From 6ac6eef020f14c4b4c656c36563858b9fbf1ac79 Mon Sep 17 00:00:00 2001
From: Blixibon
Date: Tue, 23 Jun 2020 09:58:19 -0500
Subject: [PATCH] Updated Shader Changes (markdown)
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Shader-Changes.md | 13 ++++++++++---
1 file changed, 10 insertions(+), 3 deletions(-)
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`
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@@ -65,8 +66,8 @@ The gnarliest Frankenstein of them all, Mapbase uses a combination of Alien Swar
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-### 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.
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