SF names for vcs, vs, ps triples
core/apply_fog_pcgl_40_features + vs, ps files
----------------------------------------------
Apply accumulated fog to the opaque rendered objects
Arguments in apply_fog_pcgl_40_features.vcs header (1)
Default
FEATURES-FILE VS-FILE PS-FILE
------------- ------- -------
MaxZ-digits = 0 (0) MaxZ-digits = 0 (0)
VSARGS = 0 PSARGS = 0
core/bilateral_blur_pcgl_30_features + vs, ps files
---------------------------------------------------
Used to apply a two-pass separable box blurring filter to an image
Arguments in bilateral_blur_pcgl_30_features.vcs header (1)
Default
FEATURES-FILE VS-FILE PS-FILE
------------- ------- -------
F_HORZ_BLUR(-1) (0) S_HORZ_BLUR(0)
F_MUL_COLOR_BY_ALPHA(-1) (1) S_MUL_COLOR_BY_ALPHA(1)
MaxZ-digits = 0 (0) MaxZ-digits = 2 (11)
VSARGS = 0 PSARGS = 2
core/bilateral_blur_pcgl_40_features + vs, ps files
---------------------------------------------------
Used to apply a two-pass separable box blurring filter to an image
Arguments in bilateral_blur_pcgl_40_features.vcs header (1)
Default
FEATURES-FILE VS-FILE PS-FILE
------------- ------- -------
F_HORZ_BLUR(-1) (0) S_HORZ_BLUR(0)
F_MUL_COLOR_BY_ALPHA(-1) (1) S_MUL_COLOR_BY_ALPHA(1)
MaxZ-digits = 0 (0) MaxZ-digits = 2 (11)
VSARGS = 0 PSARGS = 2
core/black_pcgl_40_features + vs, ps files
------------------------------------------
Cheap shader that just outputs black (with fog)
Arguments in black_pcgl_40_features.vcs header (4)
Default
Depth
ProjectionDepth
Forward
FEATURES-FILE VS-FILE PS-FILE
------------- ------- -------
S_TRANSFORM_CONSTANT_BUFFER(-1)
MaxZ-digits = 1 (1) MaxZ-digits = 0 (0)
VSARGS = 1 PSARGS = 0
core/blur_pcgl_30_features + vs, ps files
-----------------------------------------
RGB blur using one of 4 Gaussian kernels
Arguments in blur_pcgl_30_features.vcs header (1)
Default
FEATURES-FILE VS-FILE PS-FILE
------------- ------- -------
F_GAUSSIAN_KERNEL(-1) (0) S_GAUSSIAN_KERNEL(0)
F_SRGB_READ(-1) (1) S_SRGB_READ(1)
MaxZ-digits = 0 (0) MaxZ-digits = 4 (1001)
VSARGS = 0 PSARGS = 2
core/blur_pcgl_40_features + vs, ps files
-----------------------------------------
RGB blur using one of 4 Gaussian kernels
Arguments in blur_pcgl_40_features.vcs header (1)
Default
FEATURES-FILE VS-FILE PS-FILE
------------- ------- -------
F_GAUSSIAN_KERNEL(-1) (0) S_GAUSSIAN_KERNEL(0)
F_SRGB_READ(-1) (1) S_SRGB_READ(1)
MaxZ-digits = 0 (0) MaxZ-digits = 4 (1001)
VSARGS = 0 PSARGS = 2
core/cables_pcgl_30_features + vs, ps files
-------------------------------------------
Cables shader used for particle system cables
Arguments in cables_pcgl_30_features.vcs header (5)
Forward
DeferredGather S_MODE_DEFERRED_GATHER
Depth S_MODE_DEPTH
ProjectionDepth S_MODE_PROJ_DEPTH
ForwardDebugLightingOnly S_MODE_FORWARD_DEBUG_LIGHTINGONLY
FEATURES-FILE VS-FILE PS-FILE
------------- ------- -------
S_MODE_DEFERRED_GATHER(-1) S_MODE_DEFERRED_GATHER(-1)
S_MODE_PROJ_DEPTH(-1) S_MODE_PROJ_DEPTH(-1)
S_MODE_DEPTH(-1) S_MODE_DEPTH(-1)
S_MODE_FORWARD_DEBUG_LIGHTINGONLY(-1) S_MODE_FORWARD_DEBUG_LIGHTINGONLY(-1)
F_NORMAL_MAP(-1) (0) S_NORMAL_MAP(0)
MaxZ-digits = 4 (1000) MaxZ-digits = 5 (11100)
VSARGS = 4 PSARGS = 5
core/cables_pcgl_40_features + vs, ps files
-------------------------------------------
Cables shader used for particle system cables
Arguments in cables_pcgl_40_features.vcs header (5)
Forward
DeferredGather S_MODE_DEFERRED_GATHER
Depth S_MODE_DEPTH
ProjectionDepth S_MODE_PROJ_DEPTH
ForwardDebugLightingOnly S_MODE_FORWARD_DEBUG_LIGHTINGONLY
FEATURES-FILE VS-FILE PS-FILE
------------- ------- -------
S_MODE_DEFERRED_GATHER(-1) S_MODE_DEFERRED_GATHER(-1)
S_MODE_PROJ_DEPTH(-1) S_MODE_PROJ_DEPTH(-1)
S_MODE_DEPTH(-1) S_MODE_DEPTH(-1)
S_MODE_FORWARD_DEBUG_LIGHTINGONLY(-1) S_MODE_FORWARD_DEBUG_LIGHTINGONLY(-1)
F_NORMAL_MAP(-1) (0) S_NORMAL_MAP(0)
MaxZ-digits = 4 (1000) MaxZ-digits = 5 (11100)
VSARGS = 4 PSARGS = 5
core/complex_pcgl_50_features + vs, ps files
--------------------------------------------
Simple PBR shader.
Arguments in complex_pcgl_50_features.vcs header (5)
Depth
ProjectionDepth
Forward
PrepassGBuffer S_MODE_PREPASS_GBUFFER
ToolsWireframe S_MODE_TOOLS_WIREFRAME
FEATURES-FILE VS-FILE PS-FILE
------------- ------- -------
S_MODE_TOOLS_WIREFRAME(-1) S_MODE_TOOLS_WIREFRAME(-1)
S_MODE_PREPASS_GBUFFER(-1) S_MODE_PREPASS_GBUFFER(-1)
S_TRANSFORM_CONSTANT_BUFFER(-1)
S_TOOLS_ENABLED(-1)
F_MORPH_SUPPORTED(-1) S_MORPH_SUPPORTED(0) (0)
F_ALPHA_TEST(-1) (1) S_ALPHA_TEST(1)
F_TRANSLUCENT(-1) (2) S_TRANSLUCENT(2)
F_GLASS(-1) (3) S_GLASS(3)
F_CLEAR_COAT(-1) (4) S_CLEAR_COAT(4)
F_SELF_ILLUM(-1) (5) S_SELF_ILLUM(5)
MaxZ-digits = 4 (1110) MaxZ-digits = 7 (1101000)
VSARGS = 4 PSARGS = 8
core/convolve_environment_map_pcgl_41_features + vs, ps files
-------------------------------------------------------------
Blurs cubemap faces according to the GGX specular term.
Arguments in convolve_environment_map_pcgl_41_features.vcs header (1)
Default
FEATURES-FILE VS-FILE PS-FILE
------------- ------- -------
MaxZ-digits = 0 (0) MaxZ-digits = 0 (0)
VSARGS = 0 PSARGS = 0
core/copytexture_pcgl_30_features + vs, ps files
------------------------------------------------
Copy texture
Arguments in copytexture_pcgl_30_features.vcs header (1)
Default
FEATURES-FILE VS-FILE PS-FILE
------------- ------- -------
F_WRITE_COLOR(-1) (0) S_WRITE_COLOR(0)
F_BLEND_MUL(-1) (1) S_BLEND_MUL(1)
F_WRITE_DEPTH(-1) (2) S_WRITE_DEPTH(2)
F_USE_TEXCOORDS(-1) S_USE_TEXCOORDS(3) S_USE_TEXCOORDS(3)
F_GAMMA_CORRECT(-1) (4) S_GAMMA_CORRECT(4)
F_TONEMAP(-1) (5) S_TONEMAP(5)
F_DESATURATE(-1) (6) S_DESATURATE(6)
MaxZ-digits = 1 (1) MaxZ-digits = 7 (1111111)
VSARGS = 1 PSARGS = 7
core/copytexture_pcgl_40_features + vs, ps files
------------------------------------------------
Copy texture
Arguments in copytexture_pcgl_40_features.vcs header (1)
Default
FEATURES-FILE VS-FILE PS-FILE
------------- ------- -------
F_WRITE_COLOR(-1) (0) S_WRITE_COLOR(0)
F_BLEND_MUL(-1) (1) S_BLEND_MUL(1)
F_WRITE_DEPTH(-1) (2) S_WRITE_DEPTH(2)
F_USE_TEXCOORDS(-1) S_USE_TEXCOORDS(3) S_USE_TEXCOORDS(3)
F_GAMMA_CORRECT(-1) (4) S_GAMMA_CORRECT(4)
F_TONEMAP(-1) (5) S_TONEMAP(5)
F_DESATURATE(-1) (6) S_DESATURATE(6)
MaxZ-digits = 1 (1) MaxZ-digits = 7 (1111111)
VSARGS = 1 PSARGS = 7
core/debug_show_texture_pcgl_30_features + vs, ps files
-------------------------------------------------------
Arguments in debug_show_texture_pcgl_30_features.vcs header (1)
Default
FEATURES-FILE VS-FILE PS-FILE
------------- ------- -------
MaxZ-digits = 0 (0) MaxZ-digits = 0 (0)
VSARGS = 0 PSARGS = 0
core/debug_show_texture_pcgl_40_features + vs, ps files
-------------------------------------------------------
Arguments in debug_show_texture_pcgl_40_features.vcs header (1)
Default
FEATURES-FILE VS-FILE PS-FILE
------------- ------- -------
MaxZ-digits = 0 (0) MaxZ-digits = 0 (0)
VSARGS = 0 PSARGS = 0
core/debug_sunshadow_vis_pcgl_30_features + vs, ps files
--------------------------------------------------------
Used to visualize the cascaded shadow map split boundaries
Arguments in debug_sunshadow_vis_pcgl_30_features.vcs header (1)
Default
FEATURES-FILE VS-FILE PS-FILE
------------- ------- -------
MaxZ-digits = 0 (0) MaxZ-digits = 0 (0)
VSARGS = 0 PSARGS = 0
core/debug_sunshadow_vis_pcgl_40_features + vs, ps files
--------------------------------------------------------
Used to visualize the cascaded shadow map split boundaries
Arguments in debug_sunshadow_vis_pcgl_40_features.vcs header (1)
Default
FEATURES-FILE VS-FILE PS-FILE
------------- ------- -------
MaxZ-digits = 0 (0) MaxZ-digits = 0 (0)
VSARGS = 0 PSARGS = 0
core/debug_wireframe_2d_pcgl_30_features + vs, ps files
-------------------------------------------------------
Simple, no frills screenspace wireframe with per-vertex colors
Arguments in debug_wireframe_2d_pcgl_30_features.vcs header (1)
Default
FEATURES-FILE VS-FILE PS-FILE
------------- ------- -------
MaxZ-digits = 0 (0) MaxZ-digits = 0 (0)
VSARGS = 0 PSARGS = 0
core/debug_wireframe_2d_pcgl_40_features + vs, ps files
-------------------------------------------------------
Simple, no frills screenspace wireframe with per-vertex colors
Arguments in debug_wireframe_2d_pcgl_40_features.vcs header (1)
Default
FEATURES-FILE VS-FILE PS-FILE
------------- ------- -------
MaxZ-digits = 0 (0) MaxZ-digits = 0 (0)
VSARGS = 0 PSARGS = 0
core/debugoverlay_wireframe_pcgl_30_features + vs, ps files
-----------------------------------------------------------
Wireframe for tools
Arguments in debugoverlay_wireframe_pcgl_30_features.vcs header (6)
Default
PrepassGBuffer S_MODE_PREPASS_GBUFFER
FullDeferredGBuffer S_MODE_FULL_DEFERRED_GBUFFER
DeferredGather S_MODE_DEFERRED_GATHER
Forward
ForwardDebugLightingOnly
FEATURES-FILE VS-FILE PS-FILE
------------- ------- -------
S_TRANSFORM_CONSTANT_BUFFER(-1)
S_MODE_PREPASS_GBUFFER(-1) S_MODE_PREPASS_GBUFFER(-1)
S_MODE_FULL_DEFERRED_GBUFFER(-1) S_MODE_FULL_DEFERRED_GBUFFER(-1)
S_MODE_DEFERRED_GATHER(-1)
F_UNLIT(-1) (0) S_UNLIT(0)
F_NO_ZTEST(-1) (1) S_NO_ZTEST(1)
MaxZ-digits = 3 (101) MaxZ-digits = 5 (11100)
VSARGS = 3 PSARGS = 5
core/debugoverlay_wireframe_pcgl_40_features + vs, ps files
-----------------------------------------------------------
Wireframe for tools
Arguments in debugoverlay_wireframe_pcgl_40_features.vcs header (6)
Default
PrepassGBuffer S_MODE_PREPASS_GBUFFER
FullDeferredGBuffer S_MODE_FULL_DEFERRED_GBUFFER
DeferredGather S_MODE_DEFERRED_GATHER
Forward
ForwardDebugLightingOnly
FEATURES-FILE VS-FILE PS-FILE
------------- ------- -------
S_TRANSFORM_CONSTANT_BUFFER(-1)
S_MODE_PREPASS_GBUFFER(-1) S_MODE_PREPASS_GBUFFER(-1)
S_MODE_FULL_DEFERRED_GBUFFER(-1) S_MODE_FULL_DEFERRED_GBUFFER(-1)
S_MODE_DEFERRED_GATHER(-1)
F_UNLIT(-1) (0) S_UNLIT(0)
F_NO_ZTEST(-1) (1) S_NO_ZTEST(1)
MaxZ-digits = 3 (101) MaxZ-digits = 5 (11100)
VSARGS = 3 PSARGS = 5
core/deferred_shading_pcgl_41_features + vs, ps files
-----------------------------------------------------
Tiled Deferred Shading
Arguments in deferred_shading_pcgl_41_features.vcs header (1)
Default
FEATURES-FILE VS-FILE PS-FILE
------------- ------- -------
S_TOOLS_ENABLED(-1)
MaxZ-digits = 0 (0) MaxZ-digits = 0 (0)
VSARGS = 0 PSARGS = 1
core/depth_only_pcgl_30_features + vs, ps files
-----------------------------------------------
Depth Only - Used as a Mode Fallback
Arguments in depth_only_pcgl_30_features.vcs header (2)
Depth S_MODE_DEPTH
ProjectionDepth S_MODE_PROJ_DEPTH
FEATURES-FILE VS-FILE PS-FILE
------------- ------- -------
S_TRANSFORM_CONSTANT_BUFFER(-1)
S_MODE_DEPTH(-1) S_MODE_DEPTH(-1)
S_MODE_PROJ_DEPTH(-1) S_MODE_PROJ_DEPTH(-1)
F_ALPHA_TEST(-1) S_ALPHA_TEST(0) S_ALPHA_TEST(0)
F_TRANSLUCENT(-1) S_TRANSLUCENT(1) S_TRANSLUCENT(1)
F_RENDER_BACKFACES(-1) (2) (2)
F_FOLIAGE_ANIMATION(-1) S_FOLIAGE_ANIMATION(3) (3)
F_MORPH_SUPPORTED(-1) S_MORPH_SUPPORTED(4) (4)
MaxZ-digits = 7 (1110101) MaxZ-digits = 4 (1010)
VSARGS = 7 PSARGS = 4
core/depth_only_pcgl_40_features + vs, ps files
-----------------------------------------------
Depth Only - Used as a Mode Fallback
Arguments in depth_only_pcgl_40_features.vcs header (2)
Depth S_MODE_DEPTH
ProjectionDepth S_MODE_PROJ_DEPTH
FEATURES-FILE VS-FILE PS-FILE
------------- ------- -------
S_TRANSFORM_CONSTANT_BUFFER(-1)
S_MODE_DEPTH(-1) S_MODE_DEPTH(-1)
S_MODE_PROJ_DEPTH(-1) S_MODE_PROJ_DEPTH(-1)
F_ALPHA_TEST(-1) S_ALPHA_TEST(0) S_ALPHA_TEST(0)
F_TRANSLUCENT(-1) S_TRANSLUCENT(1) S_TRANSLUCENT(1)
F_RENDER_BACKFACES(-1) (2) (2)
F_FOLIAGE_ANIMATION(-1) S_FOLIAGE_ANIMATION(3) (3)
F_MORPH_SUPPORTED(-1) S_MORPH_SUPPORTED(4) (4)
MaxZ-digits = 7 (1110101) MaxZ-digits = 4 (1010)
VSARGS = 7 PSARGS = 4
core/downsample_depth_pcgl_50_features + vs, ps files
-----------------------------------------------------
Downsample/resolve depth buffer
Arguments in downsample_depth_pcgl_50_features.vcs header (1)
Default
FEATURES-FILE VS-FILE PS-FILE
------------- ------- -------
MaxZ-digits = 0 (0) MaxZ-digits = 0 (0)
VSARGS = 0 PSARGS = 0
core/downsample_pcgl_30_features + vs, ps files
-----------------------------------------------
Shader to downsample rendertargets
Arguments in downsample_pcgl_30_features.vcs header (1)
Default
FEATURES-FILE VS-FILE PS-FILE
------------- ------- -------
MaxZ-digits = 0 (0) MaxZ-digits = 0 (0)
VSARGS = 0 PSARGS = 0
core/downsample_pcgl_40_features + vs, ps files
-----------------------------------------------
Shader to downsample rendertargets
Arguments in downsample_pcgl_40_features.vcs header (1)
Default
FEATURES-FILE VS-FILE PS-FILE
------------- ------- -------
MaxZ-digits = 0 (0) MaxZ-digits = 0 (0)
VSARGS = 0 PSARGS = 0
core/error_pcgl_30_features + vs, ps files
------------------------------------------
Error shader
Arguments in error_pcgl_30_features.vcs header (1)
Default
FEATURES-FILE VS-FILE PS-FILE
------------- ------- -------
S_TRANSFORM_CONSTANT_BUFFER(-1)
MaxZ-digits = 1 (1) MaxZ-digits = 0 (0)
VSARGS = 1 PSARGS = 0
core/error_pcgl_40_features + vs, ps files
------------------------------------------
Error shader
Arguments in error_pcgl_40_features.vcs header (1)
Default
FEATURES-FILE VS-FILE PS-FILE
------------- ------- -------
S_TRANSFORM_CONSTANT_BUFFER(-1)
MaxZ-digits = 1 (1) MaxZ-digits = 0 (0)
VSARGS = 1 PSARGS = 0
core/fogtonemapsrgb_pcgl_30_features + vs, ps files
---------------------------------------------------
Computes a local ambient occlusion (AO) term using the g-buffer
Arguments in fogtonemapsrgb_pcgl_30_features.vcs header (1)
Default
FEATURES-FILE VS-FILE PS-FILE
------------- ------- -------
MaxZ-digits = 0 (0) MaxZ-digits = 0 (0)
VSARGS = 0 PSARGS = 0
core/fogtonemapsrgb_pcgl_40_features + vs, ps files
---------------------------------------------------
Computes a local ambient occlusion (AO) term using the g-buffer
Arguments in fogtonemapsrgb_pcgl_40_features.vcs header (1)
Default
FEATURES-FILE VS-FILE PS-FILE
------------- ------- -------
MaxZ-digits = 0 (0) MaxZ-digits = 0 (0)
VSARGS = 0 PSARGS = 0
core/general_filter_pcgl_30_features + vs, ps files
---------------------------------------------------
Shader used form performing various 2d convolutions.
Arguments in general_filter_pcgl_30_features.vcs header (2)
Default
Forward
FEATURES-FILE VS-FILE PS-FILE
------------- ------- -------
F_ADDITIVE_BLENDING(-1) (0) (0)
F_ALPHA_BLEND(-1) (1) S_ALPHA_BLEND(1)
F_ALPHA_WEIGHTED(-1) (2) S_ALPHA_WEIGHTED(2)
F_VERTEXTINT(-1) S_VERTEXTINT(3) S_VERTEXTINT(3)
MaxZ-digits = 1 (1) MaxZ-digits = 3 (111)
VSARGS = 1 PSARGS = 3
core/general_filter_pcgl_40_features + vs, ps files
---------------------------------------------------
Shader used form performing various 2d convolutions.
Arguments in general_filter_pcgl_40_features.vcs header (2)
Default
Forward
FEATURES-FILE VS-FILE PS-FILE
------------- ------- -------
F_ADDITIVE_BLENDING(-1) (0) (0)
F_ALPHA_BLEND(-1) (1) S_ALPHA_BLEND(1)
F_ALPHA_WEIGHTED(-1) (2) S_ALPHA_WEIGHTED(2)
F_VERTEXTINT(-1) S_VERTEXTINT(3) S_VERTEXTINT(3)
MaxZ-digits = 1 (1) MaxZ-digits = 3 (111)
VSARGS = 1 PSARGS = 3
core/generic_light_pcgl_30_features + vs, ps files
--------------------------------------------------
Used to accumulate lighting for light geometry
Arguments in generic_light_pcgl_30_features.vcs header (4)
Default
PrepassLight S_MODE_PREPASS_LIGHT
FullDeferredLight S_MODE_FULL_DEFERRED_LIGHT
LightIrradianceSamples S_MODE_LIGHT_IRRADIANCE_SAMPLES
FEATURES-FILE VS-FILE PS-FILE
------------- ------- -------
S_MODE_LIGHT_IRRADIANCE_SAMPLES(-1) S_MODE_LIGHT_IRRADIANCE_SAMPLES(-1)
S_TOOLS_ENABLED(-1)
S_MODE_PREPASS_LIGHT(-1)
S_MODE_FULL_DEFERRED_LIGHT(-1)
F_SPOT_LIGHT(-1) S_SPOT_LIGHT(0) S_SPOT_LIGHT(0)
F_SHADOW_MODE(-1) (1) S_SHADOW_MODE(1)
F_VOLUMETEXTURE(-1) (2) S_VOLUMETEXTURE(2)
MaxZ-digits = 2 (11) MaxZ-digits = 6 (111100)
VSARGS = 2 PSARGS = 7
core/generic_light_pcgl_40_features + vs, ps files
--------------------------------------------------
Used to accumulate lighting for light geometry
Arguments in generic_light_pcgl_40_features.vcs header (4)
Default
PrepassLight S_MODE_PREPASS_LIGHT
FullDeferredLight S_MODE_FULL_DEFERRED_LIGHT
LightIrradianceSamples S_MODE_LIGHT_IRRADIANCE_SAMPLES
FEATURES-FILE VS-FILE PS-FILE
------------- ------- -------
S_MODE_LIGHT_IRRADIANCE_SAMPLES(-1) S_MODE_LIGHT_IRRADIANCE_SAMPLES(-1)
S_TOOLS_ENABLED(-1)
S_MODE_PREPASS_LIGHT(-1)
S_MODE_FULL_DEFERRED_LIGHT(-1)
F_SPOT_LIGHT(-1) S_SPOT_LIGHT(0) S_SPOT_LIGHT(0)
F_SHADOW_MODE(-1) (1) S_SHADOW_MODE(1)
F_VOLUMETEXTURE(-1) (2) S_VOLUMETEXTURE(2)
MaxZ-digits = 2 (11) MaxZ-digits = 6 (111100)
VSARGS = 2 PSARGS = 7
core/grasstile_pcgl_41_features + vs, ps files
----------------------------------------------
Grass Shader
Arguments in grasstile_pcgl_41_features.vcs header (4)
Forward
FullDeferredGBuffer S_MODE_FULL_DEFERRED_GBUFFER
ToolsWireframe S_MODE_TOOLS_WIREFRAME
ForwardDebugLightingOnly S_MODE_FORWARD_DEBUG_LIGHTINGONLY
FEATURES-FILE VS-FILE PS-FILE
------------- ------- -------
S_TRANSFORM_CONSTANT_BUFFER(-1)
S_TOOLS_ENABLED(-1) S_TOOLS_ENABLED(-1)
S_MODE_FULL_DEFERRED_GBUFFER(-1)
S_MODE_TOOLS_WIREFRAME(-1)
S_MODE_FORWARD_DEBUG_LIGHTINGONLY(-1)
MaxZ-digits = 1 (1) MaxZ-digits = 3 (100)
VSARGS = 2 PSARGS = 4
core/grasstile_preview_pcgl_41_features + vs, ps files
------------------------------------------------------
Standard shader for all non-blend surfaces
Arguments in grasstile_preview_pcgl_41_features.vcs header (1)
Forward
FEATURES-FILE VS-FILE PS-FILE
------------- ------- -------
S_TRANSFORM_CONSTANT_BUFFER(-1)
S_TOOLS_ENABLED(-1)
F_DISABLE_TEXTURE_MIRRORING(-1) (0) S_DISABLE_TEXTURE_MIRRORING(0)
MaxZ-digits = 1 (1) MaxZ-digits = 1 (1)
VSARGS = 1 PSARGS = 2
core/hdr_post_process_pcgl_40_features + vs, ps files
-----------------------------------------------------
HDR Tonemapping and Postprocessing
Arguments in hdr_post_process_pcgl_40_features.vcs header (1)
Default
FEATURES-FILE VS-FILE PS-FILE
------------- ------- -------
MaxZ-digits = 0 (0) MaxZ-digits = 0 (0)
VSARGS = 0 PSARGS = 0
core/height_fog_pcgl_40_features + vs, ps files
-----------------------------------------------
Accumulate fog density from a ground-plane-based fog volume
Arguments in height_fog_pcgl_40_features.vcs header (1)
Default
FEATURES-FILE VS-FILE PS-FILE
------------- ------- -------
MaxZ-digits = 0 (0) MaxZ-digits = 0 (0)
VSARGS = 0 PSARGS = 0
core/imgui_pcgl_40_features + vs, ps files
------------------------------------------
Shader to draw Dear ImGui
Arguments in imgui_pcgl_40_features.vcs header (1)
Default
FEATURES-FILE VS-FILE PS-FILE
------------- ------- -------
MaxZ-digits = 0 (0) MaxZ-digits = 0 (0)
VSARGS = 0 PSARGS = 0
core/minimap_fow_pcgl_30_features + vs, ps files
------------------------------------------------
Used to draw fog of war on the minimap
Arguments in minimap_fow_pcgl_30_features.vcs header (1)
Default
FEATURES-FILE VS-FILE PS-FILE
------------- ------- -------
MaxZ-digits = 0 (0) MaxZ-digits = 0 (0)
VSARGS = 0 PSARGS = 0
core/minimap_fow_pcgl_40_features + vs, ps files
------------------------------------------------
Used to draw fog of war on the minimap
Arguments in minimap_fow_pcgl_40_features.vcs header (1)
Default
FEATURES-FILE VS-FILE PS-FILE
------------- ------- -------
MaxZ-digits = 0 (0) MaxZ-digits = 0 (0)
VSARGS = 0 PSARGS = 0
core/morph_composite_pcgl_30_features + vs, ps files
----------------------------------------------------
Composite morph texture
Arguments in morph_composite_pcgl_30_features.vcs header (1)
Default
FEATURES-FILE VS-FILE PS-FILE
------------- ------- -------
MaxZ-digits = 0 (0) MaxZ-digits = 0 (0)
VSARGS = 0 PSARGS = 0
core/morph_composite_pcgl_40_features + vs, ps files
----------------------------------------------------
Composite morph texture
Arguments in morph_composite_pcgl_40_features.vcs header (1)
Default
FEATURES-FILE VS-FILE PS-FILE
------------- ------- -------
MaxZ-digits = 0 (0) MaxZ-digits = 0 (0)
VSARGS = 0 PSARGS = 0
core/occluder_depth_overlay_pcgl_30_features + vs, ps files
-----------------------------------------------------------
Occluder Depth Overlay
Arguments in occluder_depth_overlay_pcgl_30_features.vcs header (1)
Default
FEATURES-FILE VS-FILE PS-FILE
------------- ------- -------
MaxZ-digits = 0 (0) MaxZ-digits = 0 (0)
VSARGS = 0 PSARGS = 0
core/occluder_depth_overlay_pcgl_40_features + vs, ps files
-----------------------------------------------------------
Occluder Depth Overlay
Arguments in occluder_depth_overlay_pcgl_40_features.vcs header (1)
Default
FEATURES-FILE VS-FILE PS-FILE
------------- ------- -------
MaxZ-digits = 0 (0) MaxZ-digits = 0 (0)
VSARGS = 0 PSARGS = 0
core/occluder_vis_pcgl_40_features + vs, ps files
-------------------------------------------------
Shader to visualize occluder geometry
Arguments in occluder_vis_pcgl_40_features.vcs header (1)
Forward
FEATURES-FILE VS-FILE PS-FILE
------------- ------- -------
S_TRANSFORM_CONSTANT_BUFFER(-1)
MaxZ-digits = 1 (1) MaxZ-digits = 0 (0)
VSARGS = 1 PSARGS = 0
core/occlusion_pcgl_30_features + vs, ps files
----------------------------------------------
Shader used by occlusion query proxy rendering
Arguments in occlusion_pcgl_30_features.vcs header (1)
Default
FEATURES-FILE VS-FILE PS-FILE
------------- ------- -------
F_DEPTH_TEST(-1) (0) S_DEPTH_TEST(0)
F_DEBUG_DRAW_OCCLUDER(-1) (1) S_DEBUG_DRAW_OCCLUDER(1)
MaxZ-digits = 0 (0) MaxZ-digits = 2 (11)
VSARGS = 0 PSARGS = 2
core/occlusion_pcgl_40_features + vs, ps files
----------------------------------------------
Shader used by occlusion query proxy rendering
Arguments in occlusion_pcgl_40_features.vcs header (1)
Default
FEATURES-FILE VS-FILE PS-FILE
------------- ------- -------
F_DEPTH_TEST(-1) (0) S_DEPTH_TEST(0)
F_DEBUG_DRAW_OCCLUDER(-1) (1) S_DEBUG_DRAW_OCCLUDER(1)
MaxZ-digits = 0 (0) MaxZ-digits = 2 (11)
VSARGS = 0 PSARGS = 2
core/panorama_fancyquad_pcgl_30_features + vs, ps files
-------------------------------------------------------
Used for panorama fancy quad
Arguments in panorama_fancyquad_pcgl_30_features.vcs header (1)
Default
FEATURES-FILE VS-FILE PS-FILE
------------- ------- -------
MaxZ-digits = 0 (0) MaxZ-digits = 0 (0)
VSARGS = 0 PSARGS = 0
core/panorama_fancyquad_pcgl_40_features + vs, ps files
-------------------------------------------------------
Used for panorama fancy quad
Arguments in panorama_fancyquad_pcgl_40_features.vcs header (1)
Default
FEATURES-FILE VS-FILE PS-FILE
------------- ------- -------
MaxZ-digits = 0 (0) MaxZ-digits = 0 (0)
VSARGS = 0 PSARGS = 0
core/panorama_fancyquad_pcgl_50_features + vs, ps files
-------------------------------------------------------
Used for panorama fancy quad
Arguments in panorama_fancyquad_pcgl_50_features.vcs header (1)
Default
FEATURES-FILE VS-FILE PS-FILE
------------- ------- -------
MaxZ-digits = 0 (0) MaxZ-digits = 0 (0)
VSARGS = 0 PSARGS = 0
core/panorama_pcgl_30_features + vs, ps files
---------------------------------------------
Used for Panorama UI
Arguments in panorama_pcgl_30_features.vcs header (1)
Default
FEATURES-FILE VS-FILE PS-FILE
------------- ------- -------
MaxZ-digits = 0 (0) MaxZ-digits = 0 (0)
VSARGS = 0 PSARGS = 0
core/panorama_pcgl_40_features + vs, ps files
---------------------------------------------
Used for Panorama UI
Arguments in panorama_pcgl_40_features.vcs header (1)
Default
FEATURES-FILE VS-FILE PS-FILE
------------- ------- -------
MaxZ-digits = 0 (0) MaxZ-digits = 0 (0)
VSARGS = 0 PSARGS = 0
core/panorama_pcgl_50_features + vs, ps files
---------------------------------------------
Used for Panorama UI
Arguments in panorama_pcgl_50_features.vcs header (1)
Default
FEATURES-FILE VS-FILE PS-FILE
------------- ------- -------
MaxZ-digits = 0 (0) MaxZ-digits = 0 (0)
VSARGS = 0 PSARGS = 0
core/physics_wireframe_pcgl_30_features + vs, ps files
------------------------------------------------------
Wireframe for physics model visualization
Arguments in physics_wireframe_pcgl_30_features.vcs header (3)
Default
DeferredGather S_MODE_DEFERRED_GATHER
Forward S_MODE_FORWARD
FEATURES-FILE VS-FILE PS-FILE
------------- ------- -------
S_TRANSFORM_CONSTANT_BUFFER(-1)
S_MODE_DEFERRED_GATHER(-1)
S_MODE_FORWARD(-1)
F_ALPHA_TEST(-1) (0) S_ALPHA_TEST(0)
F_DOTTED_LINE(-1) S_DOTTED_LINE(1) S_DOTTED_LINE(1)
F_FILL(-1) (2) S_FILL(2)
F_HIDDEN_WIREFRAME(-1) (3) S_HIDDEN_WIREFRAME(3)
MaxZ-digits = 2 (11) MaxZ-digits = 6 (111111)
VSARGS = 2 PSARGS = 6
core/physics_wireframe_pcgl_40_features + vs, ps files
------------------------------------------------------
Wireframe for physics model visualization
Arguments in physics_wireframe_pcgl_40_features.vcs header (3)
Default
DeferredGather S_MODE_DEFERRED_GATHER
Forward S_MODE_FORWARD
FEATURES-FILE VS-FILE PS-FILE
------------- ------- -------
S_TRANSFORM_CONSTANT_BUFFER(-1)
S_MODE_DEFERRED_GATHER(-1)
S_MODE_FORWARD(-1)
F_ALPHA_TEST(-1) (0) S_ALPHA_TEST(0)
F_DOTTED_LINE(-1) S_DOTTED_LINE(1) S_DOTTED_LINE(1)
F_FILL(-1) (2) S_FILL(2)
F_HIDDEN_WIREFRAME(-1) (3) S_HIDDEN_WIREFRAME(3)
MaxZ-digits = 2 (11) MaxZ-digits = 6 (111111)
VSARGS = 2 PSARGS = 6
core/post_process_pcgl_30_features + vs, ps files
-------------------------------------------------
Post processing
Arguments in post_process_pcgl_30_features.vcs header (1)
Default
FEATURES-FILE VS-FILE PS-FILE
------------- ------- -------
F_VIGNETTE(-1) (0) S_VIGNETTE(0)
F_FILM_GRAIN(-1) (1) S_FILM_GRAIN(1)
MaxZ-digits = 0 (0) MaxZ-digits = 2 (11)
VSARGS = 0 PSARGS = 2
core/post_process_pcgl_40_features + vs, ps files
-------------------------------------------------
Post processing
Arguments in post_process_pcgl_40_features.vcs header (1)
Default
FEATURES-FILE VS-FILE PS-FILE
------------- ------- -------
F_VIGNETTE(-1) (0) S_VIGNETTE(0)
F_FILM_GRAIN(-1) (1) S_FILM_GRAIN(1)
MaxZ-digits = 0 (0) MaxZ-digits = 2 (11)
VSARGS = 0 PSARGS = 2
core/reconstruct_normals_pcgl_30_features + vs, ps files
--------------------------------------------------------
Creates a buffer of normals reconstructed from depth while performing nearest-filtered downsampling of depth.
Arguments in reconstruct_normals_pcgl_30_features.vcs header (1)
Default
FEATURES-FILE VS-FILE PS-FILE
------------- ------- -------
MaxZ-digits = 0 (0) MaxZ-digits = 0 (0)
VSARGS = 0 PSARGS = 0
core/reconstruct_normals_pcgl_40_features + vs, ps files
--------------------------------------------------------
Creates a buffer of normals reconstructed from depth while performing nearest-filtered downsampling of depth.
Arguments in reconstruct_normals_pcgl_40_features.vcs header (1)
Default
FEATURES-FILE VS-FILE PS-FILE
------------- ------- -------
MaxZ-digits = 0 (0) MaxZ-digits = 0 (0)
VSARGS = 0 PSARGS = 0
core/rendermicrobenchmark_pcgl_30_features + vs, ps files
---------------------------------------------------------
Used for rendermicrobenchmark
Arguments in rendermicrobenchmark_pcgl_30_features.vcs header (1)
Default
FEATURES-FILE VS-FILE PS-FILE
------------- ------- -------
F_VARIANT(-1) S_VARIANT(0) S_VARIANT(0)
MaxZ-digits = 1 (1) MaxZ-digits = 1 (1)
VSARGS = 1 PSARGS = 1
core/rendermicrobenchmark_pcgl_40_features + vs, ps files
---------------------------------------------------------
Used for rendermicrobenchmark
Arguments in rendermicrobenchmark_pcgl_40_features.vcs header (1)
Default
FEATURES-FILE VS-FILE PS-FILE
------------- ------- -------
F_VARIANT(-1) S_VARIANT(0) S_VARIANT(0)
MaxZ-digits = 1 (1) MaxZ-digits = 1 (1)
VSARGS = 1 PSARGS = 1
core/sampletexture_bicubic_pcgl_30_features + vs, ps files
----------------------------------------------------------
Shader that scales input texture using bicubic filtering
Arguments in sampletexture_bicubic_pcgl_30_features.vcs header (2)
Default
Forward
FEATURES-FILE VS-FILE PS-FILE
------------- ------- -------
F_ADDITIVE_BLENDING(-1) (0) S_ADDITIVE_BLENDING(0)
F_ALPHA_BLEND(-1) (1) S_ALPHA_BLEND(1)
F_INVERT_ALPHA(-1) (2) (2)
MaxZ-digits = 0 (0) MaxZ-digits = 2 (11)
VSARGS = 0 PSARGS = 2
core/sampletexture_bicubic_pcgl_40_features + vs, ps files
----------------------------------------------------------
Shader that scales input texture using bicubic filtering
Arguments in sampletexture_bicubic_pcgl_40_features.vcs header (2)
Default
Forward
FEATURES-FILE VS-FILE PS-FILE
------------- ------- -------
F_ADDITIVE_BLENDING(-1) (0) S_ADDITIVE_BLENDING(0)
F_ALPHA_BLEND(-1) (1) S_ALPHA_BLEND(1)
F_INVERT_ALPHA(-1) (2) (2)
MaxZ-digits = 0 (0) MaxZ-digits = 2 (11)
VSARGS = 0 PSARGS = 2
core/screen_texture_with_depth_pcgl_30_features + vs, ps files
--------------------------------------------------------------
Used to draw screen space textures at a specific depth
Arguments in screen_texture_with_depth_pcgl_30_features.vcs header (4)
Forward
DotaForward
VrForward
ToolsVis
FEATURES-FILE VS-FILE PS-FILE
------------- ------- -------
MaxZ-digits = 0 (0) MaxZ-digits = 0 (0)
VSARGS = 0 PSARGS = 0
core/screen_texture_with_depth_pcgl_40_features + vs, ps files
--------------------------------------------------------------
Used to draw screen space textures at a specific depth
Arguments in screen_texture_with_depth_pcgl_40_features.vcs header (4)
Forward
DotaForward
VrForward
ToolsVis
FEATURES-FILE VS-FILE PS-FILE
------------- ------- -------
MaxZ-digits = 0 (0) MaxZ-digits = 0 (0)
VSARGS = 0 PSARGS = 0
core/screenspace_reflections_blur_pcgl_41_features + vs, ps files
-----------------------------------------------------------------
Screenspace Reflections Blur
Arguments in screenspace_reflections_blur_pcgl_41_features.vcs header (1)
Default
FEATURES-FILE VS-FILE PS-FILE
------------- ------- -------
MaxZ-digits = 0 (0) MaxZ-digits = 0 (0)
VSARGS = 0 PSARGS = 0
core/screenspace_reflections_pcgl_41_features + vs, ps files
------------------------------------------------------------
Screenspace Reflection Shader
Arguments in screenspace_reflections_pcgl_41_features.vcs header (1)
Default
FEATURES-FILE VS-FILE PS-FILE
------------- ------- -------
MaxZ-digits = 0 (0) MaxZ-digits = 0 (0)
VSARGS = 0 PSARGS = 0
core/sfm_accumulation_pcgl_40_features + vs, ps files
-----------------------------------------------------
Shader used by the SFM's accumumation buffer
Arguments in sfm_accumulation_pcgl_40_features.vcs header (1)
Default
FEATURES-FILE VS-FILE PS-FILE
------------- ------- -------
MaxZ-digits = 0 (0) MaxZ-digits = 0 (0)
VSARGS = 0 PSARGS = 0
core/sfm_hsl_grain_pcgl_40_features + vs, ps files
--------------------------------------------------
Shader used by the SFM's CDmeHSLGrainFXClip
Arguments in sfm_hsl_grain_pcgl_40_features.vcs header (1)
Default
FEATURES-FILE VS-FILE PS-FILE
------------- ------- -------
S_TOOLS_ENABLED(-1) S_TOOLS_ENABLED(-1)
MaxZ-digits = 0 (0) MaxZ-digits = 0 (0)
VSARGS = 1 PSARGS = 1
core/sfm_textured_unlit_pcgl_30_features + vs, ps files
-------------------------------------------------------
Unlit Textured With Depth
Arguments in sfm_textured_unlit_pcgl_30_features.vcs header (4)
Forward
VrForward
DotaForward
ToolsVis
FEATURES-FILE VS-FILE PS-FILE
------------- ------- -------
MaxZ-digits = 0 (0) MaxZ-digits = 0 (0)
VSARGS = 0 PSARGS = 0
core/sfm_textured_unlit_pcgl_40_features + vs, ps files
-------------------------------------------------------
Unlit Textured With Depth
Arguments in sfm_textured_unlit_pcgl_40_features.vcs header (4)
Forward
VrForward
DotaForward
ToolsVis
FEATURES-FILE VS-FILE PS-FILE
------------- ------- -------
MaxZ-digits = 0 (0) MaxZ-digits = 0 (0)
VSARGS = 0 PSARGS = 0
core/sfm_volumetrics_frustum_pcgl_40_features + vs, ps files
------------------------------------------------------------
Shader used by the SFM's volumetric lights
Arguments in sfm_volumetrics_frustum_pcgl_40_features.vcs header (4)
Forward
DotaForward
VrForward
ToolsVis
FEATURES-FILE VS-FILE PS-FILE
------------- ------- -------
S_TOOLS_ENABLED(-1) S_TOOLS_ENABLED(-1)
MaxZ-digits = 1 (1) MaxZ-digits = 1 (1)
VSARGS = 1 PSARGS = 1
core/sky_model_pcgl_30_features + vs, ps files
----------------------------------------------
Implementation of 'An Analytic Model for Full Spectral Sky-Dome Radiance' presented by Lukas Hosek and Alexander Wilkie of Charles University in Prague in SIGGRAPH 2012.
Arguments in sky_model_pcgl_30_features.vcs header (1)
Default
FEATURES-FILE VS-FILE PS-FILE
------------- ------- -------
MaxZ-digits = 0 (0) MaxZ-digits = 0 (0)
VSARGS = 0 PSARGS = 0
core/sky_model_pcgl_40_features + vs, ps files
----------------------------------------------
Implementation of 'An Analytic Model for Full Spectral Sky-Dome Radiance' presented by Lukas Hosek and Alexander Wilkie of Charles University in Prague in SIGGRAPH 2012.
Arguments in sky_model_pcgl_40_features.vcs header (1)
Default
FEATURES-FILE VS-FILE PS-FILE
------------- ------- -------
MaxZ-digits = 0 (0) MaxZ-digits = 0 (0)
VSARGS = 0 PSARGS = 0
core/sky_pcgl_30_features + vs, ps files
----------------------------------------
Used to draw the skybox
Arguments in sky_pcgl_30_features.vcs header (3)
Default
Forward
VrForward
FEATURES-FILE VS-FILE PS-FILE
------------- ------- -------
F_LIGHTING_ONLY(-1) S_LIGHTING_ONLY(0) (0)
F_TEXTURE_FORMAT(-1) (1) S_TEXTURE_FORMAT(1)
MaxZ-digits = 1 (1) MaxZ-digits = 3 (101)
VSARGS = 1 PSARGS = 1
core/sky_pcgl_40_features + vs, ps files
----------------------------------------
Used to draw the skybox
Arguments in sky_pcgl_40_features.vcs header (3)
Default
Forward
VrForward
FEATURES-FILE VS-FILE PS-FILE
------------- ------- -------
F_LIGHTING_ONLY(-1) S_LIGHTING_ONLY(0) (0)
F_TEXTURE_FORMAT(-1) (1) S_TEXTURE_FORMAT(1)
MaxZ-digits = 1 (1) MaxZ-digits = 3 (101)
VSARGS = 1 PSARGS = 1
core/solidcolor_pcgl_30_features + vs, ps files
-----------------------------------------------
A shader for untextured and unlit meshes
Arguments in solidcolor_pcgl_30_features.vcs header (8)
Default
VrForward
Depth
ProjectionDepth
Forward
PrepassGBuffer S_MODE_PREPASS_GBUFFER
DeferredGather S_MODE_DEFERRED_GATHER
ToolsWireframe S_MODE_TOOLS_WIREFRAME
FEATURES-FILE VS-FILE PS-FILE
------------- ------- -------
S_TRANSFORM_CONSTANT_BUFFER(-1)
S_MODE_PREPASS_GBUFFER(-1) S_MODE_PREPASS_GBUFFER(-1)
S_MODE_TOOLS_WIREFRAME(-1) S_MODE_TOOLS_WIREFRAME(-1)
S_MODE_DEFERRED_GATHER(-1)
F_MORPH_SUPPORTED(-1) S_MORPH_SUPPORTED(0) (0)
F_IGNOREZ(-1) (1) (1)
F_WRITE_TO_DESTALPHA(-1) (2) (2)
F_PREMULTIPLY_BY_ALPHA_AND_ACCUMULATE_ONE_MINUS_ALPHA(-1) (3) S_PREMULTIPLY_BY_ALPHA_AND_ACCUMULATE_ONE_MINUS_ALPHA(3)
F_DISABLE_Z_WRITE(-1) (4) (4)
F_DISABLE_STENCIL_WRITE(-1) (5) (5)
MaxZ-digits = 4 (1101) MaxZ-digits = 4 (1110)
VSARGS = 4 PSARGS = 4
core/solidcolor_pcgl_40_features + vs, ps files
-----------------------------------------------
A shader for untextured and unlit meshes
Arguments in solidcolor_pcgl_40_features.vcs header (8)
Default
VrForward
Depth
ProjectionDepth
Forward
PrepassGBuffer S_MODE_PREPASS_GBUFFER
DeferredGather S_MODE_DEFERRED_GATHER
ToolsWireframe S_MODE_TOOLS_WIREFRAME
FEATURES-FILE VS-FILE PS-FILE
------------- ------- -------
S_TRANSFORM_CONSTANT_BUFFER(-1)
S_MODE_PREPASS_GBUFFER(-1) S_MODE_PREPASS_GBUFFER(-1)
S_MODE_TOOLS_WIREFRAME(-1) S_MODE_TOOLS_WIREFRAME(-1)
S_MODE_DEFERRED_GATHER(-1)
F_MORPH_SUPPORTED(-1) S_MORPH_SUPPORTED(0) (0)
F_IGNOREZ(-1) (1) (1)
F_WRITE_TO_DESTALPHA(-1) (2) (2)
F_PREMULTIPLY_BY_ALPHA_AND_ACCUMULATE_ONE_MINUS_ALPHA(-1) (3) S_PREMULTIPLY_BY_ALPHA_AND_ACCUMULATE_ONE_MINUS_ALPHA(3)
F_DISABLE_Z_WRITE(-1) (4) (4)
F_DISABLE_STENCIL_WRITE(-1) (5) (5)
MaxZ-digits = 4 (1101) MaxZ-digits = 4 (1110)
VSARGS = 4 PSARGS = 4
core/spritecard_pcgl_30_features + vs, ps files
-----------------------------------------------
Shader used by the particle system
Arguments in spritecard_pcgl_30_features.vcs header (6)
Forward
DeferredGather S_MODE_DEFERRED_GATHER
Depth S_MODE_DEPTH
PrepassGBuffer S_MODE_PREPASS_GBUFFER
ProjectionDepth S_MODE_PROJ_DEPTH
ForwardDebugLightingOnly S_MODE_FORWARD_DEBUG_LIGHTINGONLY
FEATURES-FILE VS-FILE PS-FILE
------------- ------- -------
S_MODE_PREPASS_GBUFFER(-1) S_MODE_PREPASS_GBUFFER(-1)
S_MODE_DEFERRED_GATHER(-1) S_MODE_DEFERRED_GATHER(-1)
S_MODE_PROJ_DEPTH(-1) S_MODE_PROJ_DEPTH(-1)
S_MODE_DEPTH(-1) S_MODE_DEPTH(-1)
S_MODE_FORWARD_DEBUG_LIGHTINGONLY(-1) S_MODE_FORWARD_DEBUG_LIGHTINGONLY(-1)
F_REVERSE_DEPTH(-1) (0) S_REVERSE_DEPTH(0)
F_DISABLE_DEPTHTEST(-1) (1) (1)
F_MOD2X(-1) (2) S_MOD2X(2)
F_LIGHTEN_MODE(-1) (3) (3)
F_PARTICLE_ORIENTATION(-1) S_PARTICLE_ORIENTATION(4) (4)
F_DRAW_AS_TRAIL(-1) S_DRAW_AS_TRAIL(5) S_DRAW_AS_TRAIL(5)
F_ADDRESS_V_CLAMP(-1) S_ADDRESS_V_CLAMP(6) (6)
F_PER_PIXEL_LIGHTING(-1) S_PER_PIXEL_LIGHTING(7) S_PER_PIXEL_LIGHTING(7)
F_HAS_NO_NORMAL_FOR_LIGHTING(-1) (8) S_HAS_NO_NORMAL_FOR_LIGHTING(8)
F_NUM_SEQUENCES_PER_PARTICLE(-1) S_NUM_SEQUENCES_PER_PARTICLE(9) S_NUM_SEQUENCES_PER_PARTICLE(9)
F_REFRACT(-1) (10) S_REFRACT(10)
F_OPAQUE(-1) (11) S_OPAQUE(11)
F_HSV_SHIFT(-1) (12) S_HSV_SHIFT(12)
F_TEXTURE_LAYERS(-1) S_TEXTURE_LAYERS(13) S_TEXTURE_LAYERS(13)
MaxZ-digits = 14 (10011111101000) MaxZ-digits = 16 (1111101111110000)
VSARGS = 11 PSARGS = 15
core/spritecard_pcgl_41_features + vs, ps files
-----------------------------------------------
Shader used by the particle system
Arguments in spritecard_pcgl_41_features.vcs header (6)
Forward
DeferredGather S_MODE_DEFERRED_GATHER
Depth S_MODE_DEPTH
PrepassGBuffer S_MODE_PREPASS_GBUFFER
ProjectionDepth S_MODE_PROJ_DEPTH
ForwardDebugLightingOnly S_MODE_FORWARD_DEBUG_LIGHTINGONLY
FEATURES-FILE VS-FILE PS-FILE
------------- ------- -------
S_MODE_PREPASS_GBUFFER(-1) S_MODE_PREPASS_GBUFFER(-1)
S_MODE_DEFERRED_GATHER(-1) S_MODE_DEFERRED_GATHER(-1)
S_MODE_PROJ_DEPTH(-1) S_MODE_PROJ_DEPTH(-1)
S_MODE_DEPTH(-1) S_MODE_DEPTH(-1)
S_MODE_FORWARD_DEBUG_LIGHTINGONLY(-1) S_MODE_FORWARD_DEBUG_LIGHTINGONLY(-1)
F_REVERSE_DEPTH(-1) (0) S_REVERSE_DEPTH(0)
F_DISABLE_DEPTHTEST(-1) (1) (1)
F_MOD2X(-1) (2) S_MOD2X(2)
F_LIGHTEN_MODE(-1) (3) (3)
F_PARTICLE_ORIENTATION(-1) S_PARTICLE_ORIENTATION(4) (4)
F_DRAW_AS_TRAIL(-1) S_DRAW_AS_TRAIL(5) S_DRAW_AS_TRAIL(5)
F_ADDRESS_V_CLAMP(-1) S_ADDRESS_V_CLAMP(6) (6)
F_PER_PIXEL_LIGHTING(-1) S_PER_PIXEL_LIGHTING(7) S_PER_PIXEL_LIGHTING(7)
F_HAS_NO_NORMAL_FOR_LIGHTING(-1) (8) S_HAS_NO_NORMAL_FOR_LIGHTING(8)
F_NUM_SEQUENCES_PER_PARTICLE(-1) S_NUM_SEQUENCES_PER_PARTICLE(9) S_NUM_SEQUENCES_PER_PARTICLE(9)
F_REFRACT(-1) (10) S_REFRACT(10)
F_OPAQUE(-1) (11) S_OPAQUE(11)
F_HSV_SHIFT(-1) (12) S_HSV_SHIFT(12)
F_TEXTURE_LAYERS(-1) S_TEXTURE_LAYERS(13) S_TEXTURE_LAYERS(13)
MaxZ-digits = 14 (10011111101000) MaxZ-digits = 16 (1111101111110000)
VSARGS = 11 PSARGS = 15
core/ssao_bilateral_blur_pcgl_40_features + vs, ps files
--------------------------------------------------------
Scalable Ambient Obscurance Bilateral Blur
Arguments in ssao_bilateral_blur_pcgl_40_features.vcs header (1)
Default
FEATURES-FILE VS-FILE PS-FILE
------------- ------- -------
MaxZ-digits = 0 (0) MaxZ-digits = 0 (0)
VSARGS = 0 PSARGS = 0
core/ssao_convert_depth_pcgl_40_features + vs, ps files
-------------------------------------------------------
Scalable Ambient Obscurance Depth Conversion
Arguments in ssao_convert_depth_pcgl_40_features.vcs header (1)
Default
FEATURES-FILE VS-FILE PS-FILE
------------- ------- -------
MaxZ-digits = 0 (0) MaxZ-digits = 0 (0)
VSARGS = 0 PSARGS = 0
core/ssao_downsample_depth_pcgl_40_features + vs, ps files
----------------------------------------------------------
Scalable Ambient Obscurance Depth Downsample
Arguments in ssao_downsample_depth_pcgl_40_features.vcs header (1)
Default
FEATURES-FILE VS-FILE PS-FILE
------------- ------- -------
MaxZ-digits = 0 (0) MaxZ-digits = 0 (0)
VSARGS = 0 PSARGS = 0
core/ssao_pcgl_30_features + vs, ps files
-----------------------------------------
Computes a local ambient occlusion (AO) term using the g-buffer
Arguments in ssao_pcgl_30_features.vcs header (1)
Default
FEATURES-FILE VS-FILE PS-FILE
------------- ------- -------
F_SSAO_QUALITY(-1) (0) S_SSAO_QUALITY(0)
F_ALPHA_BLEND(-1) (1) S_ALPHA_BLEND(1)
MaxZ-digits = 0 (0) MaxZ-digits = 3 (101)
VSARGS = 0 PSARGS = 2
core/ssao_pcgl_40_features + vs, ps files
-----------------------------------------
Computes a local ambient occlusion (AO) term using the g-buffer
Arguments in ssao_pcgl_40_features.vcs header (1)
Default
FEATURES-FILE VS-FILE PS-FILE
------------- ------- -------
F_SSAO_QUALITY(-1) (0) S_SSAO_QUALITY(0)
F_ALPHA_BLEND(-1) (1) S_ALPHA_BLEND(1)
MaxZ-digits = 0 (0) MaxZ-digits = 3 (101)
VSARGS = 0 PSARGS = 2
core/ssao_scalable_ambient_obscurance_pcgl_40_features + vs, ps files
---------------------------------------------------------------------
Scalable Ambient Obscurance AO computation
Arguments in ssao_scalable_ambient_obscurance_pcgl_40_features.vcs header (1)
Default
FEATURES-FILE VS-FILE PS-FILE
------------- ------- -------
F_OUTPUT_RED_CHANNEL_ONLY(-1) (0) S_OUTPUT_RED_CHANNEL_ONLY(0)
MaxZ-digits = 0 (0) MaxZ-digits = 1 (1)
VSARGS = 0 PSARGS = 1
core/sunlight_pcgl_30_features + vs, ps files
---------------------------------------------
Used on opaque objects for rendering into parallel split shadow buffers
Arguments in sunlight_pcgl_30_features.vcs header (2)
PrepassLight S_MODE_PREPASS_LIGHT
FullDeferredLight S_MODE_FULL_DEFERRED_LIGHT
FEATURES-FILE VS-FILE PS-FILE
------------- ------- -------
S_TOOLS_ENABLED(-1)
S_MODE_PREPASS_LIGHT(-1)
S_MODE_FULL_DEFERRED_LIGHT(-1)
MaxZ-digits = 0 (0) MaxZ-digits = 2 (10)
VSARGS = 0 PSARGS = 3
core/sunlight_pcgl_40_features + vs, ps files
---------------------------------------------
Used on opaque objects for rendering into parallel split shadow buffers
Arguments in sunlight_pcgl_40_features.vcs header (2)
PrepassLight S_MODE_PREPASS_LIGHT
FullDeferredLight S_MODE_FULL_DEFERRED_LIGHT
FEATURES-FILE VS-FILE PS-FILE
------------- ------- -------
S_TOOLS_ENABLED(-1)
S_MODE_PREPASS_LIGHT(-1)
S_MODE_FULL_DEFERRED_LIGHT(-1)
MaxZ-digits = 0 (0) MaxZ-digits = 2 (10)
VSARGS = 0 PSARGS = 3
core/tonemap_query_pcgl_30_features + vs, ps files
--------------------------------------------------
Compares the luminance against a constant value and returns all 1's when greater
Arguments in tonemap_query_pcgl_30_features.vcs header (1)
Default
FEATURES-FILE VS-FILE PS-FILE
------------- ------- -------
MaxZ-digits = 0 (0) MaxZ-digits = 0 (0)
VSARGS = 0 PSARGS = 0
core/tonemap_query_pcgl_40_features + vs, ps files
--------------------------------------------------
Compares the luminance against a constant value and returns all 1's when greater
Arguments in tonemap_query_pcgl_40_features.vcs header (1)
Default
FEATURES-FILE VS-FILE PS-FILE
------------- ------- -------
MaxZ-digits = 0 (0) MaxZ-digits = 0 (0)
VSARGS = 0 PSARGS = 0
core/tonemap_query_pcgl_50_features + vs, ps files
--------------------------------------------------
Compares the luminance against a constant value and returns all 1's when greater
Arguments in tonemap_query_pcgl_50_features.vcs header (1)
Default
FEATURES-FILE VS-FILE PS-FILE
------------- ------- -------
MaxZ-digits = 0 (0) MaxZ-digits = 0 (0)
VSARGS = 0 PSARGS = 0
core/tools_2d_generic_pcgl_30_features + vs, ps files
-----------------------------------------------------
Screenspace, per-vertex color, (optionally) textured
Arguments in tools_2d_generic_pcgl_30_features.vcs header (1)
Default
FEATURES-FILE VS-FILE PS-FILE
------------- ------- -------
MaxZ-digits = 0 (0) MaxZ-digits = 0 (0)
VSARGS = 0 PSARGS = 0
core/tools_2d_generic_pcgl_40_features + vs, ps files
-----------------------------------------------------
Screenspace, per-vertex color, (optionally) textured
Arguments in tools_2d_generic_pcgl_40_features.vcs header (1)
Default
FEATURES-FILE VS-FILE PS-FILE
------------- ------- -------
MaxZ-digits = 0 (0) MaxZ-digits = 0 (0)
VSARGS = 0 PSARGS = 0
core/tools_encode_environment_map_pcgl_30_features + vs, ps files
-----------------------------------------------------------------
Performs essential processing on cube map faces.
Arguments in tools_encode_environment_map_pcgl_30_features.vcs header (1)
Default
FEATURES-FILE VS-FILE PS-FILE
------------- ------- -------
MaxZ-digits = 0 (0) MaxZ-digits = 0 (0)
VSARGS = 0 PSARGS = 0
core/tools_encode_environment_map_pcgl_40_features + vs, ps files
-----------------------------------------------------------------
Performs essential processing on cube map faces.
Arguments in tools_encode_environment_map_pcgl_40_features.vcs header (1)
Default
FEATURES-FILE VS-FILE PS-FILE
------------- ------- -------
MaxZ-digits = 0 (0) MaxZ-digits = 0 (0)
VSARGS = 0 PSARGS = 0
core/tools_generic_pcgl_30_features + vs, ps files
--------------------------------------------------
Tools Generic
Arguments in tools_generic_pcgl_30_features.vcs header (1)
ToolsUtil
FEATURES-FILE VS-FILE PS-FILE
------------- ------- -------
S_TRANSFORM_CONSTANT_BUFFER(-1)
F_TRANSLUCENT(-1) S_TRANSLUCENT(0) S_TRANSLUCENT(0)
F_ADDITIVE_BLEND(-1) (1) (1)
F_RENDER_BACKFACES(-1) (2) S_RENDER_BACKFACES(2)
F_CODE_SUPPLIED_TEXTURE(-1) (3) S_CODE_SUPPLIED_TEXTURE(3)
F_DISABLE_DEPTH_TEST(-1) (4) (4)
F_VERTEX_COLOR_TINT(-1) S_VERTEX_COLOR_TINT(5) S_VERTEX_COLOR_TINT(5)
MaxZ-digits = 3 (111) MaxZ-digits = 4 (1111)
VSARGS = 3 PSARGS = 4
core/tools_generic_pcgl_40_features + vs, ps files
--------------------------------------------------
Tools Generic
Arguments in tools_generic_pcgl_40_features.vcs header (1)
ToolsUtil
FEATURES-FILE VS-FILE PS-FILE
------------- ------- -------
S_TRANSFORM_CONSTANT_BUFFER(-1)
F_TRANSLUCENT(-1) S_TRANSLUCENT(0) S_TRANSLUCENT(0)
F_ADDITIVE_BLEND(-1) (1) (1)
F_RENDER_BACKFACES(-1) (2) S_RENDER_BACKFACES(2)
F_CODE_SUPPLIED_TEXTURE(-1) (3) S_CODE_SUPPLIED_TEXTURE(3)
F_DISABLE_DEPTH_TEST(-1) (4) (4)
F_VERTEX_COLOR_TINT(-1) S_VERTEX_COLOR_TINT(5) S_VERTEX_COLOR_TINT(5)
MaxZ-digits = 3 (111) MaxZ-digits = 4 (1111)
VSARGS = 3 PSARGS = 4
core/tools_light_probe_pcgl_30_features + vs, ps files
------------------------------------------------------
Shader used in tools to render the reflection from an environment map. Meant to look like Paul Debevec's light probes. See www.debevec.org/probes
Arguments in tools_light_probe_pcgl_30_features.vcs header (1)
Default
FEATURES-FILE VS-FILE PS-FILE
------------- ------- -------
MaxZ-digits = 0 (0) MaxZ-digits = 0 (0)
VSARGS = 0 PSARGS = 0
core/tools_light_probe_pcgl_40_features + vs, ps files
------------------------------------------------------
Shader used in tools to render the reflection from an environment map. Meant to look like Paul Debevec's light probes. See www.debevec.org/probes
Arguments in tools_light_probe_pcgl_40_features.vcs header (1)
Default
FEATURES-FILE VS-FILE PS-FILE
------------- ------- -------
MaxZ-digits = 0 (0) MaxZ-digits = 0 (0)
VSARGS = 0 PSARGS = 0
core/tools_modelviewer_wireframe_pcgl_30_features + vs, ps files
----------------------------------------------------------------
Debug shader that renders wireframe for model viewer
Arguments in tools_modelviewer_wireframe_pcgl_30_features.vcs header (2)
ToolsWireframe S_MODE_TOOLS_WIREFRAME
ToolsUtil S_MODE_FORWARD
FEATURES-FILE VS-FILE PS-FILE
------------- ------- -------
S_TRANSFORM_CONSTANT_BUFFER(-1)
S_MODE_FORWARD(-1)
S_MODE_TOOLS_WIREFRAME(-1)
MaxZ-digits = 3 (101) MaxZ-digits = 0 (0)
VSARGS = 3 PSARGS = 0
core/tools_modelviewer_wireframe_pcgl_40_features + vs, ps files
----------------------------------------------------------------
Debug shader that renders wireframe for model viewer
Arguments in tools_modelviewer_wireframe_pcgl_40_features.vcs header (2)
ToolsWireframe S_MODE_TOOLS_WIREFRAME
ToolsUtil S_MODE_FORWARD
FEATURES-FILE VS-FILE PS-FILE
------------- ------- -------
S_TRANSFORM_CONSTANT_BUFFER(-1)
S_MODE_FORWARD(-1)
S_MODE_TOOLS_WIREFRAME(-1)
MaxZ-digits = 3 (101) MaxZ-digits = 0 (0)
VSARGS = 3 PSARGS = 0
core/tools_selection_outline_pcgl_30_features + vs, ps files
------------------------------------------------------------
Shader to draw the selection outline in hammer
Arguments in tools_selection_outline_pcgl_30_features.vcs header (1)
Default
FEATURES-FILE VS-FILE PS-FILE
------------- ------- -------
MaxZ-digits = 0 (0) MaxZ-digits = 0 (0)
VSARGS = 0 PSARGS = 0
core/tools_selection_outline_pcgl_40_features + vs, ps files
------------------------------------------------------------
Shader to draw the selection outline in hammer
Arguments in tools_selection_outline_pcgl_40_features.vcs header (1)
Default
FEATURES-FILE VS-FILE PS-FILE
------------- ------- -------
MaxZ-digits = 0 (0) MaxZ-digits = 0 (0)
VSARGS = 0 PSARGS = 0
core/tools_selection_overlay_pcgl_30_features + vs, ps files
------------------------------------------------------------
Selection overlay
Arguments in tools_selection_overlay_pcgl_30_features.vcs header (1)
Default
FEATURES-FILE VS-FILE PS-FILE
------------- ------- -------
S_TRANSFORM_CONSTANT_BUFFER(-1)
F_NO_CULLING(-1) (0) (0)
MaxZ-digits = 1 (1) MaxZ-digits = 0 (0)
VSARGS = 1 PSARGS = 0
core/tools_selection_overlay_pcgl_40_features + vs, ps files
------------------------------------------------------------
Selection overlay
Arguments in tools_selection_overlay_pcgl_40_features.vcs header (1)
Default
FEATURES-FILE VS-FILE PS-FILE
------------- ------- -------
S_TRANSFORM_CONSTANT_BUFFER(-1)
F_NO_CULLING(-1) (0) (0)
MaxZ-digits = 1 (1) MaxZ-digits = 0 (0)
VSARGS = 1 PSARGS = 0
core/tools_selection_stencil_copy_pcgl_30_features + vs, ps files
-----------------------------------------------------------------
Shader used to write solid colors based on stencil results
Arguments in tools_selection_stencil_copy_pcgl_30_features.vcs header (1)
Default
FEATURES-FILE VS-FILE PS-FILE
------------- ------- -------
MaxZ-digits = 0 (0) MaxZ-digits = 0 (0)
VSARGS = 0 PSARGS = 0
core/tools_selection_stencil_copy_pcgl_40_features + vs, ps files
-----------------------------------------------------------------
Shader used to write solid colors based on stencil results
Arguments in tools_selection_stencil_copy_pcgl_40_features.vcs header (1)
Default
FEATURES-FILE VS-FILE PS-FILE
------------- ------- -------
MaxZ-digits = 0 (0) MaxZ-digits = 0 (0)
VSARGS = 0 PSARGS = 0
core/tools_solid_pcgl_30_features + vs, ps files
------------------------------------------------
Solid/stripes/checkerboard for tools
Arguments in tools_solid_pcgl_30_features.vcs header (5)
Default
PrepassGBuffer S_MODE_PREPASS_GBUFFER
FullDeferredGBuffer S_MODE_FULL_DEFERRED_GBUFFER
DeferredGather S_MODE_DEFERRED_GATHER
ToolsUtil
FEATURES-FILE VS-FILE PS-FILE
------------- ------- -------
S_TRANSFORM_CONSTANT_BUFFER(-1)
S_MODE_PREPASS_GBUFFER(-1) S_MODE_PREPASS_GBUFFER(-1)
S_MODE_FULL_DEFERRED_GBUFFER(-1) S_MODE_FULL_DEFERRED_GBUFFER(-1)
S_MODE_DEFERRED_GATHER(-1)
F_ALPHA_TEST(-1) (0) S_ALPHA_TEST(0)
F_PHONG(-1) (1) S_PHONG(1)
F_UNLIT(-1) (2) S_UNLIT(2)
F_TRANSLUCENT(-1) (3) S_TRANSLUCENT(3)
F_NO_ZTEST(-1) (4) S_NO_ZTEST(4)
F_NO_CULLING(-1) (5) S_NO_CULLING(5)
MaxZ-digits = 3 (101) MaxZ-digits = 9 (111111100)
VSARGS = 3 PSARGS = 9
core/tools_solid_pcgl_40_features + vs, ps files
------------------------------------------------
Solid/stripes/checkerboard for tools
Arguments in tools_solid_pcgl_40_features.vcs header (5)
Default
PrepassGBuffer S_MODE_PREPASS_GBUFFER
FullDeferredGBuffer S_MODE_FULL_DEFERRED_GBUFFER
DeferredGather S_MODE_DEFERRED_GATHER
ToolsUtil
FEATURES-FILE VS-FILE PS-FILE
------------- ------- -------
S_TRANSFORM_CONSTANT_BUFFER(-1)
S_MODE_PREPASS_GBUFFER(-1) S_MODE_PREPASS_GBUFFER(-1)
S_MODE_FULL_DEFERRED_GBUFFER(-1) S_MODE_FULL_DEFERRED_GBUFFER(-1)
S_MODE_DEFERRED_GATHER(-1)
F_ALPHA_TEST(-1) (0) S_ALPHA_TEST(0)
F_PHONG(-1) (1) S_PHONG(1)
F_UNLIT(-1) (2) S_UNLIT(2)
F_TRANSLUCENT(-1) (3) S_TRANSLUCENT(3)
F_NO_ZTEST(-1) (4) S_NO_ZTEST(4)
F_NO_CULLING(-1) (5) S_NO_CULLING(5)
MaxZ-digits = 3 (101) MaxZ-digits = 9 (111111100)
VSARGS = 3 PSARGS = 9
core/tools_sprite_pcgl_30_features + vs, ps files
-------------------------------------------------
Point rendering for tools
Arguments in tools_sprite_pcgl_30_features.vcs header (3)
Default
Depth S_MODE_DEPTH
ToolsUtil
FEATURES-FILE VS-FILE PS-FILE
------------- ------- -------
S_MODE_DEPTH(-1) S_MODE_DEPTH(-1)
F_TEXTURED(-1) (0) S_TEXTURED(0)
F_ALPHA_TEST(-1) (1) S_ALPHA_TEST(1)
F_TRANSLUCENT(-1) (2) S_TRANSLUCENT(2)
F_PER_POINT_SIZE(-1) S_PER_POINT_SIZE(3) (3)
F_WORLD_SPACE_SIZE(-1) S_WORLD_SPACE_SIZE(4) (4)
F_CULL_LARGER_THAN_BOX(-1) S_CULL_LARGER_THAN_BOX(5) (5)
MaxZ-digits = 4 (1011) MaxZ-digits = 5 (10111)
VSARGS = 4 PSARGS = 4
core/tools_sprite_pcgl_40_features + vs, ps files
-------------------------------------------------
Point rendering for tools
Arguments in tools_sprite_pcgl_40_features.vcs header (3)
Default
Depth S_MODE_DEPTH
ToolsUtil
FEATURES-FILE VS-FILE PS-FILE
------------- ------- -------
S_MODE_DEPTH(-1) S_MODE_DEPTH(-1)
F_TEXTURED(-1) (0) S_TEXTURED(0)
F_ALPHA_TEST(-1) (1) S_ALPHA_TEST(1)
F_TRANSLUCENT(-1) (2) S_TRANSLUCENT(2)
F_PER_POINT_SIZE(-1) S_PER_POINT_SIZE(3) (3)
F_WORLD_SPACE_SIZE(-1) S_WORLD_SPACE_SIZE(4) (4)
F_CULL_LARGER_THAN_BOX(-1) S_CULL_LARGER_THAN_BOX(5) (5)
MaxZ-digits = 2 (11) MaxZ-digits = 5 (10111)
VSARGS = 4 PSARGS = 4
core/tools_textured_unlit_pcgl_30_features + vs, ps files
---------------------------------------------------------
Unlit Textured
Arguments in tools_textured_unlit_pcgl_30_features.vcs header (1)
ToolsUtil
FEATURES-FILE VS-FILE PS-FILE
------------- ------- -------
S_TRANSFORM_CONSTANT_BUFFER(-1)
F_TRANSLUCENT(-1) S_TRANSLUCENT(0) S_TRANSLUCENT(0)
MaxZ-digits = 2 (11) MaxZ-digits = 1 (1)
VSARGS = 2 PSARGS = 1
core/tools_textured_unlit_pcgl_40_features + vs, ps files
---------------------------------------------------------
Unlit Textured
Arguments in tools_textured_unlit_pcgl_40_features.vcs header (1)
ToolsUtil
FEATURES-FILE VS-FILE PS-FILE
------------- ------- -------
S_TRANSFORM_CONSTANT_BUFFER(-1)
F_TRANSLUCENT(-1) S_TRANSLUCENT(0) S_TRANSLUCENT(0)
MaxZ-digits = 2 (11) MaxZ-digits = 1 (1)
VSARGS = 2 PSARGS = 1
core/tools_visualize_collision_mesh_pcgl_30_features + vs, ps files
-------------------------------------------------------------------
Debug shader to visualize collision meshes
Arguments in tools_visualize_collision_mesh_pcgl_30_features.vcs header (4)
Default
VrForward
Depth
ToolsUtil
FEATURES-FILE VS-FILE PS-FILE
------------- ------- -------
S_TRANSFORM_CONSTANT_BUFFER(-1)
F_DEPTH_TEST(-1) (0) S_DEPTH_TEST(0)
F_WIREFRAME(-1) S_WIREFRAME(1) S_WIREFRAME(1)
MaxZ-digits = 2 (11) MaxZ-digits = 2 (11)
VSARGS = 2 PSARGS = 2
core/tools_visualize_collision_mesh_pcgl_40_features + vs, ps files
-------------------------------------------------------------------
Debug shader to visualize collision meshes
Arguments in tools_visualize_collision_mesh_pcgl_40_features.vcs header (4)
Default
VrForward
Depth
ToolsUtil
FEATURES-FILE VS-FILE PS-FILE
------------- ------- -------
S_TRANSFORM_CONSTANT_BUFFER(-1)
F_DEPTH_TEST(-1) (0) S_DEPTH_TEST(0)
F_WIREFRAME(-1) S_WIREFRAME(1) S_WIREFRAME(1)
MaxZ-digits = 2 (11) MaxZ-digits = 2 (11)
VSARGS = 2 PSARGS = 2
core/tools_visualize_tangent_frame_pcgl_40_features + vs, ps files
------------------------------------------------------------------
Debug shader that render normals or tangent space as lines
Arguments in tools_visualize_tangent_frame_pcgl_40_features.vcs header (2)
ToolsWireframe S_MODE_TOOLS_WIREFRAME
ToolsUtil S_MODE_FORWARD
FEATURES-FILE VS-FILE PS-FILE
------------- ------- -------
S_TRANSFORM_CONSTANT_BUFFER(-1)
S_MODE_FORWARD(-1)
S_MODE_TOOLS_WIREFRAME(-1)
F_SHOW_TANGENTS(-1) S_SHOW_TANGENTS(0) (0)
F_SHOW_BENT_NORMALS(-1) S_SHOW_BENT_NORMALS(1) (1)
MaxZ-digits = 5 (11101) MaxZ-digits = 0 (0)
VSARGS = 5 PSARGS = 0
core/tools_wireframe_pcgl_30_features + vs, ps files
----------------------------------------------------
Wireframe for tools
Arguments in tools_wireframe_pcgl_30_features.vcs header (5)
Default
Depth S_MODE_DEPTH
ToolsUtil
VrForward
ToolsVis
FEATURES-FILE VS-FILE PS-FILE
------------- ------- -------
S_TRANSFORM_CONSTANT_BUFFER(-1)
S_MODE_DEPTH(-1) S_MODE_DEPTH(-1)
S_MOBILE(-1)
F_ALPHA_TEST(-1) (0) S_ALPHA_TEST(0)
F_TRANSLUCENT(-1) (1) S_TRANSLUCENT(1)
F_WIREFRAME(-1) (2) (2)
F_NO_ZTEST(-1) (3) S_NO_ZTEST(3)
F_NO_CULLING(-1) (4) (4)
MaxZ-digits = 3 (111) MaxZ-digits = 4 (1110)
VSARGS = 3 PSARGS = 4
core/tools_wireframe_pcgl_40_features + vs, ps files
----------------------------------------------------
Wireframe for tools
Arguments in tools_wireframe_pcgl_40_features.vcs header (5)
Default
Depth S_MODE_DEPTH
ToolsUtil
VrForward
ToolsVis
FEATURES-FILE VS-FILE PS-FILE
------------- ------- -------
S_TRANSFORM_CONSTANT_BUFFER(-1)
S_MODE_DEPTH(-1) S_MODE_DEPTH(-1)
S_MOBILE(-1)
F_ALPHA_TEST(-1) (0) S_ALPHA_TEST(0)
F_TRANSLUCENT(-1) (1) S_TRANSLUCENT(1)
F_WIREFRAME(-1) (2) (2)
F_NO_ZTEST(-1) (3) S_NO_ZTEST(3)
F_NO_CULLING(-1) (4) (4)
MaxZ-digits = 3 (111) MaxZ-digits = 4 (1110)
VSARGS = 3 PSARGS = 4
core/ui_pcgl_30_features + vs, ps files
---------------------------------------
Used to draw UI elements
Arguments in ui_pcgl_30_features.vcs header (1)
Default
FEATURES-FILE VS-FILE PS-FILE
------------- ------- -------
F_STENCIL_MASKING(-1) (0) S_STENCIL_MASKING(0)
F_ALPHA_TEXTURE(-1) (1) S_ALPHA_TEXTURE(1)
F_ADDITIVE(-1) (2) (2)
F_ALPHA_ONLY(-1) (3) S_ALPHA_ONLY(3)
MaxZ-digits = 0 (0) MaxZ-digits = 3 (111)
VSARGS = 0 PSARGS = 3
core/ui_pcgl_40_features + vs, ps files
---------------------------------------
Used to draw UI elements
Arguments in ui_pcgl_40_features.vcs header (1)
Default
FEATURES-FILE VS-FILE PS-FILE
------------- ------- -------
F_STENCIL_MASKING(-1) (0) S_STENCIL_MASKING(0)
F_ALPHA_TEXTURE(-1) (1) S_ALPHA_TEXTURE(1)
F_ADDITIVE(-1) (2) (2)
F_ALPHA_ONLY(-1) (3) S_ALPHA_ONLY(3)
MaxZ-digits = 0 (0) MaxZ-digits = 3 (111)
VSARGS = 0 PSARGS = 3
core/ui_texture_on_model_pcgl_30_features + vs, ps files
--------------------------------------------------------
Tools Generic
Arguments in ui_texture_on_model_pcgl_30_features.vcs header (2)
ToolsUtil
Default
FEATURES-FILE VS-FILE PS-FILE
------------- ------- -------
S_TRANSFORM_CONSTANT_BUFFER(-1)
F_TRANSLUCENT(-1) S_TRANSLUCENT(0) S_TRANSLUCENT(0)
F_ADDITIVE_BLEND(-1) (1) (1)
F_DISABLE_DEPTH_TEST(-1) (2) (2)
MaxZ-digits = 2 (11) MaxZ-digits = 1 (1)
VSARGS = 2 PSARGS = 1
core/ui_texture_on_model_pcgl_40_features + vs, ps files
--------------------------------------------------------
Tools Generic
Arguments in ui_texture_on_model_pcgl_40_features.vcs header (2)
ToolsUtil
Default
FEATURES-FILE VS-FILE PS-FILE
------------- ------- -------
S_TRANSFORM_CONSTANT_BUFFER(-1)
F_TRANSLUCENT(-1) S_TRANSLUCENT(0) S_TRANSLUCENT(0)
F_ADDITIVE_BLEND(-1) (1) (1)
F_DISABLE_DEPTH_TEST(-1) (2) (2)
MaxZ-digits = 2 (11) MaxZ-digits = 1 (1)
VSARGS = 2 PSARGS = 1
core/unlit_pcgl_30_features + vs, ps files
------------------------------------------
Used to draw UI elements
Arguments in unlit_pcgl_30_features.vcs header (1)
Default
FEATURES-FILE VS-FILE PS-FILE
------------- ------- -------
F_ASPECT_FILL_FROM_CENTER(-1) (0) S_ASPECT_FILL_FROM_CENTER(0)
F_TRANSLUCENT(-1) (1) S_TRANSLUCENT(1)
MaxZ-digits = 0 (0) MaxZ-digits = 2 (11)
VSARGS = 0 PSARGS = 2
core/unlit_pcgl_40_features + vs, ps files
------------------------------------------
Used to draw UI elements
Arguments in unlit_pcgl_40_features.vcs header (1)
Default
FEATURES-FILE VS-FILE PS-FILE
------------- ------- -------
F_ASPECT_FILL_FROM_CENTER(-1) (0) S_ASPECT_FILL_FROM_CENTER(0)
F_TRANSLUCENT(-1) (1) S_TRANSLUCENT(1)
MaxZ-digits = 0 (0) MaxZ-digits = 2 (11)
VSARGS = 0 PSARGS = 2
core/visualize_cloth_pcgl_40_features + vs, ps files
----------------------------------------------------
Simple shader to use as a starting point for writing new shaders
Arguments in visualize_cloth_pcgl_40_features.vcs header (12)
Default
Depth S_MODE_DEPTH
ProjectionDepth S_MODE_PROJ_DEPTH
VrForward S_VERY_SIMPLE_LIGHTING
DotaForward S_VERY_SIMPLE_LIGHTING
CsgoForward S_VERY_SIMPLE_LIGHTING
Forward
PrepassGBuffer S_MODE_PREPASS_GBUFFER
FullDeferredGBuffer S_MODE_FULL_DEFERRED_GBUFFER
ToolsWireframe S_MODE_TOOLS_WIREFRAME
ToolsVis S_VERY_SIMPLE_LIGHTING
ToolsUtil S_VERY_SIMPLE_LIGHTING
FEATURES-FILE VS-FILE PS-FILE
------------- ------- -------
S_TRANSFORM_CONSTANT_BUFFER(-1)
S_TOOLS_ENABLED(-1)
S_MODE_PREPASS_GBUFFER(-1)
S_MODE_FULL_DEFERRED_GBUFFER(-1)
S_MODE_TOOLS_WIREFRAME(-1)
S_MODE_DEPTH(-1)
S_MODE_PROJ_DEPTH(-1)
S_VERY_SIMPLE_LIGHTING(-1)
F_VERTEX_COLORS(-1) S_VERTEX_COLORS(0) (0)
F_DISABLE_DEPTHTEST(-1) (1) S_DISABLE_DEPTHTEST(1)
F_TRIANGLE_EDGES(-1) (2) S_TRIANGLE_EDGES(2)
F_WIREFRAME(-1) (3) S_WIREFRAME(3)
F_TRANSLUCENT(-1) (4) (4)
MaxZ-digits = 2 (11) MaxZ-digits = 9 (111010000)
VSARGS = 2 PSARGS = 10
core/visualize_depth_pcgl_30_features + vs, ps files
----------------------------------------------------
Expensive shader to visualize a depth texture
Arguments in visualize_depth_pcgl_30_features.vcs header (1)
Default
FEATURES-FILE VS-FILE PS-FILE
------------- ------- -------
MaxZ-digits = 0 (0) MaxZ-digits = 0 (0)
VSARGS = 0 PSARGS = 0
core/visualize_depth_pcgl_40_features + vs, ps files
----------------------------------------------------
Expensive shader to visualize a depth texture
Arguments in visualize_depth_pcgl_40_features.vcs header (1)
Default
FEATURES-FILE VS-FILE PS-FILE
------------- ------- -------
MaxZ-digits = 0 (0) MaxZ-digits = 0 (0)
VSARGS = 0 PSARGS = 0
core/visualize_nav_pcgl_40_features + vs, ps files
--------------------------------------------------
Simple shader to use as a starting point for writing new shaders
Arguments in visualize_nav_pcgl_40_features.vcs header (8)
Depth S_MODE_DEPTH
ProjectionDepth S_MODE_PROJ_DEPTH
Forward
DotaForward S_MODE_FORWARD
CsgoForward S_MODE_FORWARD
PrepassGBuffer S_MODE_PREPASS_GBUFFER
FullDeferredGBuffer S_MODE_FULL_DEFERRED_GBUFFER
ToolsWireframe S_MODE_TOOLS_WIREFRAME
FEATURES-FILE VS-FILE PS-FILE
------------- ------- -------
S_TRANSFORM_CONSTANT_BUFFER(-1)
S_MODE_FORWARD(-1) S_MODE_FORWARD(-1)
S_TOOLS_ENABLED(-1)
S_MODE_PREPASS_GBUFFER(-1)
S_MODE_FULL_DEFERRED_GBUFFER(-1)
S_MODE_TOOLS_WIREFRAME(-1)
S_MODE_DEPTH(-1)
S_MODE_PROJ_DEPTH(-1)
F_VERTEX_COLORS(-1) S_VERTEX_COLORS(0) (0)
F_TRIANGLE_EDGES(-1) (1) S_TRIANGLE_EDGES(1)
F_WIREFRAME(-1) (2) S_WIREFRAME(2)
F_TRANSLUCENT(-1) (3) (3)
MaxZ-digits = 3 (111) MaxZ-digits = 8 (10100001)
VSARGS = 3 PSARGS = 9
core/visualize_physics_pcgl_40_features + vs, ps files
------------------------------------------------------
Simple shader to use as a starting point for writing new shaders
Arguments in visualize_physics_pcgl_40_features.vcs header (11)
Default
Depth S_MODE_DEPTH
ProjectionDepth S_MODE_PROJ_DEPTH
VrForward S_VERY_SIMPLE_LIGHTING
CsgoForward S_VERY_SIMPLE_LIGHTING
DotaForward S_VERY_SIMPLE_LIGHTING
Forward S_VERY_SIMPLE_LIGHTING
PrepassGBuffer S_MODE_PREPASS_GBUFFER
FullDeferredGBuffer S_MODE_FULL_DEFERRED_GBUFFER
ToolsWireframe S_MODE_TOOLS_WIREFRAME
ToolsVis S_VERY_SIMPLE_LIGHTING
FEATURES-FILE VS-FILE PS-FILE
------------- ------- -------
S_TRANSFORM_CONSTANT_BUFFER(-1)
S_TOOLS_ENABLED(-1)
S_MODE_PREPASS_GBUFFER(-1)
S_MODE_FULL_DEFERRED_GBUFFER(-1)
S_MODE_TOOLS_WIREFRAME(-1)
S_MODE_DEPTH(-1)
S_MODE_PROJ_DEPTH(-1)
S_VERY_SIMPLE_LIGHTING(-1)
F_VERTEX_COLORS(-1) S_VERTEX_COLORS(0) (0)
F_DISABLE_DEPTHTEST(-1) (1) S_DISABLE_DEPTHTEST(1)
F_TRIANGLE_EDGES(-1) (2) S_TRIANGLE_EDGES(2)
F_WIREFRAME(-1) (3) S_WIREFRAME(3)
F_TRANSLUCENT(-1) (4) (4)
MaxZ-digits = 2 (11) MaxZ-digits = 9 (111010000)
VSARGS = 2 PSARGS = 10
core/vr_perf_hud_pcgl_50_features + vs, ps files
------------------------------------------------
Shader used for displaying VR Perf HUD
Arguments in vr_perf_hud_pcgl_50_features.vcs header (1)
Default
FEATURES-FILE VS-FILE PS-FILE
------------- ------- -------
MaxZ-digits = 0 (0) MaxZ-digits = 0 (0)
VSARGS = 0 PSARGS = 0
core/vr_quality_vis_pcgl_50_features + vs, ps files
---------------------------------------------------
Shader used for displaying auto fidelity visualization
Arguments in vr_quality_vis_pcgl_50_features.vcs header (1)
Default
FEATURES-FILE VS-FILE PS-FILE
------------- ------- -------
MaxZ-digits = 0 (0) MaxZ-digits = 0 (0)
VSARGS = 0 PSARGS = 0
core/vr_stencil_pcgl_50_features + vs, ps files
-----------------------------------------------
Shader used for rendering stencil pattern to mask pixels user can't see through lenses
Arguments in vr_stencil_pcgl_50_features.vcs header (1)
Default
FEATURES-FILE VS-FILE PS-FILE
------------- ------- -------
MaxZ-digits = 0 (0) MaxZ-digits = 0 (0)
VSARGS = 0 PSARGS = 0
core/vr_warp_pcgl_50_features + vs, ps files
--------------------------------------------
Shader used for warping each stereo view for lens correction
Arguments in vr_warp_pcgl_50_features.vcs header (1)
Default
FEATURES-FILE VS-FILE PS-FILE
------------- ------- -------
F_LOADING_SCREEN(-1) (0) S_LOADING_SCREEN(0)
MaxZ-digits = 0 (0) MaxZ-digits = 1 (1)
VSARGS = 0 PSARGS = 1
dota/3dskyboxstencil_pcgl_30_features + vs, ps files
----------------------------------------------------
Simple Dota shader, mostly used for static props.
Arguments in 3dskyboxstencil_pcgl_30_features.vcs header (2)
DotaDeferred
DotaForward S_MODE_FORWARD
FEATURES-FILE VS-FILE PS-FILE
------------- ------- -------
S_TRANSFORM_CONSTANT_BUFFER(-1)
S_MODE_FORWARD(-1) S_MODE_FORWARD(-1)
MaxZ-digits = 2 (11) MaxZ-digits = 1 (1)
VSARGS = 2 PSARGS = 1
dota/3dskyboxstencil_pcgl_40_features + vs, ps files
----------------------------------------------------
Simple Dota shader, mostly used for static props.
Arguments in 3dskyboxstencil_pcgl_40_features.vcs header (2)
DotaDeferred
DotaForward S_MODE_FORWARD
FEATURES-FILE VS-FILE PS-FILE
------------- ------- -------
S_TRANSFORM_CONSTANT_BUFFER(-1)
S_MODE_FORWARD(-1) S_MODE_FORWARD(-1)
MaxZ-digits = 2 (11) MaxZ-digits = 1 (1)
VSARGS = 2 PSARGS = 1
dota/bloom_dota_pcgl_30_features + vs, ps files
-----------------------------------------------
1/4 res downsample with a diamond-shaped kernel
Arguments in bloom_dota_pcgl_30_features.vcs header (1)
Default
FEATURES-FILE VS-FILE PS-FILE
------------- ------- -------
S_TOOLS_ENABLED(-1)
S_SHADER_QUALITY(-1)
MaxZ-digits = 0 (0) MaxZ-digits = 1 (1)
VSARGS = 0 PSARGS = 2
dota/bloom_dota_pcgl_40_features + vs, ps files
-----------------------------------------------
1/4 res downsample with a diamond-shaped kernel
Arguments in bloom_dota_pcgl_40_features.vcs header (1)
Default
FEATURES-FILE VS-FILE PS-FILE
------------- ------- -------
S_TOOLS_ENABLED(-1)
S_SHADER_QUALITY(-1)
MaxZ-digits = 0 (0) MaxZ-digits = 1 (1)
VSARGS = 0 PSARGS = 2
dota/blur_pcgl_30_features + vs, ps files
-----------------------------------------
RGB blur using one of 4 Gaussian kernels
Arguments in blur_pcgl_30_features.vcs header (1)
Default
FEATURES-FILE VS-FILE PS-FILE
------------- ------- -------
F_GAUSSIAN_KERNEL(-1) (0) S_GAUSSIAN_KERNEL(0)
F_FOW(-1) (1) S_FOW(1)
F_SRGB_READ(-1) (2) S_SRGB_READ(2)
F_ADDITIVE_BLENDING(-1) (3) (3)
MaxZ-digits = 0 (0) MaxZ-digits = 5 (10011)
VSARGS = 0 PSARGS = 3
dota/blur_pcgl_40_features + vs, ps files
-----------------------------------------
RGB blur using one of 4 Gaussian kernels
Arguments in blur_pcgl_40_features.vcs header (1)
Default
FEATURES-FILE VS-FILE PS-FILE
------------- ------- -------
F_GAUSSIAN_KERNEL(-1) (0) S_GAUSSIAN_KERNEL(0)
F_FOW(-1) (1) S_FOW(1)
F_SRGB_READ(-1) (2) S_SRGB_READ(2)
F_ADDITIVE_BLENDING(-1) (3) (3)
MaxZ-digits = 0 (0) MaxZ-digits = 5 (10011)
VSARGS = 0 PSARGS = 3
dota/cables_pcgl_30_features + vs, ps files
-------------------------------------------
Cables shader used for particle system cables
Arguments in cables_pcgl_30_features.vcs header (6)
Default
DotaDeferred S_MODE_DEFERRED
DotaForward S_MODE_FORWARD
Depth S_MODE_DEPTH
ToolsVis S_MODE_TOOLS_VIS
ToolsWireframe S_MODE_TOOLS_WIREFRAME
FEATURES-FILE VS-FILE PS-FILE
------------- ------- -------
S_TRANSFORM_CONSTANT_BUFFER(-1)
S_TOOLS_ENABLED(-1) S_TOOLS_ENABLED(-1)
S_MODE_DEPTH(-1) S_MODE_DEPTH(-1)
S_MODE_FORWARD(-1) S_MODE_FORWARD(-1)
S_MODE_TOOLS_VIS(-1)
S_MODE_TOOLS_WIREFRAME(-1)
S_MODE_DEFERRED(-1)
S_SHADER_QUALITY(-1)
F_ALPHA_TEST(-1) (0) S_ALPHA_TEST(0)
F_TRANSLUCENT(-1) (1) S_TRANSLUCENT(1)
F_ADDITIVE_BLEND(-1) (2) S_ADDITIVE_BLEND(2)
F_ALLOW_LIGHTING_ON_TRANSLUCENT(-1) (3) S_ALLOW_LIGHTING_ON_TRANSLUCENT(3)
F_NORMAL_MAP(-1) S_NORMAL_MAP(4) S_NORMAL_MAP(4)
F_SPECULAR(-1) S_SPECULAR(5) S_SPECULAR(5)
F_RENDER_BACKFACES(-1) (6) S_RENDER_BACKFACES(6)
F_TINT_MASK(-1) (7) S_TINT_MASK(7)
F_DO_NOT_REFLECT(-1) (8) (8)
F_DO_NOT_CAST_SHADOWS(-1) (9) (9)
MaxZ-digits = 5 (11101) MaxZ-digits = 14 (11111011100001)
VSARGS = 6 PSARGS = 15
dota/cables_pcgl_40_features + vs, ps files
-------------------------------------------
Cables shader used for particle system cables
Arguments in cables_pcgl_40_features.vcs header (6)
Default
DotaDeferred S_MODE_DEFERRED
DotaForward S_MODE_FORWARD
Depth S_MODE_DEPTH
ToolsVis S_MODE_TOOLS_VIS
ToolsWireframe S_MODE_TOOLS_WIREFRAME
FEATURES-FILE VS-FILE PS-FILE
------------- ------- -------
S_TRANSFORM_CONSTANT_BUFFER(-1)
S_TOOLS_ENABLED(-1) S_TOOLS_ENABLED(-1)
S_MODE_DEPTH(-1) S_MODE_DEPTH(-1)
S_MODE_FORWARD(-1) S_MODE_FORWARD(-1)
S_MODE_TOOLS_VIS(-1)
S_MODE_TOOLS_WIREFRAME(-1)
S_MODE_DEFERRED(-1)
S_SHADER_QUALITY(-1)
F_ALPHA_TEST(-1) (0) S_ALPHA_TEST(0)
F_TRANSLUCENT(-1) (1) S_TRANSLUCENT(1)
F_ADDITIVE_BLEND(-1) (2) S_ADDITIVE_BLEND(2)
F_ALLOW_LIGHTING_ON_TRANSLUCENT(-1) (3) S_ALLOW_LIGHTING_ON_TRANSLUCENT(3)
F_NORMAL_MAP(-1) S_NORMAL_MAP(4) S_NORMAL_MAP(4)
F_SPECULAR(-1) S_SPECULAR(5) S_SPECULAR(5)
F_RENDER_BACKFACES(-1) (6) S_RENDER_BACKFACES(6)
F_TINT_MASK(-1) (7) S_TINT_MASK(7)
F_DO_NOT_REFLECT(-1) (8) (8)
F_DO_NOT_CAST_SHADOWS(-1) (9) (9)
MaxZ-digits = 5 (11101) MaxZ-digits = 14 (11111011100001)
VSARGS = 6 PSARGS = 15
dota/colorcorrection_pcgl_30_features + vs, ps files
----------------------------------------------------
Post-process color correction
Arguments in colorcorrection_pcgl_30_features.vcs header (1)
Default
FEATURES-FILE VS-FILE PS-FILE
------------- ------- -------
F_DISABLE_SRGB(-1) (0) S_DISABLE_SRGB(0)
F_UI_MATERIAL(-1) S_UI_MATERIAL(1) (1)
F_COLORWARP_BLEND(-1) (2) S_COLORWARP_BLEND(2)
F_PASSTHROUGH(-1) (3) S_PASSTHROUGH(3)
F_IGNORE_HEROES(-1) (4) S_IGNORE_HEROES(4)
F_HEROES_ONLY(-1) (5) S_HEROES_ONLY(5)
MaxZ-digits = 1 (1) MaxZ-digits = 5 (10101)
VSARGS = 1 PSARGS = 5
dota/colorcorrection_pcgl_40_features + vs, ps files
----------------------------------------------------
Post-process color correction
Arguments in colorcorrection_pcgl_40_features.vcs header (1)
Default
FEATURES-FILE VS-FILE PS-FILE
------------- ------- -------
F_DISABLE_SRGB(-1) (0) S_DISABLE_SRGB(0)
F_UI_MATERIAL(-1) S_UI_MATERIAL(1) (1)
F_COLORWARP_BLEND(-1) (2) S_COLORWARP_BLEND(2)
F_PASSTHROUGH(-1) (3) S_PASSTHROUGH(3)
F_IGNORE_HEROES(-1) (4) S_IGNORE_HEROES(4)
F_HEROES_ONLY(-1) (5) S_HEROES_ONLY(5)
MaxZ-digits = 1 (1) MaxZ-digits = 5 (10101)
VSARGS = 1 PSARGS = 5
dota/composite_portrait_ui_pcgl_30_features + vs, ps files
----------------------------------------------------------
Shader to composite heroes into UI
Arguments in composite_portrait_ui_pcgl_30_features.vcs header (1)
Default
FEATURES-FILE VS-FILE PS-FILE
------------- ------- -------
MaxZ-digits = 0 (0) MaxZ-digits = 0 (0)
VSARGS = 0 PSARGS = 0
dota/composite_portrait_ui_pcgl_40_features + vs, ps files
----------------------------------------------------------
Shader to composite heroes into UI
Arguments in composite_portrait_ui_pcgl_40_features.vcs header (1)
Default
FEATURES-FILE VS-FILE PS-FILE
------------- ------- -------
MaxZ-digits = 0 (0) MaxZ-digits = 0 (0)
VSARGS = 0 PSARGS = 0
dota/crystal_pcgl_30_features + vs, ps files
--------------------------------------------
Crystal shader.
Arguments in crystal_pcgl_30_features.vcs header (4)
Default
Depth S_MODE_DEPTH
ToolsVis S_MODE_TOOLS_VIS
ToolsWireframe S_MODE_TOOLS_WIREFRAME
FEATURES-FILE VS-FILE PS-FILE
------------- ------- -------
S_TRANSFORM_CONSTANT_BUFFER(-1)
S_TOOLS_ENABLED(-1) S_TOOLS_ENABLED(-1)
S_MODE_DEPTH(-1) S_MODE_DEPTH(-1)
S_MODE_TOOLS_VIS(-1)
S_MODE_TOOLS_WIREFRAME(-1)
S_SHADER_QUALITY(-1)
F_NORMAL_MAP(-1) S_NORMAL_MAP(0) S_NORMAL_MAP(0)
F_SPECULAR_CUBE_MAP(-1) (1) S_SPECULAR_CUBE_MAP(1)
F_SEPARATE_INTERIOR_CUBE_MAP(-1) (2) S_SEPARATE_INTERIOR_CUBE_MAP(2)
F_TINT_MASK(-1) (3) S_TINT_MASK(3)
MaxZ-digits = 3 (101) MaxZ-digits = 8 (11111000)
VSARGS = 4 PSARGS = 9
dota/crystal_pcgl_40_features + vs, ps files
--------------------------------------------
Crystal shader.
Arguments in crystal_pcgl_40_features.vcs header (4)
Default
Depth S_MODE_DEPTH
ToolsVis S_MODE_TOOLS_VIS
ToolsWireframe S_MODE_TOOLS_WIREFRAME
FEATURES-FILE VS-FILE PS-FILE
------------- ------- -------
S_TRANSFORM_CONSTANT_BUFFER(-1)
S_TOOLS_ENABLED(-1) S_TOOLS_ENABLED(-1)
S_MODE_DEPTH(-1) S_MODE_DEPTH(-1)
S_MODE_TOOLS_VIS(-1)
S_MODE_TOOLS_WIREFRAME(-1)
S_SHADER_QUALITY(-1)
F_NORMAL_MAP(-1) S_NORMAL_MAP(0) S_NORMAL_MAP(0)
F_SPECULAR_CUBE_MAP(-1) (1) S_SPECULAR_CUBE_MAP(1)
F_SEPARATE_INTERIOR_CUBE_MAP(-1) (2) S_SEPARATE_INTERIOR_CUBE_MAP(2)
F_TINT_MASK(-1) (3) S_TINT_MASK(3)
MaxZ-digits = 3 (101) MaxZ-digits = 8 (11111000)
VSARGS = 4 PSARGS = 9
dota/deferred_global_light_pcgl_30_features + vs, ps files
----------------------------------------------------------
Arguments in deferred_global_light_pcgl_30_features.vcs header (2)
Default
ToolsVis S_MODE_TOOLS_VIS
FEATURES-FILE VS-FILE PS-FILE
------------- ------- -------
S_TOOLS_ENABLED(-1)
S_MODE_TOOLS_VIS(-1)
S_SHADER_QUALITY(-1)
MaxZ-digits = 0 (0) MaxZ-digits = 2 (11)
VSARGS = 0 PSARGS = 3
dota/deferred_global_light_pcgl_40_features + vs, ps files
----------------------------------------------------------
Arguments in deferred_global_light_pcgl_40_features.vcs header (2)
Default
ToolsVis S_MODE_TOOLS_VIS
FEATURES-FILE VS-FILE PS-FILE
------------- ------- -------
S_TOOLS_ENABLED(-1)
S_MODE_TOOLS_VIS(-1)
S_SHADER_QUALITY(-1)
MaxZ-digits = 0 (0) MaxZ-digits = 2 (11)
VSARGS = 0 PSARGS = 3
dota/deferred_local_light_pcgl_30_features + vs, ps files
---------------------------------------------------------
Arguments in deferred_local_light_pcgl_30_features.vcs header (2)
Default
ToolsVis S_MODE_TOOLS_VIS
FEATURES-FILE VS-FILE PS-FILE
------------- ------- -------
S_TRANSFORM_CONSTANT_BUFFER(-1)
S_TOOLS_ENABLED(-1)
S_MODE_TOOLS_VIS(-1)
S_SHADER_QUALITY(-1)
MaxZ-digits = 1 (1) MaxZ-digits = 2 (10)
VSARGS = 1 PSARGS = 3
dota/deferred_local_light_pcgl_40_features + vs, ps files
---------------------------------------------------------
Arguments in deferred_local_light_pcgl_40_features.vcs header (2)
Default
ToolsVis S_MODE_TOOLS_VIS
FEATURES-FILE VS-FILE PS-FILE
------------- ------- -------
S_TRANSFORM_CONSTANT_BUFFER(-1)
S_TOOLS_ENABLED(-1)
S_MODE_TOOLS_VIS(-1)
S_SHADER_QUALITY(-1)
MaxZ-digits = 1 (1) MaxZ-digits = 2 (10)
VSARGS = 1 PSARGS = 3
dota/deferred_post_process_experimental_pcgl_30_features + vs, ps files
-----------------------------------------------------------------------
Experimental version for trying out some post processing effects - don't use yet!
Arguments in deferred_post_process_experimental_pcgl_30_features.vcs header (1)
Default
FEATURES-FILE VS-FILE PS-FILE
------------- ------- -------
S_TOOLS_ENABLED(-1)
S_SHADER_QUALITY(-1)
F_STYLE(-1) (0) S_STYLE(0)
F_STYLIZED_FOG(-1) (1) S_STYLIZED_FOG(1)
F_OUTLINES(-1) (2) S_OUTLINES(2)
F_PAPER_FADE_EFFECT(-1) (3) S_PAPER_FADE_EFFECT(3)
F_SET_MANUAL_FADE_VALUE(-1) (4) S_SET_MANUAL_FADE_VALUE(4)
MaxZ-digits = 0 (0) MaxZ-digits = 6 (111111)
VSARGS = 0 PSARGS = 7
dota/deferred_post_process_experimental_pcgl_40_features + vs, ps files
-----------------------------------------------------------------------
Experimental version for trying out some post processing effects - don't use yet!
Arguments in deferred_post_process_experimental_pcgl_40_features.vcs header (1)
Default
FEATURES-FILE VS-FILE PS-FILE
------------- ------- -------
S_TOOLS_ENABLED(-1)
S_SHADER_QUALITY(-1)
F_STYLE(-1) (0) S_STYLE(0)
F_STYLIZED_FOG(-1) (1) S_STYLIZED_FOG(1)
F_OUTLINES(-1) (2) S_OUTLINES(2)
F_PAPER_FADE_EFFECT(-1) (3) S_PAPER_FADE_EFFECT(3)
F_SET_MANUAL_FADE_VALUE(-1) (4) S_SET_MANUAL_FADE_VALUE(4)
MaxZ-digits = 0 (0) MaxZ-digits = 6 (111111)
VSARGS = 0 PSARGS = 7
dota/deferred_post_process_pcgl_30_features + vs, ps files
----------------------------------------------------------
Arguments in deferred_post_process_pcgl_30_features.vcs header (1)
Default
FEATURES-FILE VS-FILE PS-FILE
------------- ------- -------
S_TOOLS_ENABLED(-1)
S_SHADER_QUALITY(-1)
MaxZ-digits = 0 (0) MaxZ-digits = 1 (1)
VSARGS = 0 PSARGS = 2
dota/deferred_post_process_pcgl_40_features + vs, ps files
----------------------------------------------------------
Arguments in deferred_post_process_pcgl_40_features.vcs header (1)
Default
FEATURES-FILE VS-FILE PS-FILE
------------- ------- -------
S_TOOLS_ENABLED(-1)
S_SHADER_QUALITY(-1)
MaxZ-digits = 0 (0) MaxZ-digits = 1 (1)
VSARGS = 0 PSARGS = 2
dota/deferred_unlit_pcgl_30_features + vs, ps files
---------------------------------------------------
Arguments in deferred_unlit_pcgl_30_features.vcs header (1)
Default
FEATURES-FILE VS-FILE PS-FILE
------------- ------- -------
S_TOOLS_ENABLED(-1)
MaxZ-digits = 0 (0) MaxZ-digits = 0 (0)
VSARGS = 0 PSARGS = 1
dota/deferred_unlit_pcgl_40_features + vs, ps files
---------------------------------------------------
Arguments in deferred_unlit_pcgl_40_features.vcs header (1)
Default
FEATURES-FILE VS-FILE PS-FILE
------------- ------- -------
S_TOOLS_ENABLED(-1)
MaxZ-digits = 0 (0) MaxZ-digits = 0 (0)
VSARGS = 0 PSARGS = 1
dota/dof_pcgl_30_features + vs, ps files
----------------------------------------
DOF shader
Arguments in dof_pcgl_30_features.vcs header (1)
Default
FEATURES-FILE VS-FILE PS-FILE
------------- ------- -------
MaxZ-digits = 0 (0) MaxZ-digits = 0 (0)
VSARGS = 0 PSARGS = 0
dota/dof_pcgl_40_features + vs, ps files
----------------------------------------
DOF shader
Arguments in dof_pcgl_40_features.vcs header (1)
Default
FEATURES-FILE VS-FILE PS-FILE
------------- ------- -------
MaxZ-digits = 0 (0) MaxZ-digits = 0 (0)
VSARGS = 0 PSARGS = 0
dota/dof2_pcgl_30_features + vs, ps files
-----------------------------------------
DOF2 shader
Arguments in dof2_pcgl_30_features.vcs header (1)
Default
FEATURES-FILE VS-FILE PS-FILE
------------- ------- -------
MaxZ-digits = 0 (0) MaxZ-digits = 0 (0)
VSARGS = 0 PSARGS = 0
dota/dof2_pcgl_40_features + vs, ps files
-----------------------------------------
DOF2 shader
Arguments in dof2_pcgl_40_features.vcs header (1)
Default
FEATURES-FILE VS-FILE PS-FILE
------------- ------- -------
MaxZ-digits = 0 (0) MaxZ-digits = 0 (0)
VSARGS = 0 PSARGS = 0
dota/dota_fow_pcgl_30_features + vs, ps files
---------------------------------------------
A shader for untextured and unlit meshes
Arguments in dota_fow_pcgl_30_features.vcs header (1)
Default
FEATURES-FILE VS-FILE PS-FILE
------------- ------- -------
MaxZ-digits = 0 (0) MaxZ-digits = 0 (0)
VSARGS = 0 PSARGS = 0
dota/dota_fow_pcgl_40_features + vs, ps files
---------------------------------------------
A shader for untextured and unlit meshes
Arguments in dota_fow_pcgl_40_features.vcs header (1)
Default
FEATURES-FILE VS-FILE PS-FILE
------------- ------- -------
MaxZ-digits = 0 (0) MaxZ-digits = 0 (0)
VSARGS = 0 PSARGS = 0
dota/dota_fow_unseen_pcgl_30_features + vs, ps files
----------------------------------------------------
Shader used to draw the unseen fow mask
Arguments in dota_fow_unseen_pcgl_30_features.vcs header (1)
Default
FEATURES-FILE VS-FILE PS-FILE
------------- ------- -------
MaxZ-digits = 0 (0) MaxZ-digits = 0 (0)
VSARGS = 0 PSARGS = 0
dota/dota_fow_unseen_pcgl_40_features + vs, ps files
----------------------------------------------------
Shader used to draw the unseen fow mask
Arguments in dota_fow_unseen_pcgl_40_features.vcs header (1)
Default
FEATURES-FILE VS-FILE PS-FILE
------------- ------- -------
MaxZ-digits = 0 (0) MaxZ-digits = 0 (0)
VSARGS = 0 PSARGS = 0
dota/downsample_depth_pcgl_30_features + vs, ps files
-----------------------------------------------------
Downsample/resolve depth buffer
Arguments in downsample_depth_pcgl_30_features.vcs header (1)
Default
FEATURES-FILE VS-FILE PS-FILE
------------- ------- -------
MaxZ-digits = 0 (0) MaxZ-digits = 0 (0)
VSARGS = 0 PSARGS = 0
dota/downsample_depth_pcgl_40_features + vs, ps files
-----------------------------------------------------
Downsample/resolve depth buffer
Arguments in downsample_depth_pcgl_40_features.vcs header (1)
Default
FEATURES-FILE VS-FILE PS-FILE
------------- ------- -------
MaxZ-digits = 0 (0) MaxZ-digits = 0 (0)
VSARGS = 0 PSARGS = 0
dota/flow_map_preview_pcgl_30_features + vs, ps files
-----------------------------------------------------
Flow Map Preview
Arguments in flow_map_preview_pcgl_30_features.vcs header (1)
Default
FEATURES-FILE VS-FILE PS-FILE
------------- ------- -------
S_TOOLS_ENABLED(-1)
MaxZ-digits = 0 (0) MaxZ-digits = 0 (0)
VSARGS = 0 PSARGS = 1
dota/flow_map_preview_pcgl_40_features + vs, ps files
-----------------------------------------------------
Flow Map Preview
Arguments in flow_map_preview_pcgl_40_features.vcs header (1)
Default
FEATURES-FILE VS-FILE PS-FILE
------------- ------- -------
S_TOOLS_ENABLED(-1)
MaxZ-digits = 0 (0) MaxZ-digits = 0 (0)
VSARGS = 0 PSARGS = 1
dota/fxaa_pcgl_30_features + vs, ps files
-----------------------------------------
Arguments in fxaa_pcgl_30_features.vcs header (1)
Default
FEATURES-FILE VS-FILE PS-FILE
------------- ------- -------
MaxZ-digits = 0 (0) MaxZ-digits = 0 (0)
VSARGS = 0 PSARGS = 0
dota/fxaa_pcgl_40_features + vs, ps files
-----------------------------------------
Arguments in fxaa_pcgl_40_features.vcs header (1)
Default
FEATURES-FILE VS-FILE PS-FILE
------------- ------- -------
MaxZ-digits = 0 (0) MaxZ-digits = 0 (0)
VSARGS = 0 PSARGS = 0
dota/global_lit_simple_pcgl_30_features + vs, ps files
------------------------------------------------------
Simple Dota shader, mostly used for static props.
Arguments in global_lit_simple_pcgl_30_features.vcs header (6)
Default
DotaDeferred S_MODE_DEFERRED
DotaForward S_MODE_FORWARD
Depth S_MODE_DEPTH
ToolsVis S_MODE_TOOLS_VIS
ToolsWireframe S_MODE_TOOLS_WIREFRAME
FEATURES-FILE VS-FILE PS-FILE
------------- ------- -------
S_TRANSFORM_CONSTANT_BUFFER(-1)
S_TOOLS_ENABLED(-1) S_TOOLS_ENABLED(-1)
S_MODE_DEPTH(-1) S_MODE_DEPTH(-1)
S_MODE_FORWARD(-1) S_MODE_FORWARD(-1)
S_MODE_TOOLS_VIS(-1)
S_MODE_TOOLS_WIREFRAME(-1)
S_MODE_DEFERRED(-1)
S_SHADER_QUALITY(-1)
F_NORMAL_MAP(-1) S_NORMAL_MAP(0) S_NORMAL_MAP(0)
F_RENDER_BACKFACES(-1) (1) S_RENDER_BACKFACES(1)
F_ALPHA_TEST(-1) (2) S_ALPHA_TEST(2)
F_ALPHA_STIPPLE(-1) (3) S_ALPHA_STIPPLE(3)
F_TRANSLUCENT(-1) (4) S_TRANSLUCENT(4)
F_ADDITIVE_BLEND(-1) (5) S_ADDITIVE_BLEND(5)
F_ALPHA_ANGLE_POWER(-1) (6) S_ALPHA_ANGLE_POWER(6)
F_DRAW_WITH_NON_TRANSLUCENT(-1) (7) (7)
F_SOLID_COLOR(-1) (8) S_SOLID_COLOR(8)
F_SPECULAR(-1) S_SPECULAR(9) S_SPECULAR(9)
F_SCROLL_UV(-1) (10) S_SCROLL_UV(10)
F_MOD_2X(-1) (11) S_MOD_2X(11)
F_OVERLAY(-1) (12) S_OVERLAY(12)
F_FULLBRIGHT(-1) (13) S_FULLBRIGHT(13)
F_ALLOW_LIGHTING_ON_TRANSLUCENT(-1) (14) S_ALLOW_LIGHTING_ON_TRANSLUCENT(14)
F_PAINT_VERTEX_COLORS(-1) S_PAINT_VERTEX_COLORS(15) (15)
F_TINT_MASK(-1) (16) S_TINT_MASK(16)
F_TINT_MASK_2(-1) (17) S_TINT_MASK_2(17)
F_MODULATE_SPECULAR_BY_ALPHA(-1) (18) S_MODULATE_SPECULAR_BY_ALPHA(18)
F_DO_NOT_REFLECT(-1) (19) (19)
F_DO_NOT_CAST_SHADOWS(-1) (20) (20)
F_CAST_SHADOWS_ONLY(-1) (21) (21)
F_ENABLE_WIND(-1) S_ENABLE_WIND(22) (22)
F_TRAVELLING_WIND_OBJECT_X(-1) S_TRAVELLING_WIND_OBJECT_X(23) (23)
F_TRAVELLING_WIND_OBJECT_Z(-1) S_TRAVELLING_WIND_OBJECT_Z(24) (24)
F_FLIP_TRAVELLING_WIND(-1) (25) (25)
F_PARALLAX_MAP(-1) (26) S_PARALLAX_MAP(26)
F_AO_MAP(-1) S_AO_MAP(27) S_AO_MAP(27)
F_DISABLE_FOG_IN_TRANSLUCENT(-1) (28) S_DISABLE_FOG_IN_TRANSLUCENT(28)
MaxZ-digits = 10 (1101111101) MaxZ-digits = 26 (11010110000101010011100001)
VSARGS = 11 PSARGS = 27
dota/global_lit_simple_pcgl_40_features + vs, ps files
------------------------------------------------------
Simple Dota shader, mostly used for static props.
Arguments in global_lit_simple_pcgl_40_features.vcs header (6)
Default
DotaDeferred S_MODE_DEFERRED
DotaForward S_MODE_FORWARD
Depth S_MODE_DEPTH
ToolsVis S_MODE_TOOLS_VIS
ToolsWireframe S_MODE_TOOLS_WIREFRAME
FEATURES-FILE VS-FILE PS-FILE
------------- ------- -------
S_TRANSFORM_CONSTANT_BUFFER(-1)
S_TOOLS_ENABLED(-1) S_TOOLS_ENABLED(-1)
S_MODE_DEPTH(-1) S_MODE_DEPTH(-1)
S_MODE_FORWARD(-1) S_MODE_FORWARD(-1)
S_MODE_TOOLS_VIS(-1)
S_MODE_TOOLS_WIREFRAME(-1)
S_MODE_DEFERRED(-1)
S_SHADER_QUALITY(-1)
F_NORMAL_MAP(-1) S_NORMAL_MAP(0) S_NORMAL_MAP(0)
F_RENDER_BACKFACES(-1) (1) S_RENDER_BACKFACES(1)
F_ALPHA_TEST(-1) (2) S_ALPHA_TEST(2)
F_ALPHA_STIPPLE(-1) (3) S_ALPHA_STIPPLE(3)
F_TRANSLUCENT(-1) (4) S_TRANSLUCENT(4)
F_ADDITIVE_BLEND(-1) (5) S_ADDITIVE_BLEND(5)
F_ALPHA_ANGLE_POWER(-1) (6) S_ALPHA_ANGLE_POWER(6)
F_DRAW_WITH_NON_TRANSLUCENT(-1) (7) (7)
F_SOLID_COLOR(-1) (8) S_SOLID_COLOR(8)
F_SPECULAR(-1) S_SPECULAR(9) S_SPECULAR(9)
F_SCROLL_UV(-1) (10) S_SCROLL_UV(10)
F_MOD_2X(-1) (11) S_MOD_2X(11)
F_OVERLAY(-1) (12) S_OVERLAY(12)
F_FULLBRIGHT(-1) (13) S_FULLBRIGHT(13)
F_ALLOW_LIGHTING_ON_TRANSLUCENT(-1) (14) S_ALLOW_LIGHTING_ON_TRANSLUCENT(14)
F_PAINT_VERTEX_COLORS(-1) S_PAINT_VERTEX_COLORS(15) (15)
F_TINT_MASK(-1) (16) S_TINT_MASK(16)
F_TINT_MASK_2(-1) (17) S_TINT_MASK_2(17)
F_MODULATE_SPECULAR_BY_ALPHA(-1) (18) S_MODULATE_SPECULAR_BY_ALPHA(18)
F_DO_NOT_REFLECT(-1) (19) (19)
F_DO_NOT_CAST_SHADOWS(-1) (20) (20)
F_CAST_SHADOWS_ONLY(-1) (21) (21)
F_ENABLE_WIND(-1) S_ENABLE_WIND(22) (22)
F_TRAVELLING_WIND_OBJECT_X(-1) S_TRAVELLING_WIND_OBJECT_X(23) (23)
F_TRAVELLING_WIND_OBJECT_Z(-1) S_TRAVELLING_WIND_OBJECT_Z(24) (24)
F_FLIP_TRAVELLING_WIND(-1) (25) (25)
F_PARALLAX_MAP(-1) (26) S_PARALLAX_MAP(26)
F_AO_MAP(-1) S_AO_MAP(27) S_AO_MAP(27)
F_DISABLE_FOG_IN_TRANSLUCENT(-1) (28) S_DISABLE_FOG_IN_TRANSLUCENT(28)
MaxZ-digits = 10 (1101111101) MaxZ-digits = 26 (11010110000101010011100001)
VSARGS = 11 PSARGS = 27
dota/glow_output_pcgl_30_features + vs, ps files
------------------------------------------------
Outputs the glow overlay for dota
Arguments in glow_output_pcgl_30_features.vcs header (1)
Default
FEATURES-FILE VS-FILE PS-FILE
------------- ------- -------
S_SHADER_QUALITY(-1)
MaxZ-digits = 0 (0) MaxZ-digits = 1 (1)
VSARGS = 0 PSARGS = 1
dota/glow_output_pcgl_40_features + vs, ps files
------------------------------------------------
Outputs the glow overlay for dota
Arguments in glow_output_pcgl_40_features.vcs header (1)
Default
FEATURES-FILE VS-FILE PS-FILE
------------- ------- -------
S_SHADER_QUALITY(-1)
MaxZ-digits = 0 (0) MaxZ-digits = 1 (1)
VSARGS = 0 PSARGS = 1
dota/grasstile_pcgl_30_features + vs, ps files
----------------------------------------------
Grass Shader
Arguments in grasstile_pcgl_30_features.vcs header (2)
DotaDeferred
DotaForward S_MODE_FORWARD
FEATURES-FILE VS-FILE PS-FILE
------------- ------- -------
S_TRANSFORM_CONSTANT_BUFFER(-1)
S_TOOLS_ENABLED(-1) S_TOOLS_ENABLED(-1)
S_MODE_FORWARD(-1) S_MODE_FORWARD(-1)
MaxZ-digits = 2 (11) MaxZ-digits = 1 (1)
VSARGS = 3 PSARGS = 2
dota/grasstile_pcgl_41_features + vs, ps files
----------------------------------------------
Grass Shader
Arguments in grasstile_pcgl_41_features.vcs header (2)
DotaDeferred
DotaForward S_MODE_FORWARD
FEATURES-FILE VS-FILE PS-FILE
------------- ------- -------
S_TRANSFORM_CONSTANT_BUFFER(-1)
S_TOOLS_ENABLED(-1) S_TOOLS_ENABLED(-1)
S_MODE_FORWARD(-1) S_MODE_FORWARD(-1)
MaxZ-digits = 2 (11) MaxZ-digits = 1 (1)
VSARGS = 3 PSARGS = 2
dota/grasstile_preview_pcgl_30_features + vs, ps files
------------------------------------------------------
Standard shader for all non-blend surfaces
Arguments in grasstile_preview_pcgl_30_features.vcs header (1)
DotaForward
FEATURES-FILE VS-FILE PS-FILE
------------- ------- -------
S_TRANSFORM_CONSTANT_BUFFER(-1)
S_TOOLS_ENABLED(-1)
F_TINT_MASK(-1) (0) S_TINT_MASK(0)
F_SPECULAR(-1) (1) S_SPECULAR(1)
F_SELF_ILLUM(-1) (2) S_SELF_ILLUM(2)
F_DISABLE_TEXTURE_MIRRORING(-1) (3) S_DISABLE_TEXTURE_MIRRORING(3)
MaxZ-digits = 1 (1) MaxZ-digits = 4 (1111)
VSARGS = 1 PSARGS = 5
dota/grasstile_preview_pcgl_41_features + vs, ps files
------------------------------------------------------
Standard shader for all non-blend surfaces
Arguments in grasstile_preview_pcgl_41_features.vcs header (1)
DotaForward
FEATURES-FILE VS-FILE PS-FILE
------------- ------- -------
S_TRANSFORM_CONSTANT_BUFFER(-1)
S_TOOLS_ENABLED(-1)
F_TINT_MASK(-1) (0) S_TINT_MASK(0)
F_SPECULAR(-1) (1) S_SPECULAR(1)
F_SELF_ILLUM(-1) (2) S_SELF_ILLUM(2)
F_DISABLE_TEXTURE_MIRRORING(-1) (3) S_DISABLE_TEXTURE_MIRRORING(3)
MaxZ-digits = 1 (1) MaxZ-digits = 4 (1111)
VSARGS = 1 PSARGS = 5
dota/hero_pcgl_30_features + vs, ps files
-----------------------------------------
Dota Hero Shader
Arguments in hero_pcgl_30_features.vcs header (5)
DotaDeferred
DotaForward S_MODE_FORWARD
Depth S_MODE_DEPTH
ToolsVis S_MODE_TOOLS_VIS
ToolsWireframe S_MODE_TOOLS_WIREFRAME
FEATURES-FILE VS-FILE PS-FILE
------------- ------- -------
S_TRANSFORM_CONSTANT_BUFFER(-1)
S_TOOLS_ENABLED(-1) S_TOOLS_ENABLED(-1)
S_MODE_FORWARD(-1) S_MODE_FORWARD(-1)
S_MODE_DEPTH(-1) S_MODE_DEPTH(-1)
S_MODE_TOOLS_VIS(-1) S_MODE_TOOLS_VIS(-1)
S_MODE_TOOLS_WIREFRAME(-1) S_MODE_TOOLS_WIREFRAME(-1)
S_SHADER_QUALITY(-1) S_SHADER_QUALITY(-1)
F_RENDER_BACKFACES(-1) (0) (0)
F_TRANSLUCENT(-1) S_TRANSLUCENT(1) S_TRANSLUCENT(1)
F_ALPHA_TEST(-1) S_ALPHA_TEST(2) S_ALPHA_TEST(2)
F_ADDITIVE_BLEND(-1) (3) (3)
F_ALPHA_ANGLE_POWER(-1) (4) S_ALPHA_ANGLE_POWER(4)
F_MASKS_1(-1) (5) S_MASKS_1(5)
F_MASKS_2(-1) (6) S_MASKS_2(6)
F_TINT_SELF_ILUM(-1) (7) S_TINT_SELF_ILUM(7)
F_DETAIL(-1) S_DETAIL(8) S_DETAIL(8)
F_DETAIL_2(-1) S_DETAIL_2(9) (9)
F_SPECULAR_CUBE_MAP(-1) (10) S_SPECULAR_CUBE_MAP(10)
F_MASK_CUBE_MAP_BY_METALNESS(-1) (11) (11)
F_MASK_CUBE_MAP_BY_SEPARATE_MASK(-1) (12) S_MASK_CUBE_MAP_BY_SEPARATE_MASK(12)
F_COLOR_WARP(-1) (13) S_COLOR_WARP(13)
F_DIFFUSE_WARP(-1) (14) S_DIFFUSE_WARP(14)
F_SPECULAR_WARP(-1) (15) S_SPECULAR_WARP(15)
F_FRESNEL_COLOR_WARP(-1) (16) S_FRESNEL_COLOR_WARP(16)
F_ENABLE_CLOAK(-1) (17) S_ENABLE_CLOAK(17)
F_MORPH_SUPPORTED(-1) S_MORPH_SUPPORTED(18) (18)
F_USE_STATUS_EFFECTS_PROXY(-1) S_USE_STATUS_EFFECTS_PROXY(19) S_USE_STATUS_EFFECTS_PROXY(19)
F_USE_HERO_EFFECTS_PROXY(-1) (20) (20)
F_DO_NOT_REFLECT(-1) (21) (21)
F_DO_NOT_CAST_SHADOWS(-1) (22) (22)
F_CAST_SHADOWS_ONLY(-1) (23) (23)
F_ENABLE_WIND(-1) S_ENABLE_WIND(24) (24)
F_SEPARATE_ALPHA_TRANSFORM(-1) S_SEPARATE_ALPHA_TRANSFORM(25) S_SEPARATE_ALPHA_TRANSFORM(25)
F_SEPARATE_NORMAL_TRANSFORM(-1) S_SEPARATE_NORMAL_TRANSFORM(26) S_SEPARATE_NORMAL_TRANSFORM(26)
F_COLOR_TINT_AFFECTS_LIGHTING(-1) (27) S_COLOR_TINT_AFFECTS_LIGHTING(27)
F_CLAMP_COLOR_TEXTURE(-1) (28) S_CLAMP_COLOR_TEXTURE(28)
MaxZ-digits = 17 (10111111110100011) MaxZ-digits = 25 (1100011001011111110110001)
VSARGS = 16 PSARGS = 25
dota/hero_pcgl_40_features + vs, ps files
-----------------------------------------
Dota Hero Shader
Arguments in hero_pcgl_40_features.vcs header (5)
DotaDeferred
DotaForward S_MODE_FORWARD
Depth S_MODE_DEPTH
ToolsVis S_MODE_TOOLS_VIS
ToolsWireframe S_MODE_TOOLS_WIREFRAME
FEATURES-FILE VS-FILE PS-FILE
------------- ------- -------
S_TRANSFORM_CONSTANT_BUFFER(-1)
S_TOOLS_ENABLED(-1) S_TOOLS_ENABLED(-1)
S_MODE_FORWARD(-1) S_MODE_FORWARD(-1)
S_MODE_DEPTH(-1) S_MODE_DEPTH(-1)
S_MODE_TOOLS_VIS(-1) S_MODE_TOOLS_VIS(-1)
S_MODE_TOOLS_WIREFRAME(-1) S_MODE_TOOLS_WIREFRAME(-1)
S_SHADER_QUALITY(-1) S_SHADER_QUALITY(-1)
F_RENDER_BACKFACES(-1) (0) (0)
F_TRANSLUCENT(-1) S_TRANSLUCENT(1) S_TRANSLUCENT(1)
F_ALPHA_TEST(-1) S_ALPHA_TEST(2) S_ALPHA_TEST(2)
F_ADDITIVE_BLEND(-1) (3) (3)
F_ALPHA_ANGLE_POWER(-1) (4) S_ALPHA_ANGLE_POWER(4)
F_MASKS_1(-1) (5) S_MASKS_1(5)
F_MASKS_2(-1) (6) S_MASKS_2(6)
F_TINT_SELF_ILUM(-1) (7) S_TINT_SELF_ILUM(7)
F_DETAIL(-1) S_DETAIL(8) S_DETAIL(8)
F_DETAIL_2(-1) S_DETAIL_2(9) (9)
F_SPECULAR_CUBE_MAP(-1) (10) S_SPECULAR_CUBE_MAP(10)
F_MASK_CUBE_MAP_BY_METALNESS(-1) (11) (11)
F_MASK_CUBE_MAP_BY_SEPARATE_MASK(-1) (12) S_MASK_CUBE_MAP_BY_SEPARATE_MASK(12)
F_COLOR_WARP(-1) (13) S_COLOR_WARP(13)
F_DIFFUSE_WARP(-1) (14) S_DIFFUSE_WARP(14)
F_SPECULAR_WARP(-1) (15) S_SPECULAR_WARP(15)
F_FRESNEL_COLOR_WARP(-1) (16) S_FRESNEL_COLOR_WARP(16)
F_ENABLE_CLOAK(-1) (17) S_ENABLE_CLOAK(17)
F_MORPH_SUPPORTED(-1) S_MORPH_SUPPORTED(18) (18)
F_USE_STATUS_EFFECTS_PROXY(-1) S_USE_STATUS_EFFECTS_PROXY(19) S_USE_STATUS_EFFECTS_PROXY(19)
F_USE_HERO_EFFECTS_PROXY(-1) (20) (20)
F_DO_NOT_REFLECT(-1) (21) (21)
F_DO_NOT_CAST_SHADOWS(-1) (22) (22)
F_CAST_SHADOWS_ONLY(-1) (23) (23)
F_ENABLE_WIND(-1) S_ENABLE_WIND(24) (24)
F_SEPARATE_ALPHA_TRANSFORM(-1) S_SEPARATE_ALPHA_TRANSFORM(25) S_SEPARATE_ALPHA_TRANSFORM(25)
F_SEPARATE_NORMAL_TRANSFORM(-1) S_SEPARATE_NORMAL_TRANSFORM(26) S_SEPARATE_NORMAL_TRANSFORM(26)
F_COLOR_TINT_AFFECTS_LIGHTING(-1) (27) S_COLOR_TINT_AFFECTS_LIGHTING(27)
F_CLAMP_COLOR_TEXTURE(-1) (28) S_CLAMP_COLOR_TEXTURE(28)
MaxZ-digits = 17 (10111111110100011) MaxZ-digits = 25 (1100011001011111110110001)
VSARGS = 16 PSARGS = 25
dota/ice_surface_dota_pcgl_30_features + vs, ps files
-----------------------------------------------------
Ice Surface
Arguments in ice_surface_dota_pcgl_30_features.vcs header (4)
DotaForward
Depth S_MODE_DEPTH
ToolsVis S_MODE_TOOLS_VIS
ToolsWireframe S_MODE_TOOLS_WIREFRAME
FEATURES-FILE VS-FILE PS-FILE
------------- ------- -------
S_TRANSFORM_CONSTANT_BUFFER(-1)
S_MODE_DEPTH(-1) S_MODE_DEPTH(-1)
S_MODE_TOOLS_VIS(-1) S_MODE_TOOLS_VIS(-1)
S_MODE_TOOLS_WIREFRAME(-1) S_MODE_TOOLS_WIREFRAME(-1)
S_TOOLS_ENABLED(-1)
F_MORPH_SUPPORTED(-1) S_MORPH_SUPPORTED(0) (0)
MaxZ-digits = 5 (11001) MaxZ-digits = 3 (100)
VSARGS = 5 PSARGS = 4
dota/ice_surface_dota_pcgl_40_features + vs, ps files
-----------------------------------------------------
Ice Surface
Arguments in ice_surface_dota_pcgl_40_features.vcs header (4)
DotaForward
Depth S_MODE_DEPTH
ToolsVis S_MODE_TOOLS_VIS
ToolsWireframe S_MODE_TOOLS_WIREFRAME
FEATURES-FILE VS-FILE PS-FILE
------------- ------- -------
S_TRANSFORM_CONSTANT_BUFFER(-1)
S_MODE_DEPTH(-1) S_MODE_DEPTH(-1)
S_MODE_TOOLS_VIS(-1) S_MODE_TOOLS_VIS(-1)
S_MODE_TOOLS_WIREFRAME(-1) S_MODE_TOOLS_WIREFRAME(-1)
S_TOOLS_ENABLED(-1)
F_MORPH_SUPPORTED(-1) S_MORPH_SUPPORTED(0) (0)
MaxZ-digits = 5 (11001) MaxZ-digits = 3 (100)
VSARGS = 5 PSARGS = 4
dota/multiblend_pcgl_30_features + vs, ps files
-----------------------------------------------
Shader for world surfaces that allows blending multiple textures.
Arguments in multiblend_pcgl_30_features.vcs header (4)
DotaDeferred
DotaForward S_MODE_FORWARD
Depth S_MODE_DEPTH
ToolsWireframe S_MODE_TOOLS_WIREFRAME
FEATURES-FILE VS-FILE PS-FILE
------------- ------- -------
S_TRANSFORM_CONSTANT_BUFFER(-1)
S_TOOLS_ENABLED(-1) S_TOOLS_ENABLED(-1)
S_MODE_FORWARD(-1) S_MODE_FORWARD(-1)
S_MODE_DEPTH(-1) S_MODE_DEPTH(-1)
S_SHADER_QUALITY(-1) S_SHADER_QUALITY(-1)
S_MODE_TOOLS_WIREFRAME(-1)
F_NORMAL_MAP(-1) S_NORMAL_MAP(0) S_NORMAL_MAP(0)
F_RENDER_BACKFACES(-1) (1) S_RENDER_BACKFACES(1)
F_SPECULAR(-1) S_SPECULAR(2) S_SPECULAR(2)
F_SCROLL_WAVES(-1) S_SCROLL_WAVES(3) (3)
F_TINT_MASK(-1) (4) S_TINT_MASK(4)
F_TINT_MASK_2(-1) (5) S_TINT_MASK_2(5)
F_LAYER_BORDER_TINT(-1) (6) S_LAYER_BORDER_TINT(6)
F_NO_VERTEX_COLOR(-1) S_NO_VERTEX_COLOR(7) (7)
F_PARALLAX_MAP_ON_0(-1) (8) S_PARALLAX_MAP_ON_0(8)
F_PARALLAX_MAP_ON_1(-1) (9) S_PARALLAX_MAP_ON_1(9)
F_PARALLAX_MAP_ON_2(-1) (10) S_PARALLAX_MAP_ON_2(10)
F_PARALLAX_MAP_ON_3(-1) (11) S_PARALLAX_MAP_ON_3(11)
F_GLOBAL_TINT(-1) (12) S_GLOBAL_TINT(12)
F_WORLDSPACE_UVS(-1) S_WORLDSPACE_UVS(13) S_WORLDSPACE_UVS(13)
F_SHOW_WORLDSPACE_BLEND(-1) (14) S_SHOW_WORLDSPACE_BLEND(14)
F_DO_NOT_REFLECT(-1) (15) (15)
F_DO_NOT_CAST_SHADOWS(-1) (16) (16)
F_CAST_SHADOWS_ONLY(-1) (17) (17)
MaxZ-digits = 9 (110111011) MaxZ-digits = 18 (101111111011011001)
VSARGS = 10 PSARGS = 18
dota/multiblend_pcgl_40_features + vs, ps files
-----------------------------------------------
Shader for world surfaces that allows blending multiple textures.
Arguments in multiblend_pcgl_40_features.vcs header (4)
DotaDeferred
DotaForward S_MODE_FORWARD
Depth S_MODE_DEPTH
ToolsWireframe S_MODE_TOOLS_WIREFRAME
FEATURES-FILE VS-FILE PS-FILE
------------- ------- -------
S_TRANSFORM_CONSTANT_BUFFER(-1)
S_TOOLS_ENABLED(-1) S_TOOLS_ENABLED(-1)
S_MODE_FORWARD(-1) S_MODE_FORWARD(-1)
S_MODE_DEPTH(-1) S_MODE_DEPTH(-1)
S_SHADER_QUALITY(-1) S_SHADER_QUALITY(-1)
S_MODE_TOOLS_WIREFRAME(-1)
F_NORMAL_MAP(-1) S_NORMAL_MAP(0) S_NORMAL_MAP(0)
F_RENDER_BACKFACES(-1) (1) S_RENDER_BACKFACES(1)
F_SPECULAR(-1) S_SPECULAR(2) S_SPECULAR(2)
F_SCROLL_WAVES(-1) S_SCROLL_WAVES(3) (3)
F_TINT_MASK(-1) (4) S_TINT_MASK(4)
F_TINT_MASK_2(-1) (5) S_TINT_MASK_2(5)
F_LAYER_BORDER_TINT(-1) (6) S_LAYER_BORDER_TINT(6)
F_NO_VERTEX_COLOR(-1) S_NO_VERTEX_COLOR(7) (7)
F_PARALLAX_MAP_ON_0(-1) (8) S_PARALLAX_MAP_ON_0(8)
F_PARALLAX_MAP_ON_1(-1) (9) S_PARALLAX_MAP_ON_1(9)
F_PARALLAX_MAP_ON_2(-1) (10) S_PARALLAX_MAP_ON_2(10)
F_PARALLAX_MAP_ON_3(-1) (11) S_PARALLAX_MAP_ON_3(11)
F_GLOBAL_TINT(-1) (12) S_GLOBAL_TINT(12)
F_WORLDSPACE_UVS(-1) S_WORLDSPACE_UVS(13) S_WORLDSPACE_UVS(13)
F_SHOW_WORLDSPACE_BLEND(-1) (14) S_SHOW_WORLDSPACE_BLEND(14)
F_DO_NOT_REFLECT(-1) (15) (15)
F_DO_NOT_CAST_SHADOWS(-1) (16) (16)
F_CAST_SHADOWS_ONLY(-1) (17) (17)
MaxZ-digits = 9 (110111011) MaxZ-digits = 18 (101111111011011001)
VSARGS = 10 PSARGS = 18
dota/projected_dota_pcgl_30_features + vs, ps files
---------------------------------------------------
Arguments in projected_dota_pcgl_30_features.vcs header (2)
Default
ToolsVis S_MODE_TOOLS_VIS
FEATURES-FILE VS-FILE PS-FILE
------------- ------- -------
S_TRANSFORM_CONSTANT_BUFFER(-1)
S_TOOLS_ENABLED(-1)
S_MODE_TOOLS_VIS(-1)
F_SLOPED(-1) (0) S_SLOPED(0)
F_FALLOFF(-1) (1) S_FALLOFF(1)
F_MOD_2X(-1) (2) S_MOD_2X(2)
F_ADDITIVE_BLENDING(-1) (3) S_ADDITIVE_BLENDING(3)
F_USE_SHEETS(-1) S_USE_SHEETS(4) S_USE_SHEETS(4)
F_NORMAL_MAP(-1) (5) S_NORMAL_MAP(5)
F_DETAIL(-1) (6) S_DETAIL(6)
F_USE_COLOR_TEXTURE_ALPHA_CHANNEL(-1) S_USE_COLOR_TEXTURE_ALPHA_CHANNEL(7) S_USE_COLOR_TEXTURE_ALPHA_CHANNEL(7)
F_FOG(-1) (8) S_FOG(8)
F_TINT_BY_FOW(-1) (9) S_TINT_BY_FOW(9)
F_HEIGHT_FADE(-1) (10) S_HEIGHT_FADE(10)
F_REFRACT(-1) (11) S_REFRACT(11)
F_SPRAY_FEATURES(-1) (12) S_SPRAY_FEATURES(12)
F_HEIGHT_MAP(-1) (13) S_HEIGHT_MAP(13)
F_FLOW_EFFECT(-1) (14) S_FLOW_EFFECT(14)
MaxZ-digits = 3 (101) MaxZ-digits = 18 (101110011111000011)
VSARGS = 3 PSARGS = 17
dota/projected_dota_pcgl_40_features + vs, ps files
---------------------------------------------------
Arguments in projected_dota_pcgl_40_features.vcs header (2)
Default
ToolsVis S_MODE_TOOLS_VIS
FEATURES-FILE VS-FILE PS-FILE
------------- ------- -------
S_TRANSFORM_CONSTANT_BUFFER(-1)
S_TOOLS_ENABLED(-1)
S_MODE_TOOLS_VIS(-1)
F_SLOPED(-1) (0) S_SLOPED(0)
F_FALLOFF(-1) (1) S_FALLOFF(1)
F_MOD_2X(-1) (2) S_MOD_2X(2)
F_ADDITIVE_BLENDING(-1) (3) S_ADDITIVE_BLENDING(3)
F_USE_SHEETS(-1) S_USE_SHEETS(4) S_USE_SHEETS(4)
F_NORMAL_MAP(-1) (5) S_NORMAL_MAP(5)
F_DETAIL(-1) (6) S_DETAIL(6)
F_USE_COLOR_TEXTURE_ALPHA_CHANNEL(-1) S_USE_COLOR_TEXTURE_ALPHA_CHANNEL(7) S_USE_COLOR_TEXTURE_ALPHA_CHANNEL(7)
F_FOG(-1) (8) S_FOG(8)
F_TINT_BY_FOW(-1) (9) S_TINT_BY_FOW(9)
F_HEIGHT_FADE(-1) (10) S_HEIGHT_FADE(10)
F_REFRACT(-1) (11) S_REFRACT(11)
F_SPRAY_FEATURES(-1) (12) S_SPRAY_FEATURES(12)
F_HEIGHT_MAP(-1) (13) S_HEIGHT_MAP(13)
F_FLOW_EFFECT(-1) (14) S_FLOW_EFFECT(14)
MaxZ-digits = 3 (101) MaxZ-digits = 18 (101110011111000011)
VSARGS = 3 PSARGS = 17
dota/radial_distortion_pcgl_30_features + vs, ps files
------------------------------------------------------
Performs Radial Distortion for AR applications
Arguments in radial_distortion_pcgl_30_features.vcs header (1)
Default
FEATURES-FILE VS-FILE PS-FILE
------------- ------- -------
F_ALPHA_TO_COLOR(-1) (0) S_ALPHA_TO_COLOR(0)
MaxZ-digits = 0 (0) MaxZ-digits = 1 (1)
VSARGS = 0 PSARGS = 1
dota/radial_distortion_pcgl_40_features + vs, ps files
------------------------------------------------------
Performs Radial Distortion for AR applications
Arguments in radial_distortion_pcgl_40_features.vcs header (1)
Default
FEATURES-FILE VS-FILE PS-FILE
------------- ------- -------
F_ALPHA_TO_COLOR(-1) (0) S_ALPHA_TO_COLOR(0)
MaxZ-digits = 0 (0) MaxZ-digits = 1 (1)
VSARGS = 0 PSARGS = 1
dota/refract_pcgl_30_features + vs, ps files
--------------------------------------------
Refraction
Arguments in refract_pcgl_30_features.vcs header (1)
DotaForward
FEATURES-FILE VS-FILE PS-FILE
------------- ------- -------
S_TRANSFORM_CONSTANT_BUFFER(-1)
F_USE_REFRACTED_ALPHA(-1) (0) S_USE_REFRACTED_ALPHA(0)
F_BLUR(-1) (1) S_BLUR(1)
F_SECONDARY_NORMAL(-1) S_SECONDARY_NORMAL(2) S_SECONDARY_NORMAL(2)
F_VERTEX_COLOR(-1) S_VERTEX_COLOR(3) S_VERTEX_COLOR(3)
F_TINT_TEXTURE(-1) S_TINT_TEXTURE(4) S_TINT_TEXTURE(4)
MaxZ-digits = 4 (1111) MaxZ-digits = 5 (10111)
VSARGS = 4 PSARGS = 5
dota/refract_pcgl_40_features + vs, ps files
--------------------------------------------
Refraction
Arguments in refract_pcgl_40_features.vcs header (1)
DotaForward
FEATURES-FILE VS-FILE PS-FILE
------------- ------- -------
S_TRANSFORM_CONSTANT_BUFFER(-1)
F_USE_REFRACTED_ALPHA(-1) (0) S_USE_REFRACTED_ALPHA(0)
F_BLUR(-1) (1) S_BLUR(1)
F_SECONDARY_NORMAL(-1) S_SECONDARY_NORMAL(2) S_SECONDARY_NORMAL(2)
F_VERTEX_COLOR(-1) S_VERTEX_COLOR(3) S_VERTEX_COLOR(3)
F_TINT_TEXTURE(-1) S_TINT_TEXTURE(4) S_TINT_TEXTURE(4)
MaxZ-digits = 4 (1111) MaxZ-digits = 5 (10111)
VSARGS = 4 PSARGS = 5
dota/shadow_receiver_pcgl_30_features + vs, ps files
----------------------------------------------------
Used to receive shadows, but only render where there is shadow
Arguments in shadow_receiver_pcgl_30_features.vcs header (2)
DotaDeferred
DotaForward S_MODE_FORWARD
FEATURES-FILE VS-FILE PS-FILE
------------- ------- -------
S_TRANSFORM_CONSTANT_BUFFER(-1)
S_TOOLS_ENABLED(-1) S_TOOLS_ENABLED(-1)
S_MODE_FORWARD(-1) S_MODE_FORWARD(-1)
S_SHADER_QUALITY(-1)
MaxZ-digits = 2 (11) MaxZ-digits = 2 (11)
VSARGS = 3 PSARGS = 3
dota/shadow_receiver_pcgl_40_features + vs, ps files
----------------------------------------------------
Used to receive shadows, but only render where there is shadow
Arguments in shadow_receiver_pcgl_40_features.vcs header (2)
DotaDeferred
DotaForward S_MODE_FORWARD
FEATURES-FILE VS-FILE PS-FILE
------------- ------- -------
S_TRANSFORM_CONSTANT_BUFFER(-1)
S_TOOLS_ENABLED(-1) S_TOOLS_ENABLED(-1)
S_MODE_FORWARD(-1) S_MODE_FORWARD(-1)
S_SHADER_QUALITY(-1)
MaxZ-digits = 2 (11) MaxZ-digits = 2 (11)
VSARGS = 3 PSARGS = 3
dota/solid_sky_pcgl_30_features + vs, ps files
----------------------------------------------
Simple shader for solid sky color
Arguments in solid_sky_pcgl_30_features.vcs header (1)
Default
FEATURES-FILE VS-FILE PS-FILE
------------- ------- -------
MaxZ-digits = 0 (0) MaxZ-digits = 0 (0)
VSARGS = 0 PSARGS = 0
dota/solid_sky_pcgl_40_features + vs, ps files
----------------------------------------------
Simple shader for solid sky color
Arguments in solid_sky_pcgl_40_features.vcs header (1)
Default
FEATURES-FILE VS-FILE PS-FILE
------------- ------- -------
MaxZ-digits = 0 (0) MaxZ-digits = 0 (0)
VSARGS = 0 PSARGS = 0
dota/spring_meteor_pcgl_30_features + vs, ps files
--------------------------------------------------
Meteor shader
Arguments in spring_meteor_pcgl_30_features.vcs header (6)
Default
DotaDeferred S_MODE_DEFERRED
DotaForward S_MODE_FORWARD
Depth S_MODE_DEPTH
ToolsVis S_MODE_TOOLS_VIS
ToolsWireframe S_MODE_TOOLS_WIREFRAME
FEATURES-FILE VS-FILE PS-FILE
------------- ------- -------
S_TRANSFORM_CONSTANT_BUFFER(-1)
S_TOOLS_ENABLED(-1) S_TOOLS_ENABLED(-1)
S_MODE_DEPTH(-1) S_MODE_DEPTH(-1)
S_MODE_FORWARD(-1) S_MODE_FORWARD(-1)
S_MODE_TOOLS_VIS(-1)
S_MODE_TOOLS_WIREFRAME(-1)
S_MODE_DEFERRED(-1)
S_SHADER_QUALITY(-1)
F_REFLECT_CUBE_MAP(-1) (0) S_REFLECT_CUBE_MAP(0)
F_REFRACT_CUBE_MAP(-1) (1) S_REFRACT_CUBE_MAP(1)
F_NORMAL_MAP(-1) S_NORMAL_MAP(2) S_NORMAL_MAP(2)
F_OVERLAY(-1) (3) S_OVERLAY(3)
F_TINT_MASK(-1) (4) S_TINT_MASK(4)
F_TINT_CYCLE(-1) (5) S_TINT_CYCLE(5)
F_TINT_CYCLE_LOOKUP_TEXTURE(-1) (6) S_TINT_CYCLE_LOOKUP_TEXTURE(6)
F_ALPHA_TEST(-1) (7) S_ALPHA_TEST(7)
MaxZ-digits = 4 (1101) MaxZ-digits = 14 (11111111110000)
VSARGS = 5 PSARGS = 15
dota/spring_meteor_pcgl_40_features + vs, ps files
--------------------------------------------------
Meteor shader
Arguments in spring_meteor_pcgl_40_features.vcs header (6)
Default
DotaDeferred S_MODE_DEFERRED
DotaForward S_MODE_FORWARD
Depth S_MODE_DEPTH
ToolsVis S_MODE_TOOLS_VIS
ToolsWireframe S_MODE_TOOLS_WIREFRAME
FEATURES-FILE VS-FILE PS-FILE
------------- ------- -------
S_TRANSFORM_CONSTANT_BUFFER(-1)
S_TOOLS_ENABLED(-1) S_TOOLS_ENABLED(-1)
S_MODE_DEPTH(-1) S_MODE_DEPTH(-1)
S_MODE_FORWARD(-1) S_MODE_FORWARD(-1)
S_MODE_TOOLS_VIS(-1)
S_MODE_TOOLS_WIREFRAME(-1)
S_MODE_DEFERRED(-1)
S_SHADER_QUALITY(-1)
F_REFLECT_CUBE_MAP(-1) (0) S_REFLECT_CUBE_MAP(0)
F_REFRACT_CUBE_MAP(-1) (1) S_REFRACT_CUBE_MAP(1)
F_NORMAL_MAP(-1) S_NORMAL_MAP(2) S_NORMAL_MAP(2)
F_OVERLAY(-1) (3) S_OVERLAY(3)
F_TINT_MASK(-1) (4) S_TINT_MASK(4)
F_TINT_CYCLE(-1) (5) S_TINT_CYCLE(5)
F_TINT_CYCLE_LOOKUP_TEXTURE(-1) (6) S_TINT_CYCLE_LOOKUP_TEXTURE(6)
F_ALPHA_TEST(-1) (7) S_ALPHA_TEST(7)
MaxZ-digits = 4 (1101) MaxZ-digits = 14 (11111111110000)
VSARGS = 5 PSARGS = 15
dota/spritecard_pcgl_30_features + vs, ps files
-----------------------------------------------
Shader used by the particle system
Arguments in spritecard_pcgl_30_features.vcs header (2)
DotaForward
ToolsWireframe S_MODE_TOOLS_WIREFRAME
FEATURES-FILE VS-FILE PS-FILE
------------- ------- -------
S_TOOLS_ENABLED(-1) S_TOOLS_ENABLED(-1)
S_MODE_TOOLS_WIREFRAME(-1)
S_SHADER_QUALITY(-1)
F_REVERSE_DEPTH(-1) (0) S_REVERSE_DEPTH(0)
F_DISABLE_DEPTHTEST(-1) (1) (1)
F_MOD2X(-1) (2) S_MOD2X(2)
F_LIGHTEN_MODE(-1) (3) (3)
F_PARTICLE_ORIENTATION(-1) S_PARTICLE_ORIENTATION(4) (4)
F_DRAW_AS_TRAIL(-1) S_DRAW_AS_TRAIL(5) S_DRAW_AS_TRAIL(5)
F_ADDRESS_V_CLAMP(-1) S_ADDRESS_V_CLAMP(6) (6)
F_PER_PIXEL_LIGHTING(-1) (7) (7)
F_TINT_BY_FOW(-1) S_TINT_BY_FOW(8) (8)
F_GLOBAL_LIGHT(-1) S_GLOBAL_LIGHT(9) (9)
F_FOG_PARTICLES(-1) S_FOG_PARTICLES(10) S_FOG_PARTICLES(10)
F_REFRACT(-1) (11) S_REFRACT(11)
F_REFRACT_BLUR(-1) (12) S_REFRACT_BLUR(12)
F_NUM_SEQUENCES_PER_PARTICLE(-1) S_NUM_SEQUENCES_PER_PARTICLE(13) S_NUM_SEQUENCES_PER_PARTICLE(13)
F_SELF_ILLUM_OVER_1(-1) (14) S_SELF_ILLUM_OVER_1(14)
F_VR(-1) S_VR(15) (15)
F_NORMAL_MAP(-1) S_NORMAL_MAP(16) S_NORMAL_MAP(16)
F_ENABLE_DESCRIPTOR_SET(-1) S_ENABLE_DESCRIPTOR_SET(17) S_ENABLE_DESCRIPTOR_SET(17)
F_HSV_SHIFT(-1) (18) S_HSV_SHIFT(18)
F_TEXTURE_LAYERS(-1) S_TEXTURE_LAYERS(19) S_TEXTURE_LAYERS(19)
F_ANIMATE_IN_FPS(-1) S_ANIMATE_IN_FPS(20) (20)
F_MAXLUMINANCE_BLENDING(-1) (21) S_MAXLUMINANCE_BLENDING(21)
F_REFRACT_SOLID(-1) (22) S_REFRACT_SOLID(22)
F_BLENDFRAMES_SEQ0(-1) (23) S_BLENDFRAMES_SEQ0(23)
F_SATURATE_COLOR_PRE_ALPHA_BLEND(-1) (24) S_SATURATE_COLOR_PRE_ALPHA_BLEND(24)
MaxZ-digits = 12 (110001111111) MaxZ-digits = 19 (1001100110111111100)
VSARGS = 13 PSARGS = 19
dota/spritecard_pcgl_40_features + vs, ps files
-----------------------------------------------
Shader used by the particle system
Arguments in spritecard_pcgl_40_features.vcs header (2)
DotaForward
ToolsWireframe S_MODE_TOOLS_WIREFRAME
FEATURES-FILE VS-FILE PS-FILE
------------- ------- -------
S_TOOLS_ENABLED(-1) S_TOOLS_ENABLED(-1)
S_MODE_TOOLS_WIREFRAME(-1)
S_SHADER_QUALITY(-1)
F_REVERSE_DEPTH(-1) (0) S_REVERSE_DEPTH(0)
F_DISABLE_DEPTHTEST(-1) (1) (1)
F_MOD2X(-1) (2) S_MOD2X(2)
F_LIGHTEN_MODE(-1) (3) (3)
F_PARTICLE_ORIENTATION(-1) S_PARTICLE_ORIENTATION(4) (4)
F_DRAW_AS_TRAIL(-1) S_DRAW_AS_TRAIL(5) S_DRAW_AS_TRAIL(5)
F_ADDRESS_V_CLAMP(-1) S_ADDRESS_V_CLAMP(6) (6)
F_PER_PIXEL_LIGHTING(-1) (7) (7)
F_TINT_BY_FOW(-1) S_TINT_BY_FOW(8) (8)
F_GLOBAL_LIGHT(-1) S_GLOBAL_LIGHT(9) (9)
F_FOG_PARTICLES(-1) S_FOG_PARTICLES(10) S_FOG_PARTICLES(10)
F_REFRACT(-1) (11) S_REFRACT(11)
F_REFRACT_BLUR(-1) (12) S_REFRACT_BLUR(12)
F_NUM_SEQUENCES_PER_PARTICLE(-1) S_NUM_SEQUENCES_PER_PARTICLE(13) S_NUM_SEQUENCES_PER_PARTICLE(13)
F_SELF_ILLUM_OVER_1(-1) (14) S_SELF_ILLUM_OVER_1(14)
F_VR(-1) S_VR(15) (15)
F_NORMAL_MAP(-1) S_NORMAL_MAP(16) S_NORMAL_MAP(16)
F_ENABLE_DESCRIPTOR_SET(-1) S_ENABLE_DESCRIPTOR_SET(17) S_ENABLE_DESCRIPTOR_SET(17)
F_HSV_SHIFT(-1) (18) S_HSV_SHIFT(18)
F_TEXTURE_LAYERS(-1) S_TEXTURE_LAYERS(19) S_TEXTURE_LAYERS(19)
F_ANIMATE_IN_FPS(-1) S_ANIMATE_IN_FPS(20) (20)
F_MAXLUMINANCE_BLENDING(-1) (21) S_MAXLUMINANCE_BLENDING(21)
F_REFRACT_SOLID(-1) (22) S_REFRACT_SOLID(22)
F_BLENDFRAMES_SEQ0(-1) (23) S_BLENDFRAMES_SEQ0(23)
F_SATURATE_COLOR_PRE_ALPHA_BLEND(-1) (24) S_SATURATE_COLOR_PRE_ALPHA_BLEND(24)
MaxZ-digits = 14 (10110011111111) MaxZ-digits = 20 (10011001100111111100)
VSARGS = 13 PSARGS = 19
dota/ssao_pcgl_30_features + vs, ps files
-----------------------------------------
Arguments in ssao_pcgl_30_features.vcs header (1)
Default
FEATURES-FILE VS-FILE PS-FILE
------------- ------- -------
S_MOLTEN_VK(-1)
MaxZ-digits = 0 (0) MaxZ-digits = 0 (0)
VSARGS = 0 PSARGS = 1
dota/ssao_pcgl_40_features + vs, ps files
-----------------------------------------
Arguments in ssao_pcgl_40_features.vcs header (1)
Default
FEATURES-FILE VS-FILE PS-FILE
------------- ------- -------
S_MOLTEN_VK(-1)
MaxZ-digits = 0 (0) MaxZ-digits = 0 (0)
VSARGS = 0 PSARGS = 1
dota/ui_twotexture_pcgl_30_features + vs, ps files
--------------------------------------------------
Used to draw UI elements
Arguments in ui_twotexture_pcgl_30_features.vcs header (1)
Default
FEATURES-FILE VS-FILE PS-FILE
------------- ------- -------
F_STENCIL_MASKING(-1) (0) S_STENCIL_MASKING(0)
F_ALPHA_TEXTURE(-1) (1) S_ALPHA_TEXTURE(1)
F_ADDITIVE(-1) (2) (2)
MaxZ-digits = 0 (0) MaxZ-digits = 2 (11)
VSARGS = 0 PSARGS = 2
dota/ui_twotexture_pcgl_40_features + vs, ps files
--------------------------------------------------
Used to draw UI elements
Arguments in ui_twotexture_pcgl_40_features.vcs header (1)
Default
FEATURES-FILE VS-FILE PS-FILE
------------- ------- -------
F_STENCIL_MASKING(-1) (0) S_STENCIL_MASKING(0)
F_ALPHA_TEXTURE(-1) (1) S_ALPHA_TEXTURE(1)
F_ADDITIVE(-1) (2) (2)
MaxZ-digits = 0 (0) MaxZ-digits = 2 (11)
VSARGS = 0 PSARGS = 2
dota/upsample_pcgl_30_features + vs, ps files
---------------------------------------------
Upsamples textures
Arguments in upsample_pcgl_30_features.vcs header (1)
Default
FEATURES-FILE VS-FILE PS-FILE
------------- ------- -------
MaxZ-digits = 0 (0) MaxZ-digits = 0 (0)
VSARGS = 0 PSARGS = 0
dota/upsample_pcgl_40_features + vs, ps files
---------------------------------------------
Upsamples textures
Arguments in upsample_pcgl_40_features.vcs header (1)
Default
FEATURES-FILE VS-FILE PS-FILE
------------- ------- -------
MaxZ-digits = 0 (0) MaxZ-digits = 0 (0)
VSARGS = 0 PSARGS = 0
dota/visualize_physics_pcgl_30_features + vs, ps files
------------------------------------------------------
Simple shader to use as a starting point for writing new shaders
Arguments in visualize_physics_pcgl_30_features.vcs header (7)
Default
DotaDeferred S_MODE_DEFERRED
DotaForward S_MODE_FORWARD
ToolsUtil
Depth S_MODE_DEPTH
ProjectionDepth S_MODE_PROJ_DEPTH
ToolsWireframe S_MODE_TOOLS_WIREFRAME
FEATURES-FILE VS-FILE PS-FILE
------------- ------- -------
S_TRANSFORM_CONSTANT_BUFFER(-1)
S_TOOLS_ENABLED(-1)
S_MODE_FORWARD(-1)
S_MODE_DEFERRED(-1)
S_MODE_TOOLS_WIREFRAME(-1)
S_MODE_DEPTH(-1)
S_MODE_PROJ_DEPTH(-1)
S_SHADER_QUALITY(-1)
F_VERTEX_COLORS(-1) S_VERTEX_COLORS(0) (0)
F_DISABLE_DEPTHTEST(-1) (1) S_DISABLE_DEPTHTEST(1)
F_TRIANGLE_EDGES(-1) (2) S_TRIANGLE_EDGES(2)
F_WIREFRAME(-1) (3) S_WIREFRAME(3)
F_TRANSLUCENT(-1) (4) (4)
MaxZ-digits = 2 (11) MaxZ-digits = 9 (111000010)
VSARGS = 2 PSARGS = 10
dota/visualize_physics_pcgl_40_features + vs, ps files
------------------------------------------------------
Simple shader to use as a starting point for writing new shaders
Arguments in visualize_physics_pcgl_40_features.vcs header (7)
Default
DotaDeferred S_MODE_DEFERRED
DotaForward S_MODE_FORWARD
ToolsUtil
Depth S_MODE_DEPTH
ProjectionDepth S_MODE_PROJ_DEPTH
ToolsWireframe S_MODE_TOOLS_WIREFRAME
FEATURES-FILE VS-FILE PS-FILE
------------- ------- -------
S_TRANSFORM_CONSTANT_BUFFER(-1)
S_TOOLS_ENABLED(-1)
S_MODE_FORWARD(-1)
S_MODE_DEFERRED(-1)
S_MODE_TOOLS_WIREFRAME(-1)
S_MODE_DEPTH(-1)
S_MODE_PROJ_DEPTH(-1)
S_SHADER_QUALITY(-1)
F_VERTEX_COLORS(-1) S_VERTEX_COLORS(0) (0)
F_DISABLE_DEPTHTEST(-1) (1) S_DISABLE_DEPTHTEST(1)
F_TRIANGLE_EDGES(-1) (2) S_TRIANGLE_EDGES(2)
F_WIREFRAME(-1) (3) S_WIREFRAME(3)
F_TRANSLUCENT(-1) (4) (4)
MaxZ-digits = 2 (11) MaxZ-digits = 9 (111000010)
VSARGS = 2 PSARGS = 10
dota/water_dota_pcgl_30_features + vs, ps files
-----------------------------------------------
Dota Water
Arguments in water_dota_pcgl_30_features.vcs header (4)
DotaDeferred
DotaForward S_MODE_FORWARD
Depth S_MODE_DEPTH
ToolsWireframe S_MODE_TOOLS_WIREFRAME
FEATURES-FILE VS-FILE PS-FILE
------------- ------- -------
S_TRANSFORM_CONSTANT_BUFFER(-1)
S_TOOLS_ENABLED(-1) S_TOOLS_ENABLED(-1)
S_MODE_FORWARD(-1)
S_MODE_DEPTH(-1)
S_MODE_TOOLS_WIREFRAME(-1)
F_RENDER_BACKFACES(-1) (0) S_RENDER_BACKFACES(0)
F_FRESNEL(-1) (1) S_FRESNEL(1)
F_USE_FOG_COLOR(-1) (2) S_USE_FOG_COLOR(2)
F_FLOW_NORMALS(-1) (3) S_FLOW_NORMALS(3)
F_FLOW_COLOR(-1) (4) S_FLOW_COLOR(4)
F_FLOW_DEBUG(-1) (5) S_FLOW_DEBUG(5)
F_FORCE_CHEAP_WATER(-1) (6) S_FORCE_CHEAP_WATER(6)
F_FORCE_NULL_WATER(-1) (7) S_FORCE_NULL_WATER(7)
MaxZ-digits = 1 (1) MaxZ-digits = 12 (100011111001)
VSARGS = 2 PSARGS = 12
dota/water_dota_pcgl_40_features + vs, ps files
-----------------------------------------------
Dota Water
Arguments in water_dota_pcgl_40_features.vcs header (4)
DotaDeferred
DotaForward S_MODE_FORWARD
Depth S_MODE_DEPTH
ToolsWireframe S_MODE_TOOLS_WIREFRAME
FEATURES-FILE VS-FILE PS-FILE
------------- ------- -------
S_TRANSFORM_CONSTANT_BUFFER(-1)
S_TOOLS_ENABLED(-1) S_TOOLS_ENABLED(-1)
S_MODE_FORWARD(-1)
S_MODE_DEPTH(-1)
S_MODE_TOOLS_WIREFRAME(-1)
F_RENDER_BACKFACES(-1) (0) S_RENDER_BACKFACES(0)
F_FRESNEL(-1) (1) S_FRESNEL(1)
F_USE_FOG_COLOR(-1) (2) S_USE_FOG_COLOR(2)
F_FLOW_NORMALS(-1) (3) S_FLOW_NORMALS(3)
F_FLOW_COLOR(-1) (4) S_FLOW_COLOR(4)
F_FLOW_DEBUG(-1) (5) S_FLOW_DEBUG(5)
F_FORCE_CHEAP_WATER(-1) (6) S_FORCE_CHEAP_WATER(6)
F_FORCE_NULL_WATER(-1) (7) S_FORCE_NULL_WATER(7)
MaxZ-digits = 1 (1) MaxZ-digits = 12 (100011111001)
VSARGS = 2 PSARGS = 12