diff --git a/Shader-Changes.md b/Shader-Changes.md index cf5d36b..42c0921 100644 --- a/Shader-Changes.md +++ b/Shader-Changes.md @@ -44,6 +44,7 @@ Here's a list of vanilla Source shaders which Mapbase has custom `SDK_` counterp - `DecalModulate` - `UnlitTwoTexture` - `MonitorScreen` +- `ShatteredGlass` --- @@ -65,8 +66,8 @@ The gnarliest Frankenstein of them all, Mapbase uses a combination of Alien Swar

--- -### Downfall's Alien Swarm radial fog -Mapbase uses Half-Life 2: Downfall's implementation of Alien Swarm's radial fog. +### Radial fog +Mapbase uses Half-Life 2: Downfall's implementation of radial fog from the Alien Swarm SDK. Radial fog first came to Valve's games through Left 4 Dead. Half-Life 2 still uses "planar" fog, which is calculated as a plane and changes as you rotate the camera. You could often see past it by rotating the camera and looking at the edge of your screen. @@ -93,7 +94,13 @@ This was ported with the projected texture changes when Mapbase gleaned shader s

-(todo: explain) +Mapbase uses an implementaton of parallax corrected cubemaps [open-sourced on the VDC](https://developer.valvesoftware.com/wiki/Parallax_Corrected_Cubemaps). It's best-known from [this video](https://www.youtube.com/watch?v=ZH6s1hbwoQQ). + +--- +### Tree sway +Mapbase uses Half-Life 2: Downfall's implementation of `$treeSway` from the Alien Swarm SDK. + +Using this implementation as a base, Mapbase adds `$treeSwayStatic` and an entirely new `$treeSwayStaticValues` command to control static wind values. There's also a tree sway scale on `env_wind`, which is vital for when there's multiple `env_wind` entities in a map. --- ---