value", "Shader_cableAmbient", 0.0, 0.0, 0.0, 0.0),
ShaderProperty("Value", "Shader_cableDiffuse2", 0.0, 0.0, 0.0, 0.0),
ShaderProperty("Value", "Shader_cableDiffuse", 0.0, 0.0, 0.0, 0.0),
ShaderProperty("Value", "Shader_windAmount", 1.0, 0.0, 0.0, 0.0),
ShaderProperty("Value", "Shader_fadeExponent", 1.0, 0.0, 0.0, 0.0),
ShaderProperty("Value", "Shader_radiusScale", 1.0, 0.0, 0.0, 0.0)]
cloth_defaultsps = [
ShaderProperty("Image", "DiffuseSampler"),
ShaderProperty("Value", "UseTessellation", 0.0, 0.0, 0.0, 0.0)]
cloth_normal_specsps = [
ShaderProperty("Image", "DiffuseSampler"),
ShaderProperty("Image", "BumpSampler"),
ShaderProperty("Image", "SpecSampler"),
ShaderProperty("Value", "HardAlphaBlend", 1.0, 0.0, 0.0, 0.0),
ShaderProperty("Value", "UseTessellation", 0.0, 0.0, 0.0, 0.0),
ShaderProperty("Value", "Bumpiness", 1.0, 0.0, 0.0, 0.0),
ShaderProperty("Value", "SpecMapIntMask", 1.0, 0.0, 0.0, 0.0),
ShaderProperty("Value", "SpecularIntensityMult", 0.125, 0.0, 0.0, 0.0),
ShaderProperty("Value", "SpecularFalloffMult", 100.0, 0.0, 0.0, 0.0),
ShaderProperty("Value", "SpecularFresnel", 0.97, 0.0, 0.0, 0.0),
ShaderProperty("Layout", PNCTX)]
cloth_normal_spec_alphasps = [
ShaderProperty("Image", "DiffuseSampler"),
ShaderProperty("Image", "BumpSampler"),
ShaderProperty("Image", "SpecSampler"),
ShaderProperty("Value", "HardAlphaBlend", 1.0, 0.0, 0.0, 0.0),
ShaderProperty("Value", "UseTessellation", 0.0, 0.0, 0.0, 0.0),
ShaderProperty("Value", "Bumpiness", 1.0, 0.0, 0.0, 0.0),
ShaderProperty("Value", "SpecMapIntMask", 1.0, 0.0, 0.0, 0.0),
ShaderProperty("Value", "SpecularIntensityMult", 0.125, 0.0, 0.0, 0.0),
ShaderProperty("Value", "SpecularFalloffMult", 100.0, 0.0, 0.0, 0.0),
ShaderProperty("Value", "SpecularFresnel", 0.97, 0.0, 0.0, 0.0)]
cloth_normal_spec_cutoutsps = [
ShaderProperty("Image", "DiffuseSampler"),
ShaderProperty("Image", "BumpSampler"),
ShaderProperty("Image", "SpecSampler"),
ShaderProperty("Value", "HardAlphaBlend", 1.0, 0.0, 0.0, 0.0),
ShaderProperty("Value", "UseTessellation", 0.0, 0.0, 0.0, 0.0),
ShaderProperty("Value", "Bumpiness", 1.0, 0.0, 0.0, 0.0),
ShaderProperty("Value", "SpecMapIntMask", 1.0, 0.0, 0.0, 0.0),
ShaderProperty("Value", "SpecularIntensityMult", 0.125, 0.0, 0.0, 0.0),
ShaderProperty("Value", "SpecularFalloffMult", 100.0, 0.0, 0.0, 0.0),
ShaderProperty("Value", "SpecularFresnel", 0.97, 0.0, 0.0, 0.0)]
cloth_normal_spec_tntsps = [
ShaderProperty("Image", "DiffuseSampler"),
ShaderProperty("Image", "TintPaletteSampler"),
ShaderProperty("Image", "BumpSampler"),
ShaderProperty("Image", "SpecSampler"),
ShaderProperty("Value", "HardAlphaBlend", 1.0, 0.0, 0.0, 0.0),
ShaderProperty("Value", "UseTessellation", 0.0, 0.0, 0.0, 0.0),
ShaderProperty("Value", "Bumpiness", 1.0, 0.0, 0.0, 0.0),
ShaderProperty("Value", "SpecMapIntMask", 1.0, 0.0, 0.0, 0.0),
ShaderProperty("Value", "SpecularIntensityMult", 0.125, 0.0, 0.0, 0.0),
ShaderProperty("Value", "SpecularFalloffMult", 100.0, 0.0, 0.0, 0.0),
ShaderProperty("Value", "SpecularFresnel", 0.97, 0.0, 0.0, 0.0),
ShaderProperty("Value", "TintPaletteSelector", 0.0, 0.0, 0.0, 0.0)]
cloth_spec_alphasps = [
ShaderProperty("Image", "DiffuseSampler"),
ShaderProperty("Value", "HardAlphaBlend", 1.0, 0.0, 0.0, 0.0),
ShaderProperty("Value", "UseTessellation", 0.0, 0.0, 0.0, 0.0),
ShaderProperty("Value", "SpecularIntensityMult", 0.125, 0.0, 0.0, 0.0),
ShaderProperty("Value", "SpecularFalloffMult", 100.0, 0.0, 0.0, 0.0),
ShaderProperty("Value", "SpecularFresnel", 0.97, 0.0, 0.0, 0.0),
ShaderProperty("Layout", PNCTX)]
cloth_spec_cutoutsps = [
ShaderProperty("Image", "DiffuseSampler"),
ShaderProperty("Value", "HardAlphaBlend", 1.0, 0.0, 0.0, 0.0),
ShaderProperty("Value", "UseTessellation", 0.0, 0.0, 0.0, 0.0),
ShaderProperty("Value", "SpecularIntensityMult", 0.125, 0.0, 0.0, 0.0),
ShaderProperty("Value", "SpecularFalloffMult", 100.0, 0.0, 0.0, 0.0),
ShaderProperty("Value", "SpecularFresnel", 0.97, 0.0, 0.0, 0.0),
ShaderProperty("Layout", PNCTX)]
clouds_altitudesps = [
ShaderProperty("Layout", PNCTX),
ShaderProperty("Image", "DensitySampler"),
ShaderProperty("Image", "NormalSampler"),
ShaderProperty("Image", "DetailDensitySampler"),
ShaderProperty("Image", "DetailNormalSampler"),
ShaderProperty("Image", "DetailDensity2Sampler"),
ShaderProperty("Image", "DetailNormal2Sampler"),
ShaderProperty("Image", "DepthMapTexSampler"),
ShaderProperty("Value", "CloudLayerAnimScale3", 1.0, 1.0, 0.0, 0.0),
ShaderProperty("Value", "CloudLayerAnimScale2", 1.0, 1.0, 0.0, 0.0),
ShaderProperty("Value", "CloudLayerAnimScale1", 1.0, 1.0, 0.0, 0.0),
ShaderProperty("Value", "gSoftParticleRange", 175.0, 0.0, 0.0, 0.0),
ShaderProperty("Value", "gRescaleUV3", 1.0, 1.0, 0.0, 0.0),
ShaderProperty("Value", "gRescaleUV2", 1.0, 1.0, 0.0, 0.0),
ShaderProperty("Value", "gRescaleUV1", 1.0, 1.0, 0.0, 0.0),
ShaderProperty("Value", "gUVOffset3", 0.0, 0.0, 0.0, 0.0),
ShaderProperty("Value", "gUVOffset2", 0.0, 0.0, 0.0, 0.0),
ShaderProperty("Value", "gUVOffset1", 0.0, 0.0, 0.0, 0.0),
ShaderProperty("Value", "gCameraPos", 0.0, 0.0, 0.0, 0.0),
ShaderProperty("Value", "gCloudViewProj", 0.0, 0.0, 0.0, 0.0),
ShaderProperty("Value", "gUVOffset", 0.0, 0.0, 0.0, 0.0),
ShaderProperty("Value", "gAnimBlendWeights", 1.0, 0.0, 0.0, 0.0),
ShaderProperty("Value", "gAnimSculpt", 0.0, 0.0, 0.0, 0.0),
ShaderProperty("Value", "gAnimCombine", 1.0, 1.0, 1.0, 0.0),
ShaderProperty("Value", "gNearFarQMult", 0.0, 0.0, 0.0, 0.0),
ShaderProperty("Value", "gWrapLighting_MSAARef", 1.0, 1.0, 1.0, 0.0),
ShaderProperty("Value", "gScaleDiffuseFillAmbient", 1.0, 1.0, 1.0, 0.0),
ShaderProperty("Value", "gPiercingLightPower_Strength_NormalStrength_Thickness", 1.0, 1.0, 1.0, 1.0),
ShaderProperty("Value", "gScatterG_GSquared_PhaseMult_Scale", -0.75, 0.5625, 2.1, 1.0),
ShaderProperty("Value", "gDensityShiftScale", 0.0, 1.0, 0.0, 0.0),
ShaderProperty("Value", "gBounceColor", 0.0, 0.0, 0.0, 0.0),
ShaderProperty("Value", "gAmbientColor", 0.0, 0.0, 0.0, 0.0),
ShaderProperty("Value", "gCloudColor", 1.0, 1.0, 1.0, 0.0),
ShaderProperty("Value", "gSunColor", 1.0, 1.0, 1.0, 0.0),
ShaderProperty("Value", "gSunDirection", 0.0, 0.0, 0.0, 0.0),
ShaderProperty("Value", "gWestColor", 0.0, 0.0, 0.0, 0.0),
ShaderProperty("Value", "gEastMinusWestColor", 0.0, 0.0, 0.0, 0.0),
ShaderProperty("Value", "gSkyColor", 0.0, 0.0, 0.0, 0.0)]
clouds_animsps = [
ShaderProperty("Layout", PNCTX),
ShaderProperty("Image", "DensitySampler"),
ShaderProperty("Image", "NormalSampler"),
ShaderProperty("Image", "DetailDensitySampler"),
ShaderProperty("Image", "DetailNormalSampler"),
ShaderProperty("Image", "DetailDensity2Sampler"),
ShaderProperty("Image", "DetailNormal2Sampler"),
ShaderProperty("Image", "DepthMapTexSampler"),
ShaderProperty("Value", "CloudLayerAnimScale3", 1.0, 1.0, 0.0, 0.0),
ShaderProperty("Value", "CloudLayerAnimScale2", 1.0, 1.0, 0.0, 0.0),
ShaderProperty("Value", "CloudLayerAnimScale1", 1.0, 1.0, 0.0, 0.0),
ShaderProperty("Value", "gSoftParticleRange", 175.0, 0.0, 0.0, 0.0),
ShaderProperty("Value", "gRescaleUV3", 1.0, 1.0, 0.0, 0.0),
ShaderProperty("Value", "gRescaleUV2", 1.0, 1.0, 0.0, 0.0),
ShaderProperty("Value", "gRescaleUV1", 1.0, 1.0, 0.0, 0.0),
ShaderProperty("Value", "gUVOffset3", 0.0, 0.0, 0.0, 0.0),
ShaderProperty("Value", "gUVOffset2", 0.0, 0.0, 0.0, 0.0),
ShaderProperty("Value", "gUVOffset1", 0.0, 0.0, 0.0, 0.0),
ShaderProperty("Value", "gCameraPos", 0.0, 0.0, 0.0, 0.0),
ShaderProperty("Value", "gCloudViewProj", 0.0, 0.0, 0.0, 0.0),
ShaderProperty("Value", "gUVOffset", 0.0, 0.0, 0.0, 0.0),
ShaderProperty("Value", "gAnimBlendWeights", 1.0, 0.0, 0.0, 0.0),
ShaderProperty("Value", "gAnimSculpt", 0.0, 0.0, 0.0, 0.0),
ShaderProperty("Value", "gAnimCombine", 1.0, 1.0, 1.0, 0.0),
ShaderProperty("Value", "gNearFarQMult", 0.0, 0.0, 0.0, 0.0),
ShaderProperty("Value", "gWrapLighting_MSAARef", 1.0, 1.0, 1.0, 0.0),
ShaderProperty("Value", "gScaleDiffuseFillAmbient", 1.0, 1.0, 1.0, 0.0),
ShaderProperty("Value", "gPiercingLightPower_Strength_NormalStrength_Thickness", 1.0, 1.0, 1.0, 1.0),
ShaderProperty("Value", "gScatterG_GSquared_PhaseMult_Scale", -0.75, 0.5625, 2.1, 1.0),
ShaderProperty("Value", "gDensityShiftScale", 0.0, 1.0, 0.0, 0.0),
ShaderProperty("Value", "gBounceColor", 0.0, 0.0, 0.0, 0.0),
ShaderProperty("Value", "gAmbientColor", 0.0, 0.0, 0.0, 0.0),
ShaderProperty("Value", "gCloudColor", 1.0, 1.0, 1.0, 0.0),
ShaderProperty("Value", "gSunColor", 1.0, 1.0, 1.0, 0.0),
ShaderProperty("Value", "gSunDirection", 0.0, 0.0, 0.0, 0.0),
ShaderProperty("Value", "gWestColor", 0.0, 0.0, 0.0, 0.0),
ShaderProperty("Value", "gEastMinusWestColor", 0.0, 0.0, 0.0, 0.0),
ShaderProperty("Value", "gSkyColor", 0.0, 0.0, 0.0, 0.0)]
clouds_animsoftsps = [
ShaderProperty("Layout", PNCTX),
ShaderProperty("Image", "DensitySampler"),
ShaderProperty("Image", "NormalSampler"),
ShaderProperty("Image", "DetailDensitySampler"),
ShaderProperty("Image", "DetailNormalSampler"),
ShaderProperty("Image", "DetailDensity2Sampler"),
ShaderProperty("Image", "DetailNormal2Sampler"),
ShaderProperty("Image", "DepthMapTexSampler"),
ShaderProperty("Value", "CloudLayerAnimScale3", 1.0, 1.0, 0.0, 0.0),
ShaderProperty("Value", "CloudLayerAnimScale2", 1.0, 1.0, 0.0, 0.0),
ShaderProperty("Value", "CloudLayerAnimScale1", 1.0, 1.0, 0.0, 0.0),
ShaderProperty("Value", "gSoftParticleRange", 175.0, 0.0, 0.0, 0.0),
ShaderProperty("Value", "gRescaleUV3", 1.0, 1.0, 0.0, 0.0),
ShaderProperty("Value", "gRescaleUV2", 1.0, 1.0, 0.0, 0.0),
ShaderProperty("Value", "gRescaleUV1", 1.0, 1.0, 0.0, 0.0),
ShaderProperty("Value", "gUVOffset3", 0.0, 0.0, 0.0, 0.0),
ShaderProperty("Value", "gUVOffset2", 0.0, 0.0, 0.0, 0.0),
ShaderProperty("Value", "gUVOffset1", 0.0, 0.0, 0.0, 0.0),
ShaderProperty("Value", "gCameraPos", 0.0, 0.0, 0.0, 0.0),
ShaderProperty("Value", "gCloudViewProj", 0.0, 0.0, 0.0, 0.0),
ShaderProperty("Value", "gUVOffset", 0.0, 0.0, 0.0, 0.0),
ShaderProperty("Value", "gAnimBlendWeights", 1.0, 0.0, 0.0, 0.0),
ShaderProperty("Value", "gAnimSculpt", 0.0, 0.0, 0.0, 0.0),
ShaderProperty("Value", "gAnimCombine", 1.0, 1.0, 1.0, 0.0),
ShaderProperty("Value", "gNearFarQMult", 0.0, 0.0, 0.0, 0.0),
ShaderProperty("Value", "gWrapLighting_MSAARef", 1.0, 1.0, 1.0, 0.0),
ShaderProperty("Value", "gScaleDiffuseFillAmbient", 1.0, 1.0, 1.0, 0.0),
ShaderProperty("Value", "gPiercingLightPower_Strength_NormalStrength_Thickness", 1.0, 1.0, 1.0, 1.0),
ShaderProperty("Value", "gScatterG_GSquared_PhaseMult_Scale", -0.75, 0.5625, 2.1, 1.0),
ShaderProperty("Value", "gDensityShiftScale", 0.0, 1.0, 0.0, 0.0),
ShaderProperty("Value", "gBounceColor", 0.0, 0.0, 0.0, 0.0),
ShaderProperty("Value", "gAmbientColor", 0.0, 0.0, 0.0, 0.0),
ShaderProperty("Value", "gCloudColor", 1.0, 1.0, 1.0, 0.0),
ShaderProperty("Value", "gSunColor", 1.0, 1.0, 1.0, 0.0),
ShaderProperty("Value", "gSunDirection", 0.0, 0.0, 0.0, 0.0),
ShaderProperty("Value", "gWestColor", 0.0, 0.0, 0.0, 0.0),
ShaderProperty("Value", "gEastMinusWestColor", 0.0, 0.0, 0.0, 0.0),
ShaderProperty("Value", "gSkyColor", 0.0, 0.0, 0.0, 0.0)]
clouds_fastsps = [
ShaderProperty("Layout", PNCTX),
ShaderProperty("Image", "DensitySampler"),
ShaderProperty("Image", "NormalSampler"),
ShaderProperty("Value", "CloudLayerAnimScale3", 1.0, 1.0, 0.0, 0.0),
ShaderProperty("Value", "CloudLayerAnimScale2", 1.0, 1.0, 0.0, 0.0),
ShaderProperty("Value", "CloudLayerAnimScale1", 1.0, 1.0, 0.0, 0.0),
ShaderProperty("Value", "gRescaleUV3", 1.0, 1.0, 0.0, 0.0),
ShaderProperty("Value", "gRescaleUV2", 1.0, 1.0, 0.0, 0.0),
ShaderProperty("Value", "gRescaleUV1", 1.0, 1.0, 0.0, 0.0),
ShaderProperty("Value", "gUVOffset3", 0.0, 0.0, 0.0, 0.0),
ShaderProperty("Value", "gUVOffset2", 0.0, 0.0, 0.0, 0.0),
ShaderProperty("Value", "gUVOffset1", 0.0, 0.0, 0.0, 0.0),
ShaderProperty("Value", "gCameraPos", 0.0, 0.0, 0.0, 0.0),
ShaderProperty("Value", "gCloudViewProj", 0.0, 0.0, 0.0, 0.0),
ShaderProperty("Value", "gUVOffset", 0.0, 0.0, 0.0, 0.0),
ShaderProperty("Value", "gWrapLighting_MSAARef", 1.0, 1.0, 1.0, 0.0),
ShaderProperty("Value", "gScaleDiffuseFillAmbient", 1.0, 1.0, 1.0, 0.0),
ShaderProperty("Value", "gPiercingLightPower_Strength_NormalStrength_Thickness", 1.0, 1.0, 1.0, 1.0),
ShaderProperty("Value", "gScatterG_GSquared_PhaseMult_Scale", -0.75, 0.5625, 2.1, 1.0),
ShaderProperty("Value", "gDensityShiftScale", 0.0, 1.0, 0.0, 0.0),
ShaderProperty("Value", "gBounceColor", 0.0, 0.0, 0.0, 0.0),
ShaderProperty("Value", "gAmbientColor", 0.0, 0.0, 0.0, 0.0),
ShaderProperty("Value", "gCloudColor", 1.0, 1.0, 1.0, 0.0),
ShaderProperty("Value", "gSunColor", 1.0, 1.0, 1.0, 0.0),
ShaderProperty("Value", "gSunDirection", 0.0, 0.0, 0.0, 0.0),
ShaderProperty("Value", "gWestColor", 0.0, 0.0, 0.0, 0.0),
ShaderProperty("Value", "gEastMinusWestColor", 0.0, 0.0, 0.0, 0.0),
ShaderProperty("Value", "gSkyColor", 0.0, 0.0, 0.0, 0.0)]
clouds_fogsps = [
ShaderProperty("Layout", PNCTX),
ShaderProperty("Image", "DensitySampler"),
ShaderProperty("Image", "NormalSampler"),
ShaderProperty("Image", "DepthMapTexSampler"),
ShaderProperty("Value", "CloudLayerAnimScale3", 1.0, 1.0, 0.0, 0.0),
ShaderProperty("Value", "CloudLayerAnimScale2", 1.0, 1.0, 0.0, 0.0),
ShaderProperty("Value", "CloudLayerAnimScale1", 1.0, 1.0, 0.0, 0.0),
ShaderProperty("Value", "gSoftParticleRange", 175.0, 0.0, 0.0, 0.0),
ShaderProperty("Value", "gRescaleUV3", 1.0, 1.0, 0.0, 0.0),
ShaderProperty("Value", "gRescaleUV2", 1.0, 1.0, 0.0, 0.0),
ShaderProperty("Value", "gRescaleUV1", 1.0, 1.0, 0.0, 0.0),
ShaderProperty("Value", "gUVOffset3", 0.0, 0.0, 0.0, 0.0),
ShaderProperty("Value", "gUVOffset2", 0.0, 0.0, 0.0, 0.0),
ShaderProperty("Value", "gUVOffset1", 0.0, 0.0, 0.0, 0.0),
ShaderProperty("Value", "gCameraPos", 0.0, 0.0, 0.0, 0.0),
ShaderProperty("Value", "gCloudViewProj", 0.0, 0.0, 0.0, 0.0),
ShaderProperty("Value", "gUVOffset", 0.0, 0.0, 0.0, 0.0),
ShaderProperty("Value", "gNearFarQMult", 0.0, 0.0, 0.0, 0.0),
ShaderProperty("Value", "gWrapLighting_MSAARef", 1.0, 1.0, 1.0, 0.0),
ShaderProperty("Value", "gScaleDiffuseFillAmbient", 1.0, 1.0, 1.0, 0.0),
ShaderProperty("Value", "gPiercingLightPower_Strength_NormalStrength_Thickness", 1.0, 1.0, 1.0, 1.0),
ShaderProperty("Value", "gDensityShiftScale", 0.0, 1.0, 0.0, 0.0),
ShaderProperty("Value", "gBounceColor", 0.0, 0.0, 0.0, 0.0),
ShaderProperty("Value", "gAmbientColor", 0.0, 0.0, 0.0, 0.0),
ShaderProperty("Value", "gCloudColor", 1.0, 1.0, 1.0, 0.0),
ShaderProperty("Value", "gSunColor", 1.0, 1.0, 1.0, 0.0),
ShaderProperty("Value", "gSunDirection", 0.0, 0.0, 0.0, 0.0),
ShaderProperty("Value", "gWestColor", 0.0, 0.0, 0.0, 0.0),
ShaderProperty("Value", "gEastMinusWestColor", 0.0, 0.0, 0.0, 0.0),
ShaderProperty("Value", "gSkyColor", 0.0, 0.0, 0.0, 0.0)]
clouds_softsps = [
ShaderProperty("Layout", PNCTX),
ShaderProperty("Image", "DensitySampler"),
ShaderProperty("Image", "NormalSampler"),
ShaderProperty("Image", "DepthMapTexSampler"),
ShaderProperty("Value", "CloudLayerAnimScale3", 1.0, 1.0, 0.0, 0.0),
ShaderProperty("Value", "CloudLayerAnimScale2", 1.0, 1.0, 0.0, 0.0),
ShaderProperty("Value", "CloudLayerAnimScale1", 1.0, 1.0, 0.0, 0.0),
ShaderProperty("Value", "gSoftParticleRange", 175.0, 0.0, 0.0, 0.0),
ShaderProperty("Value", "gRescaleUV3", 1.0, 1.0, 0.0, 0.0),
ShaderProperty("Value", "gRescaleUV2", 1.0, 1.0, 0.0, 0.0),
ShaderProperty("Value", "gRescaleUV1", 1.0, 1.0, 0.0, 0.0),
ShaderProperty("Value", "gUVOffset3", 0.0, 0.0, 0.0, 0.0),
ShaderProperty("Value", "gUVOffset2", 0.0, 0.0, 0.0, 0.0),
ShaderProperty("Value", "gUVOffset1", 0.0, 0.0, 0.0, 0.0),
ShaderProperty("Value", "gCameraPos", 0.0, 0.0, 0.0, 0.0),
ShaderProperty("Value", "gCloudViewProj", 0.0, 0.0, 0.0, 0.0),
ShaderProperty("Value", "gUVOffset", 0.0, 0.0, 0.0, 0.0),
ShaderProperty("Value", "gNearFarQMult", 0.0, 0.0, 0.0, 0.0),
ShaderProperty("Value", "gWrapLighting_MSAARef", 1.0, 1.0, 1.0, 0.0),
ShaderProperty("Value", "gScaleDiffuseFillAmbient", 1.0, 1.0, 1.0, 0.0),
ShaderProperty("Value", "gPiercingLightPower_Strength_NormalStrength_Thickness", 1.0, 1.0, 1.0, 1.0),
ShaderProperty("Value", "gScatterG_GSquared_PhaseMult_Scale", -0.75, 0.5625, 2.1, 1.0),
ShaderProperty("Value", "gDensityShiftScale", 0.0, 1.0, 0.0, 0.0),
ShaderProperty("Value", "gBounceColor", 0.0, 0.0, 0.0, 0.0),
ShaderProperty("Value", "gAmbientColor", 0.0, 0.0, 0.0, 0.0),
ShaderProperty("Value", "gCloudColor", 1.0, 1.0, 1.0, 0.0),
ShaderProperty("Value", "gSunColor", 1.0, 1.0, 1.0, 0.0),
ShaderProperty("Value", "gSunDirection", 0.0, 0.0, 0.0, 0.0),
ShaderProperty("Value", "gWestColor", 0.0, 0.0, 0.0, 0.0),
ShaderProperty("Value", "gEastMinusWestColor", 0.0, 0.0, 0.0, 0.0),
ShaderProperty("Value", "gSkyColor", 0.0, 0.0, 0.0, 0.0)]
cpv_onlysps = [
ShaderProperty("Layout", PNC),
ShaderProperty("Value", "UseTessellation", 0.0, 0.0, 0.0, 0.0)]
cutout_fencesps = [
ShaderProperty("Layout", PNCT),
ShaderProperty("Image", "DiffuseSampler"),
ShaderProperty("Value", "HardAlphaBlend", 1.0, 0.0, 0.0, 0.0),
ShaderProperty("Value", "UseTessellation", 0.0, 0.0, 0.0, 0.0)]
cutout_fence_normalsps = [
ShaderProperty("Layout", PNCTX),
ShaderProperty("Image", "DiffuseSampler"),
ShaderProperty("Image", "BumpSampler"),
ShaderProperty("Value", "HardAlphaBlend", 1.0, 0.0, 0.0, 0.0),
ShaderProperty("Value", "UseTessellation", 0.0, 0.0, 0.0, 0.0),
ShaderProperty("Value", "Bumpiness", 1.0, 0.0, 0.0, 0.0),
ShaderProperty("Value", "SpecularIntensityMult", 0.125, 0.0, 0.0, 0.0),
ShaderProperty("Value", "SpecularFalloffMult", 100.0, 0.0, 0.0, 0.0),
ShaderProperty("Value", "SpecularFresnel", 0.97, 0.0, 0.0, 0.0)]
cutout_hardsps = [
ShaderProperty("Image", "DiffuseSampler"),
ShaderProperty("Value", "UseTessellation", 0.0, 0.0, 0.0, 0.0)]
decalsps = [
ShaderProperty("Layout", PNCT),
ShaderProperty("Image", "DiffuseSampler"),
ShaderProperty("Value", "UseTessellation", 0.0, 0.0, 0.0, 0.0),
ShaderProperty("Value", "WetnessMultiplier", 1.0, 0.0, 0.0, 0.0),
ShaderProperty("Value", "SpecularIntensityMult", 0.0, 0.0, 0.0, 0.0),
ShaderProperty("Value", "SpecularFalloffMult", 100.0, 0.0, 0.0, 0.0),
ShaderProperty("Value", "SpecularFresnel", 0.97, 0.0, 0.0, 0.0)]
decal_amb_onlysps = [
ShaderProperty("Layout", PNCT),
ShaderProperty("Image", "DiffuseSampler"),
ShaderProperty("Value", "matMaterialColorScale", 1.0, 0.0, 0.0, 1.0),
ShaderProperty("Value", "UseTessellation", 0.0, 0.0, 0.0, 0.0),
ShaderProperty("Value", "AmbientDecalMask", 1.0, 0.0, 0.0, 0.0)]
decal_diff_only_umsps = [
ShaderProperty("Layout", PBBCCT),
ShaderProperty("Image", "DiffuseSampler"),
ShaderProperty("Value", "matMaterialColorScale", 1.0, 0.0, 0.0, 1.0),
ShaderProperty("Value", "UseTessellation", 0.0, 0.0, 0.0, 0.0),
ShaderProperty("Value", "WetnessMultiplier", 1.0, 0.0, 0.0, 0.0),
ShaderProperty("Value", "umGlobalOverrideParams", 1.0, 1.0, 1.0, 1.0),
ShaderProperty("Value", "umGlobalParams", 0.025, 0.025, 1.0, 1.0)]
decal_dirtsps = [
ShaderProperty("Layout", PNCT),
ShaderProperty("Image", "DiffuseSampler"),
ShaderProperty("Value", "UseTessellation", 0.0, 0.0, 0.0, 0.0),
ShaderProperty("Value", "SpecularIntensityMult", 0.0, 0.0, 0.0, 0.0),
ShaderProperty("Value", "SpecularFalloffMult", 100.0, 0.0, 0.0, 0.0),
ShaderProperty("Value", "SpecularFresnel", 0.97, 0.0, 0.0, 0.0),
ShaderProperty("Value", "DirtDecalMask", 1.0, 0.0, 0.0, 0.0)]
decal_emissivenight_onlysps = [
ShaderProperty("Layout", PNCT),
ShaderProperty("Image", "DiffuseSampler"),
ShaderProperty("Value", "matMaterialColorScale", 1.0, 0.0, 0.0, 1.0),
ShaderProperty("Value", "UseTessellation", 0.0, 0.0, 0.0, 0.0),
ShaderProperty("Value", "EmissiveMultiplier", 1.0, 0.0, 0.0, 0.0)]
decal_emissive_onlysps = [
ShaderProperty("Layout", PNCT),
ShaderProperty("Image", "DiffuseSampler"),
ShaderProperty("Value", "matMaterialColorScale", 1.0, 0.0, 0.0, 1.0),
ShaderProperty("Value", "UseTessellation", 0.0, 0.0, 0.0, 0.0),
ShaderProperty("Value", "EmissiveMultiplier", 1.0, 0.0, 0.0, 0.0)]
decal_gluesps = [
ShaderProperty("Layout", PNCT),
ShaderProperty("Image", "DiffuseSampler"),
ShaderProperty("Value", "UseTessellation", 0.0, 0.0, 0.0, 0.0),
ShaderProperty("Value", "SpecularIntensityMult", 0.0, 0.0, 0.0, 0.0),
ShaderProperty("Value", "SpecularFalloffMult", 100.0, 0.0, 0.0, 0.0),
ShaderProperty("Value", "SpecularFresnel", 0.97, 0.0, 0.0, 0.0)]
decal_normal_onlysps = [
ShaderProperty("Layout", PNCTX),
ShaderProperty("Image", "DiffuseSampler"),
ShaderProperty("Image", "BumpSampler"),
ShaderProperty("Value", "UseTessellation", 0.0, 0.0, 0.0, 0.0),
ShaderProperty("Value", "Bumpiness", 1.0, 0.0, 0.0, 0.0),
ShaderProperty("Value", "SpecularIntensityMult", 0.125, 0.0, 0.0, 0.0),
ShaderProperty("Value", "SpecularFalloffMult", 100.0, 0.0, 0.0, 0.0),
ShaderProperty("Value", "SpecularFresnel", 0.97, 0.0, 0.0, 0.0)]
decal_shadow_onlysps = [
ShaderProperty("Layout", PNCTX),
ShaderProperty("Image", "DiffuseSampler"),
ShaderProperty("Value", "matMaterialColorScale", 1.0, 0.0, 0.0, 1.0),
ShaderProperty("Value", "UseTessellation", 0.0, 0.0, 0.0, 0.0)]
decal_spec_onlysps = [
ShaderProperty("Layout", PNCT),
ShaderProperty("Image", "DiffuseSampler"),
ShaderProperty("Image", "SpecSampler"),
ShaderProperty("Value", "UseTessellation", 0.0, 0.0, 0.0, 0.0),
ShaderProperty("Value", "SpecMapIntMask", 1.0, 0.0, 0.0, 0.0),
ShaderProperty("Value", "SpecularIntensityMult", 0.0, 0.0, 0.0, 0.0),
ShaderProperty("Value", "SpecularFalloffMult", 100.0, 0.0, 0.0, 0.0),
ShaderProperty("Value", "SpecularFresnel", 0.97, 0.0, 0.0, 0.0)]
decal_tntsps = [
ShaderProperty("Layout", PNCT),
ShaderProperty("Image", "DiffuseSampler"),
ShaderProperty("Image", "TintPaletteSampler"),
ShaderProperty("Value", "UseTessellation", 0.0, 0.0, 0.0, 0.0),
ShaderProperty("Value", "WetnessMultiplier", 1.0, 0.0, 0.0, 0.0),
ShaderProperty("Value", "SpecularIntensityMult", 0.0, 0.0, 0.0, 0.0),
ShaderProperty("Value", "SpecularFalloffMult", 100.0, 0.0, 0.0, 0.0),
ShaderProperty("Value", "SpecularFresnel", 0.97, 0.0, 0.0, 0.0),
ShaderProperty("Value", "TintPaletteSelector", 0.0, 0.0, 0.0, 0.0)]
custom_defaultsps = [
ShaderProperty("Image", "DiffuseSampler"),
ShaderProperty("Value", "matMaterialColorScale", 1.0, 0.0, 0.0, 1.0),
ShaderProperty("Value", "HardAlphaBlend", 1.0, 0.0, 0.0, 0.0),
ShaderProperty("Value", "UseTessellation", 0.0, 0.0, 0.0, 0.0),
ShaderProperty("Value", "WetnessMultiplier", 1.0, 0.0, 0.0, 0.0),
ShaderProperty("Value", "GlobalAnimUV1", 0.0, 1.0, 0.0, 0.0),
ShaderProperty("Value", "GlobalAnimUV0", 1.0, 0.0, 0.0, 0.0)]
defaultsps = [
ShaderProperty("Image", "DiffuseSampler"),
ShaderProperty("Value", "matMaterialColorScale", 1.0, 0.0, 0.0, 1.0),
ShaderProperty("Value", "HardAlphaBlend", 1.0, 0.0, 0.0, 0.0),
ShaderProperty("Value", "UseTessellation", 0.0, 0.0, 0.0, 0.0),
ShaderProperty("Value", "WetnessMultiplier", 1.0, 0.0, 0.0, 0.0),
ShaderProperty("Value", "GlobalAnimUV1", 0.0, 1.0, 0.0, 0.0),
ShaderProperty("Value", "GlobalAnimUV0", 1.0, 0.0, 0.0, 0.0)]
default_noedgesps = [
ShaderProperty("Layout", PNCT),
ShaderProperty("Image", "DiffuseSampler"),
ShaderProperty("Value", "matMaterialColorScale", 1.0, 0.0, 0.0, 1.0),
ShaderProperty("Value", "HardAlphaBlend", 1.0, 0.0, 0.0, 0.0),
ShaderProperty("Value", "UseTessellation", 0.0, 0.0, 0.0, 0.0),
ShaderProperty("Value", "WetnessMultiplier", 1.0, 0.0, 0.0, 0.0),
ShaderProperty("Value", "GlobalAnimUV1", 0.0, 1.0, 0.0, 0.0),
ShaderProperty("Value", "GlobalAnimUV0", 1.0, 0.0, 0.0, 0.0)]
gta_defaultsps = [
ShaderProperty("Layout", PNCT),
ShaderProperty("Image", "DiffuseSampler"),
ShaderProperty("Value", "matMaterialColorScale", 1.0, 0.0, 0.0, 1.0),
ShaderProperty("Value", "HardAlphaBlend", 1.0, 0.0, 0.0, 0.0),
ShaderProperty("Value", "UseTessellation", 0.0, 0.0, 0.0, 0.0),
ShaderProperty("Value", "WetnessMultiplier", 1.0, 0.0, 0.0, 0.0),
ShaderProperty("Value", "GlobalAnimUV1", 0.0, 1.0, 0.0, 0.0),
ShaderProperty("Value", "GlobalAnimUV0", 1.0, 0.0, 0.0, 0.0)]
alphasps = [
ShaderProperty("Layout", PNCT),
ShaderProperty("Image", "DiffuseSampler"),
ShaderProperty("Value", "matMaterialColorScale", 1.0, 0.0, 0.0, 1.0),
ShaderProperty("Value", "HardAlphaBlend", 1.0, 0.0, 0.0, 0.0),
ShaderProperty("Value", "UseTessellation", 0.0, 0.0, 0.0, 0.0),
ShaderProperty("Value", "WetnessMultiplier", 1.0, 0.0, 0.0, 0.0),
ShaderProperty("Value", "GlobalAnimUV1", 0.0, 1.0, 0.0, 0.0),
ShaderProperty("Value", "GlobalAnimUV0", 1.0, 0.0, 0.0, 0.0)]
cutoutsps = [
ShaderProperty("Layout", PNCT),
ShaderProperty("Image", "DiffuseSampler"),
ShaderProperty("Value", "matMaterialColorScale", 1.0, 0.0, 0.0, 1.0),
ShaderProperty("Value", "HardAlphaBlend", 1.0, 0.0, 0.0, 0.0),
ShaderProperty("Value", "UseTessellation", 0.0, 0.0, 0.0, 0.0),
ShaderProperty("Value", "WetnessMultiplier", 1.0, 0.0, 0.0, 0.0),
ShaderProperty("Value", "GlobalAnimUV1", 0.0, 1.0, 0.0, 0.0),
ShaderProperty("Value", "GlobalAnimUV0", 1.0, 0.0, 0.0, 0.0)]
default_detailsps = [
ShaderProperty("Layout", PNCT),
ShaderProperty("Image", "DiffuseSampler"),
ShaderProperty("Image", "DetailSampler"),
ShaderProperty("Value", "DetailSettings", 0.0, 0.0, 24.0, 24.0),
ShaderProperty("Value", "matMaterialColorScale", 1.0, 0.0, 0.0, 1.0),
ShaderProperty("Value", "UseTessellation", 0.0, 0.0, 0.0, 0.0),
ShaderProperty("Value", "WetnessMultiplier", 1.0, 0.0, 0.0, 0.0)]
default_specsps = [
ShaderProperty("Layout", PNCT),
ShaderProperty("Image", "DiffuseSampler"),
ShaderProperty("Value", "UseTessellation", 0.0, 0.0, 0.0, 0.0),
ShaderProperty("Value", "SpecularIntensityMult", 0.125, 0.0, 0.0, 0.0),
ShaderProperty("Value", "SpecularFalloffMult", 100.0, 0.0, 0.0, 0.0),
ShaderProperty("Value", "SpecularFresnel", 0.97, 0.0, 0.0, 0.0)]
spec_constsps = [
ShaderProperty("Layout", PNCT),
ShaderProperty("Image", "DiffuseSampler"),
ShaderProperty("Value", "UseTessellation", 0.0, 0.0, 0.0, 0.0),
ShaderProperty("Value", "SpecularIntensityMult", 0.125, 0.0, 0.0, 0.0),
ShaderProperty("Value", "SpecularFalloffMult", 100.0, 0.0, 0.0, 0.0),
ShaderProperty("Value", "SpecularFresnel", 0.97, 0.0, 0.0, 0.0)]
default_terrain_wetsps = [
ShaderProperty("Layout", PNCT),
ShaderProperty("Image", "DiffuseSampler"),
ShaderProperty("Value", "matMaterialColorScale", 1.0, 0.0, 0.0, 1.0),
ShaderProperty("Value", "HardAlphaBlend", 1.0, 0.0, 0.0, 0.0),
ShaderProperty("Value", "UseTessellation", 0.0, 0.0, 0.0, 0.0),
ShaderProperty("Value", "WetnessMultiplier", 1.0, 0.0, 0.0, 0.0),
ShaderProperty("Value", "GlobalAnimUV1", 0.0, 1.0, 0.0, 0.0),
ShaderProperty("Value", "GlobalAnimUV0", 1.0, 0.0, 0.0, 0.0)]
default_tntsps = [
ShaderProperty("Layout", PNCT),
ShaderProperty("Image", "DiffuseSampler"),
ShaderProperty("Image", "TintPaletteSampler"),
ShaderProperty("Value", "matMaterialColorScale", 1.0, 0.0, 0.0, 1.0),
ShaderProperty("Value", "HardAlphaBlend", 1.0, 0.0, 0.0, 0.0),
ShaderProperty("Value", "UseTessellation", 0.0, 0.0, 0.0, 0.0),
ShaderProperty("Value", "WetnessMultiplier", 1.0, 0.0, 0.0, 0.0),
ShaderProperty("Value", "TintPaletteSelector", 0.0, 0.0, 0.0, 0.0)]
cutout_tntsps = [
ShaderProperty("Layout", PNCT),
ShaderProperty("Image", "DiffuseSampler"),
ShaderProperty("Image", "TintPaletteSampler"),
ShaderProperty("Value", "matMaterialColorScale", 1.0, 0.0, 0.0, 1.0),
ShaderProperty("Value", "HardAlphaBlend", 1.0, 0.0, 0.0, 0.0),
ShaderProperty("Value", "UseTessellation", 0.0, 0.0, 0.0, 0.0),
ShaderProperty("Value", "WetnessMultiplier", 1.0, 0.0, 0.0, 0.0),
ShaderProperty("Value", "TintPaletteSelector", 0.0, 0.0, 0.0, 0.0)]
default_umsps = [
ShaderProperty("Layout", PNCCT),
ShaderProperty("Image", "DiffuseSampler"),
ShaderProperty("Value", "matMaterialColorScale", 1.0, 0.0, 0.0, 1.0),
ShaderProperty("Value", "HardAlphaBlend", 1.0, 0.0, 0.0, 0.0),
ShaderProperty("Value", "UseTessellation", 0.0, 0.0, 0.0, 0.0),
ShaderProperty("Value", "umGlobalOverrideParams", 1.0, 1.0, 1.0, 1.0),
ShaderProperty("Value", "umGlobalParams", 0.025, 0.025, 1.0, 1.0)]
cutout_umsps = [
ShaderProperty("Layout", PNCCT),
ShaderProperty("Image", "DiffuseSampler"),
ShaderProperty("Value", "matMaterialColorScale", 1.0, 0.0, 0.0, 1.0),
ShaderProperty("Value", "HardAlphaBlend", 1.0, 0.0, 0.0, 0.0),
ShaderProperty("Value", "UseTessellation", 0.0, 0.0, 0.0, 0.0),
ShaderProperty("Value", "umGlobalOverrideParams", 1.0, 1.0, 1.0, 1.0),
ShaderProperty("Value", "umGlobalParams", 0.025, 0.025, 1.0, 1.0)]
distance_mapsps = [
ShaderProperty("Layout", PNCTX),
ShaderProperty("Image", "DistanceMapSampler"),
ShaderProperty("Value", "FillColor", 0.0, 0.0, 1.0, 0.0)]
emissivesps = [
ShaderProperty("Layout", PNCT),
ShaderProperty("Image", "DiffuseSampler"),
ShaderProperty("Value", "matMaterialColorScale", 1.0, 0.0, 0.0, 1.0),
ShaderProperty("Value", "HardAlphaBlend", 1.0, 0.0, 0.0, 0.0),
ShaderProperty("Value", "UseTessellation", 0.0, 0.0, 0.0, 0.0),
ShaderProperty("Value", "EmissiveMultiplier", 1.0, 0.0, 0.0, 0.0),
ShaderProperty("Value", "GlobalAnimUV1", 0.0, 1.0, 0.0, 0.0),
ShaderProperty("Value", "GlobalAnimUV0", 1.0, 0.0, 0.0, 0.0)]
emissive_alphasps = [
ShaderProperty("Layout", PNCT),
ShaderProperty("Image", "DiffuseSampler"),
ShaderProperty("Value", "matMaterialColorScale", 1.0, 0.0, 0.0, 1.0),
ShaderProperty("Value", "HardAlphaBlend", 1.0, 0.0, 0.0, 0.0),
ShaderProperty("Value", "UseTessellation", 0.0, 0.0, 0.0, 0.0),
ShaderProperty("Value", "EmissiveMultiplier", 1.0, 0.0, 0.0, 0.0),
ShaderProperty("Value", "GlobalAnimUV1", 0.0, 1.0, 0.0, 0.0),
ShaderProperty("Value", "GlobalAnimUV0", 1.0, 0.0, 0.0, 0.0)]
emissivenightsps = [
ShaderProperty("Layout", PNCT),
ShaderProperty("Image", "DiffuseSampler"),
ShaderProperty("Value", "matMaterialColorScale", 1.0, 0.0, 0.0, 1.0),
ShaderProperty("Value", "HardAlphaBlend", 1.0, 0.0, 0.0, 0.0),
ShaderProperty("Value", "UseTessellation", 0.0, 0.0, 0.0, 0.0),
ShaderProperty("Value", "EmissiveMultiplier", 1.0, 0.0, 0.0, 0.0)]
emissivenight_alphasps = [
ShaderProperty("Layout", PNCT),
ShaderProperty("Image", "DiffuseSampler"),
ShaderProperty("Value", "matMaterialColorScale", 1.0, 0.0, 0.0, 1.0),
ShaderProperty("Value", "HardAlphaBlend", 1.0, 0.0, 0.0, 0.0),
ShaderProperty("Value", "UseTessellation", 0.0, 0.0, 0.0, 0.0),
ShaderProperty("Value", "EmissiveMultiplier", 1.0, 0.0, 0.0, 0.0)]
emissivenight_geomnightonlysps = [
ShaderProperty("Layout", PNCT),
ShaderProperty("Image", "DiffuseSampler"),
ShaderProperty("Value", "matMaterialColorScale", 1.0, 0.0, 0.0, 1.0),
ShaderProperty("Value", "HardAlphaBlend", 1.0, 0.0, 0.0, 0.0),
ShaderProperty("Value", "UseTessellation", 0.0, 0.0, 0.0, 0.0),
ShaderProperty("Value", "EmissiveMultiplier", 1.0, 0.0, 0.0, 0.0)]
emissivestrongsps = [
ShaderProperty("Layout", PNCT),
ShaderProperty("Image", "DiffuseSampler"),
ShaderProperty("Value", "matMaterialColorScale", 1.0, 0.0, 0.0, 1.0),
ShaderProperty("Value", "HardAlphaBlend", 1.0, 0.0, 0.0, 0.0),
ShaderProperty("Value", "UseTessellation", 0.0, 0.0, 0.0, 0.0),
ShaderProperty("Value", "EmissiveMultiplier", 1.0, 0.0, 0.0, 0.0),
ShaderProperty("Value", "GlobalAnimUV1", 0.0, 1.0, 0.0, 0.0),
ShaderProperty("Value", "GlobalAnimUV0", 1.0, 0.0, 0.0, 0.0)]
emissivestrong_alphasps = [
ShaderProperty("Layout", PNCT),
ShaderProperty("Image", "DiffuseSampler"),
ShaderProperty("Value", "matMaterialColorScale", 1.0, 0.0, 0.0, 1.0),
ShaderProperty("Value", "HardAlphaBlend", 1.0, 0.0, 0.0, 0.0),
ShaderProperty("Value", "UseTessellation", 0.0, 0.0, 0.0, 0.0),
ShaderProperty("Value", "EmissiveMultiplier", 1.0, 0.0, 0.0, 0.0),
ShaderProperty("Value", "GlobalAnimUV1", 0.0, 1.0, 0.0, 0.0),
ShaderProperty("Value", "GlobalAnimUV0", 1.0, 0.0, 0.0, 0.0)]
emissive_additive_alphasps = [
ShaderProperty("Layout", PNCT),
ShaderProperty("Image", "DiffuseSampler"),
ShaderProperty("Value", "matMaterialColorScale", 1.0, 0.0, 0.0, 1.0),
ShaderProperty("Value", "UseTessellation", 0.0, 0.0, 0.0, 0.0),
ShaderProperty("Value", "EmissiveMultiplier", 1.0, 0.0, 0.0, 0.0)]
emissive_additive_uv_alphasps = [
ShaderProperty("Layout", PNCT),
ShaderProperty("Image", "DiffuseSampler"),
ShaderProperty("Value", "matMaterialColorScale", 1.0, 0.0, 0.0, 1.0),
ShaderProperty("Value", "UseTessellation", 0.0, 0.0, 0.0, 0.0),
ShaderProperty("Value", "EmissiveMultiplier", 1.0, 0.0, 0.0, 0.0),
ShaderProperty("Value", "GlobalAnimUV1", 0.0, 1.0, 0.0, 0.0),
ShaderProperty("Value", "GlobalAnimUV0", 1.0, 0.0, 0.0, 0.0)]
emissive_clipsps = [
ShaderProperty("Layout", PNCT),
ShaderProperty("Image", "DiffuseSampler"),
ShaderProperty("Value", "matMaterialColorScale", 1.0, 0.0, 0.0, 1.0),
ShaderProperty("Value", "HardAlphaBlend", 1.0, 0.0, 0.0, 0.0),
ShaderProperty("Value", "UseTessellation", 0.0, 0.0, 0.0, 0.0),
ShaderProperty("Value", "EmissiveMultiplier", 1.0, 0.0, 0.0, 0.0),
ShaderProperty("Value", "GlobalAnimUV1", 0.0, 1.0, 0.0, 0.0),
ShaderProperty("Value", "GlobalAnimUV0", 1.0, 0.0, 0.0, 0.0)]
emissive_speclumsps = [
ShaderProperty("Layout", PNCT),
ShaderProperty("Image", "DiffuseSampler"),
ShaderProperty("Value", "matMaterialColorScale", 1.0, 0.0, 0.0, 1.0),
ShaderProperty("Value", "HardAlphaBlend", 1.0, 0.0, 0.0, 0.0),
ShaderProperty("Value", "UseTessellation", 0.0, 0.0, 0.0, 0.0),
ShaderProperty("Value", "SpecularIntensityMult", 0.125, 0.0, 0.0, 0.0),
ShaderProperty("Value", "SpecularFalloffMult", 100.0, 0.0, 0.0, 0.0),
ShaderProperty("Value", "SpecularFresnel", 0.97, 0.0, 0.0, 0.0),
ShaderProperty("Value", "EmissiveMultiplier", 1.0, 0.0, 0.0, 0.0)]
emissive_tntsps = [
ShaderProperty("Image", "DiffuseSampler"),
ShaderProperty("Image", "TintPaletteSampler"),
ShaderProperty("Value", "matMaterialColorScale", 1.0, 0.0, 0.0, 1.0),
ShaderProperty("Value", "HardAlphaBlend", 1.0, 0.0, 0.0, 0.0),
ShaderProperty("Value", "UseTessellation", 0.0, 0.0, 0.0, 0.0),
ShaderProperty("Value", "EmissiveMultiplier", 1.0, 0.0, 0.0, 0.0),
ShaderProperty("Value", "TintPaletteSelector", 0.0, 0.0, 0.0, 0.0)]
emissive_alpha_tntsps = [
ShaderProperty("Layout", PNCT),
ShaderProperty("Image", "DiffuseSampler"),
ShaderProperty("Image", "TintPaletteSampler"),
ShaderProperty("Value", "matMaterialColorScale", 1.0, 0.0, 0.0, 1.0),
ShaderProperty("Value", "HardAlphaBlend", 1.0, 0.0, 0.0, 0.0),
ShaderProperty("Value", "UseTessellation", 0.0, 0.0, 0.0, 0.0),
ShaderProperty("Value", "EmissiveMultiplier", 1.0, 0.0, 0.0, 0.0),
ShaderProperty("Value", "TintPaletteSelector", 0.0, 0.0, 0.0, 0.0)]
glasssps = [
ShaderProperty("Layout", PNCTX),
ShaderProperty("Image", "DiffuseSampler"),
ShaderProperty("Image", "BumpSampler"),
ShaderProperty("Image", "EnvironmentSampler"),
ShaderProperty("Value", "UseTessellation", 0.0, 0.0, 0.0, 0.0),
ShaderProperty("Value", "ReflectivePower", 0.45, 0.0, 0.0, 0.0),
ShaderProperty("Value", "Bumpiness", 1.0, 0.0, 0.0, 0.0),
ShaderProperty("Value", "SpecularIntensityMult", 0.125, 0.0, 0.0, 0.0),
ShaderProperty("Value", "SpecularFalloffMult", 100.0, 0.0, 0.0, 0.0),
ShaderProperty("Value", "SpecularFresnel", 0.97, 0.0, 0.0, 0.0)]
glass_breakablesps = [
ShaderProperty("Image", "DiffuseSampler"),
ShaderProperty("Image", "BumpSampler"),
ShaderProperty("Image", "SpecSampler"),
ShaderProperty("Value", "DecalTint", 1.0, 1.0, 1.0, 1.0),
ShaderProperty("Value", "CrackDecalBumpAlphaThreshold", 0.0, 0.0, 0.0, 0.0),
ShaderProperty("Value", "CrackDecalBumpAmount", 0.0, 0.0, 0.0, 0.0),
ShaderProperty("Value", "CrackEdgeBumpAmount", 0.0, 0.0, 0.0, 0.0),
ShaderProperty("Value", "CrackDecalBumpTileScale", 1.0, 1.0, 0.0, 0.0),
ShaderProperty("Value", "CrackEdgeBumpTileScale", 1.0, 1.0, 0.0, 0.0),
ShaderProperty("Value", "BrokenSpecularColor", 0.46, 0.6117647, 0.6117647, 1.0),
ShaderProperty("Value", "BrokenDiffuseColor", 0.46, 0.6117647, 0.6117647, 0.5686275),
ShaderProperty("Value", "UseTessellation", 0.0, 0.0, 0.0, 0.0),
ShaderProperty("Value", "Bumpiness", 1.0, 0.0, 0.0, 0.0),
ShaderProperty("Value", "SpecMapIntMask", 1.0, 0.0, 0.0, 0.0),
ShaderProperty("Value", "SpecularIntensityMult", 0.125, 0.0, 0.0, 0.0),
ShaderProperty("Value", "SpecularFalloffMult", 100.0, 0.0, 0.0, 0.0),
ShaderProperty("Value", "SpecularFresnel", 0.97, 0.0, 0.0, 0.0),
ShaderProperty("Layout", PNCTTX)]
glass_breakable_screendooralphasps = [
ShaderProperty("Image", "DiffuseSampler"),
ShaderProperty("Image", "BumpSampler"),
ShaderProperty("Image", "SpecSampler"),
ShaderProperty("Value", "DecalTint", 1.0, 1.0, 1.0, 1.0),
ShaderProperty("Value", "CrackDecalBumpAlphaThreshold", 0.0, 0.0, 0.0, 0.0),
ShaderProperty("Value", "CrackDecalBumpAmount", 0.0, 0.0, 0.0, 0.0),
ShaderProperty("Value", "CrackEdgeBumpAmount", 0.0, 0.0, 0.0, 0.0),
ShaderProperty("Value", "CrackDecalBumpTileScale", 1.0, 1.0, 0.0, 0.0),
ShaderProperty("Value", "CrackEdgeBumpTileScale", 1.0, 1.0, 0.0, 0.0),
ShaderProperty("Value", "BrokenSpecularColor", 0.46, 0.6117647, 0.6117647, 1.0),
ShaderProperty("Value", "BrokenDiffuseColor", 0.46, 0.6117647, 0.6117647, 0.5686275),
ShaderProperty("Value", "UseTessellation", 0.0, 0.0, 0.0, 0.0),
ShaderProperty("Value", "Bumpiness", 1.0, 0.0, 0.0, 0.0),
ShaderProperty("Value", "SpecMapIntMask", 1.0, 0.0, 0.0, 0.0),
ShaderProperty("Value", "SpecularIntensityMult", 0.125, 0.0, 0.0, 0.0),
ShaderProperty("Value", "SpecularFalloffMult", 100.0, 0.0, 0.0, 0.0),
ShaderProperty("Value", "SpecularFresnel", 0.97, 0.0, 0.0, 0.0)]
glass_displacementsps = [
ShaderProperty("Layout", PNCTX),
ShaderProperty("Image", "DiffuseSampler"),
ShaderProperty("Image", "BumpSampler"),
ShaderProperty("Image", "SpecSampler"),
ShaderProperty("Image", "EnvironmentSampler"),
ShaderProperty("Value", "UseTessellation", 0.0, 0.0, 0.0, 0.0),
ShaderProperty("Value", "displParams", 16.0, 16.0, 15.0, 0.0),
ShaderProperty("Value", "ReflectivePower", 0.45, 0.0, 0.0, 0.0),
ShaderProperty("Value", "Bumpiness", 1.0, 0.0, 0.0, 0.0),
ShaderProperty("Value", "SpecMapIntMask", 1.0, 0.0, 0.0, 0.0),
ShaderProperty("Value", "SpecularIntensityMult", 0.125, 0.0, 0.0, 0.0),
ShaderProperty("Value", "SpecularFalloffMult", 100.0, 0.0, 0.0, 0.0),
ShaderProperty("Value", "SpecularFresnel", 0.97, 0.0, 0.0, 0.0)]
glass_emissivesps = [
ShaderProperty("Layout", PNCTX),
ShaderProperty("Image", "DiffuseSampler"),
ShaderProperty("Image", "BumpSampler"),
ShaderProperty("Image", "EnvironmentSampler"),
ShaderProperty("Value", "UseTessellation", 0.0, 0.0, 0.0, 0.0),
ShaderProperty("Value", "ReflectivePower", 0.45, 0.0, 0.0, 0.0),
ShaderProperty("Value", "Bumpiness", 1.0, 0.0, 0.0, 0.0),
ShaderProperty("Value", "SpecularIntensityMult", 0.125, 0.0, 0.0, 0.0),
ShaderProperty("Value", "SpecularFalloffMult", 100.0, 0.0, 0.0, 0.0),
ShaderProperty("Value", "SpecularFresnel", 0.97, 0.0, 0.0, 0.0),
ShaderProperty("Value", "EmissiveMultiplier", 1.0, 0.0, 0.0, 0.0),
ShaderProperty("Value", "GlobalAnimUV1", 0.0, 1.0, 0.0, 0.0),
ShaderProperty("Value", "GlobalAnimUV0", 1.0, 0.0, 0.0, 0.0)]
glass_emissive_alphasps = [
ShaderProperty("Layout", PNCTX),
ShaderProperty("Image", "DiffuseSampler"),
ShaderProperty("Image", "BumpSampler"),
ShaderProperty("Image", "EnvironmentSampler"),
ShaderProperty("Value", "UseTessellation", 0.0, 0.0, 0.0, 0.0),
ShaderProperty("Value", "ReflectivePower", 0.45, 0.0, 0.0, 0.0),
ShaderProperty("Value", "Bumpiness", 1.0, 0.0, 0.0, 0.0),
ShaderProperty("Value", "SpecularIntensityMult", 0.125, 0.0, 0.0, 0.0),
ShaderProperty("Value", "SpecularFalloffMult", 100.0, 0.0, 0.0, 0.0),
ShaderProperty("Value", "SpecularFresnel", 0.97, 0.0, 0.0, 0.0),
ShaderProperty("Value", "EmissiveMultiplier", 1.0, 0.0, 0.0, 0.0),
ShaderProperty("Value", "GlobalAnimUV1", 0.0, 1.0, 0.0, 0.0),
ShaderProperty("Value", "GlobalAnimUV0", 1.0, 0.0, 0.0, 0.0)]
glass_emissivenightsps = [
ShaderProperty("Image", "DiffuseSampler"),
ShaderProperty("Image", "BumpSampler"),
ShaderProperty("Image", "EnvironmentSampler"),
ShaderProperty("Value", "UseTessellation", 0.0, 0.0, 0.0, 0.0),
ShaderProperty("Value", "ReflectivePower", 0.45, 0.0, 0.0, 0.0),
ShaderProperty("Value", "Bumpiness", 1.0, 0.0, 0.0, 0.0),
ShaderProperty("Value", "SpecularIntensityMult", 0.125, 0.0, 0.0, 0.0),
ShaderProperty("Value", "SpecularFalloffMult", 100.0, 0.0, 0.0, 0.0),
ShaderProperty("Value", "SpecularFresnel", 0.97, 0.0, 0.0, 0.0),
ShaderProperty("Value", "EmissiveMultiplier", 1.0, 0.0, 0.0, 0.0)]
glass_emissivenight_alphasps = [
ShaderProperty("Image", "DiffuseSampler"),
ShaderProperty("Image", "BumpSampler"),
ShaderProperty("Image", "EnvironmentSampler"),
ShaderProperty("Value", "UseTessellation", 0.0, 0.0, 0.0, 0.0),
ShaderProperty("Value", "ReflectivePower", 0.45, 0.0, 0.0, 0.0),
ShaderProperty("Value", "Bumpiness", 1.0, 0.0, 0.0, 0.0),
ShaderProperty("Value", "SpecularIntensityMult", 0.125, 0.0, 0.0, 0.0),
ShaderProperty("Value", "SpecularFalloffMult", 100.0, 0.0, 0.0, 0.0),
ShaderProperty("Value", "SpecularFresnel", 0.97, 0.0, 0.0, 0.0),
ShaderProperty("Value", "EmissiveMultiplier", 1.0, 0.0, 0.0, 0.0)]
glass_envsps = [
ShaderProperty("Layout", PNCTX),
ShaderProperty("Image", "DiffuseSampler"),
ShaderProperty("Image", "BumpSampler"),
ShaderProperty("Image", "SpecSampler"),
ShaderProperty("Value", "UseTessellation", 0.0, 0.0, 0.0, 0.0),
ShaderProperty("Value", "Bumpiness", 1.0, 0.0, 0.0, 0.0),
ShaderProperty("Value", "SpecMapIntMask", 1.0, 0.0, 0.0, 0.0),
ShaderProperty("Value", "SpecularIntensityMult", 0.125, 0.0, 0.0, 0.0),
ShaderProperty("Value", "SpecularFalloffMult", 100.0, 0.0, 0.0, 0.0),
ShaderProperty("Value", "SpecularFresnel", 0.97, 0.0, 0.0, 0.0),
ShaderProperty("Value", "GlobalAnimUV1", 0.0, 1.0, 0.0, 0.0),
ShaderProperty("Value", "GlobalAnimUV0", 1.0, 0.0, 0.0, 0.0)]
glass_normal_spec_reflectsps = [
ShaderProperty("Layout", PNCTX),
ShaderProperty("Image", "DiffuseSampler"),
ShaderProperty("Image", "BumpSampler"),
ShaderProperty("Image", "SpecSampler"),
ShaderProperty("Image", "EnvironmentSampler"),
ShaderProperty("Value", "UseTessellation", 0.0, 0.0, 0.0, 0.0),
ShaderProperty("Value", "ReflectivePower", 0.45, 0.0, 0.0, 0.0),
ShaderProperty("Value", "Bumpiness", 1.0, 0.0, 0.0, 0.0),
ShaderProperty("Value", "SpecMapIntMask", 1.0, 0.0, 0.0, 0.0),
ShaderProperty("Value", "SpecularIntensityMult", 0.125, 0.0, 0.0, 0.0),
ShaderProperty("Value", "SpecularFalloffMult", 100.0, 0.0, 0.0, 0.0),
ShaderProperty("Value", "SpecularFresnel", 0.97, 0.0, 0.0, 0.0)]
glass_pvsps = [
ShaderProperty("Layout", PNCTX),
ShaderProperty("Image", "DiffuseSampler"),
ShaderProperty("Value", "DecalTint", 1.0, 1.0, 1.0, 1.0),
ShaderProperty("Value", "CrackDecalBumpAlphaThreshold", 0.0, 0.0, 0.0, 0.0),
ShaderProperty("Value", "CrackDecalBumpAmount", 0.0, 0.0, 0.0, 0.0),
ShaderProperty("Value", "CrackEdgeBumpAmount", 0.0, 0.0, 0.0, 0.0),
ShaderProperty("Value", "CrackDecalBumpTileScale", 1.0, 1.0, 0.0, 0.0),
ShaderProperty("Value", "CrackEdgeBumpTileScale", 1.0, 1.0, 0.0, 0.0),
ShaderProperty("Value", "BrokenSpecularColor", 0.46, 0.6117647, 0.6117647, 1.0),
ShaderProperty("Value", "BrokenDiffuseColor", 0.46, 0.6117647, 0.6117647, 0.5686275),
ShaderProperty("Value", "UseTessellation", 0.0, 0.0, 0.0, 0.0),
ShaderProperty("Value", "SpecularIntensityMult", 0.125, 0.0, 0.0, 0.0),
ShaderProperty("Value", "SpecularFalloffMult", 100.0, 0.0, 0.0, 0.0),
ShaderProperty("Value", "SpecularFresnel", 0.97, 0.0, 0.0, 0.0)]
glass_pv_envsps = [
ShaderProperty("Layout", PNCTX),
ShaderProperty("Image", "DiffuseSampler"),
ShaderProperty("Value", "DecalTint", 1.0, 1.0, 1.0, 1.0),
ShaderProperty("Value", "CrackDecalBumpAlphaThreshold", 0.0, 0.0, 0.0, 0.0),
ShaderProperty("Value", "CrackDecalBumpAmount", 0.0, 0.0, 0.0, 0.0),
ShaderProperty("Value", "CrackEdgeBumpAmount", 0.0, 0.0, 0.0, 0.0),
ShaderProperty("Value", "CrackDecalBumpTileScale", 1.0, 1.0, 0.0, 0.0),
ShaderProperty("Value", "CrackEdgeBumpTileScale", 1.0, 1.0, 0.0, 0.0),
ShaderProperty("Value", "BrokenSpecularColor", 0.46, 0.6117647, 0.6117647, 1.0),
ShaderProperty("Value", "BrokenDiffuseColor", 0.46, 0.6117647, 0.6117647, 0.5686275),
ShaderProperty("Value", "UseTessellation", 0.0, 0.0, 0.0, 0.0),
ShaderProperty("Value", "SpecularIntensityMult", 0.125, 0.0, 0.0, 0.0),
ShaderProperty("Value", "SpecularFalloffMult", 100.0, 0.0, 0.0, 0.0),
ShaderProperty("Value", "SpecularFresnel", 0.97, 0.0, 0.0, 0.0)]
glass_reflectsps = [
ShaderProperty("Layout", PNCT),
ShaderProperty("Image", "DiffuseSampler"),
ShaderProperty("Image", "EnvironmentSampler"),
ShaderProperty("Value", "UseTessellation", 0.0, 0.0, 0.0, 0.0),
ShaderProperty("Value", "ReflectivePower", 0.45, 0.0, 0.0, 0.0),
ShaderProperty("Value", "SpecularIntensityMult", 0.125, 0.0, 0.0, 0.0),
ShaderProperty("Value", "SpecularFalloffMult", 100.0, 0.0, 0.0, 0.0),
ShaderProperty("Value", "SpecularFresnel", 0.97, 0.0, 0.0, 0.0)]
glass_specsps = [
ShaderProperty("Layout", PNCT),
ShaderProperty("Image", "DiffuseSampler"),
ShaderProperty("Image", "SpecSampler"),
ShaderProperty("Value", "UseTessellation", 0.0, 0.0, 0.0, 0.0),
ShaderProperty("Value", "SpecMapIntMask", 1.0, 0.0, 0.0, 0.0),
ShaderProperty("Value", "SpecularIntensityMult", 0.125, 0.0, 0.0, 0.0),
ShaderProperty("Value", "SpecularFalloffMult", 100.0, 0.0, 0.0, 0.0),
ShaderProperty("Value", "SpecularFresnel", 0.97, 0.0, 0.0, 0.0)]
grasssps = [
ShaderProperty("Image", "DiffuseSampler"),
ShaderProperty("Image", "TextureGrassSampler"),
ShaderProperty("Value", "gAlphaToCoverageScale", 1.3, 0.0, 0.0, 0.0),
ShaderProperty("Value", "ShadowFalloff", 1.0, 0.0, 0.0, 0.0),
ShaderProperty("Value", "AlphaTest", 0.0, 0.0, 0.0, 0.0),
ShaderProperty("Value", "AlphaScale", 1.0, 0.0, 0.0, 0.0),
ShaderProperty("Value", "_fakedGrassNormal", 0.0, 0.0, 1.0, 1.0),
ShaderProperty("Value", "uMovementParams", 0.05, 0.05, 0.2125, 0.2125),
ShaderProperty("Value", "FadeAlphaLOD2DistFar0", 0.0, 0.0, 0.0, 0.0),
ShaderProperty("Value", "FadeAlphaLOD2Dist", 0.0, 0.0, 0.0, 0.0),
ShaderProperty("Value", "FadeAlphaLOD1Dist", 0.0, 0.0, 0.0, 0.0),
ShaderProperty("Value", "FadeAlphaDistUmTimer", 0.0, 0.0, 0.0, 0.0),
ShaderProperty("Value", "_vecVehColl3R", 0.0, 0.0, 0.0, 0.0),
ShaderProperty("Value", "_vecVehColl3M", 0.0, 0.0, 0.0, 0.0),
ShaderProperty("Value", "_vecVehColl3B", 0.0, 0.0, 0.0, 0.0),
ShaderProperty("Value", "_vecVehColl2R", 0.0, 0.0, 0.0, 0.0),
ShaderProperty("Value", "_vecVehColl2M", 0.0, 0.0, 0.0, 0.0),
ShaderProperty("Value", "_vecVehColl2B", 0.0, 0.0, 0.0, 0.0),
ShaderProperty("Value", "_vecVehColl1R", 0.0, 0.0, 0.0, 0.0),
ShaderProperty("Value", "_vecVehColl1M", 0.0, 0.0, 0.0, 0.0),
ShaderProperty("Value", "_vecVehColl1B", 0.0, 0.0, 0.0, 0.0),
ShaderProperty("Value", "_vecVehColl0R", 0.0, 0.0, 0.0, 0.0),
ShaderProperty("Value", "_vecVehColl0M", 0.0, 0.0, 0.0, 0.0),
ShaderProperty("Value", "_vecVehColl0B", 0.0, 0.0, 0.0, 0.0),
ShaderProperty("Value", "_vecCollParams", 0.5625, 1.777778, 0.0, 0.0),
ShaderProperty("Value", "_dimensionLOD2", 0.0, 0.0, 0.0, 0.0),
ShaderProperty("Value", "vecPlayerPos", 0.0, 0.0, 0.0, 0.0),
ShaderProperty("Value", "vecCameraPos", 0.0, 0.0, 0.0, 0.0),
ShaderProperty("Value", "GroundColor"),
ShaderProperty("Value", "PlantColor", 0.0, 0.0, 0.0, 0.0),
ShaderProperty("Value", "matGrassTransform", 0.0, 0.0, 0.0, 0.0)]
grass_batchsps = [
ShaderProperty("Image", "DiffuseSampler"),
ShaderProperty("Value", "gLodFadeTileScale", 1.0, 1.0, 0.0, 0.0),
ShaderProperty("Value", "gLodFadePower", 1.0, 1.0, 0.0, 0.0),
ShaderProperty("Value", "gLodFadeRange", 0.05, 0.05, 0.0, 0.0),
ShaderProperty("Value", "gLodFadeStartDist", -1.0, -1.0, 0.0, 0.0),
ShaderProperty("Value", "gAlphaToCoverageScale", 1.3, 0.0, 0.0, 0.0),
ShaderProperty("Value", "gAlphaTest", 0.25, 0.0, 0.0, 0.0),
ShaderProperty("Value", "gWindBendScaleVar", 0.0, 0.0, 0.0, 0.0),
ShaderProperty("Value", "gWindBendingGlobals", 0.0, 0.0, 0.0, 0.0),
ShaderProperty("Value", "gScaleRange", 1.0, 1.0, 0.0, 0.0),
ShaderProperty("Value", "_fakedGrassNormal", 0.0, 0.0, 1.0, 1.0),
ShaderProperty("Value", "uMovementParams", 0.05, 0.05, 0.2125, 0.2125),
ShaderProperty("Value", "FadeAlphaDistUmTimer", 0.0, 0.0, 0.0, 0.0),
ShaderProperty("Value", "_vecVehColl3R", 0.0, 0.0, 0.0, 0.0),
ShaderProperty("Value", "_vecVehColl3M", 0.0, 0.0, 0.0, 0.0),
ShaderProperty("Value", "_vecVehColl3B", 0.0, 0.0, 0.0, 0.0),
ShaderProperty("Value", "_vecVehColl2R", 0.0, 0.0, 0.0, 0.0),
ShaderProperty("Value", "_vecVehColl2M", 0.0, 0.0, 0.0, 0.0),
ShaderProperty("Value", "_vecVehColl2B", 0.0, 0.0, 0.0, 0.0),
ShaderProperty("Value", "_vecVehColl1R", 0.0, 0.0, 0.0, 0.0),
ShaderProperty("Value", "_vecVehColl1M", 0.0, 0.0, 0.0, 0.0),