Added full ddraw.ini + other config files and all relevant artifacts from latest modderspack.

This commit is contained in:
VladislavKolosovsky
2015-07-07 00:44:58 +07:00
parent cafa0158a7
commit b82348ed33
65 changed files with 5078 additions and 1 deletions
@@ -0,0 +1,38 @@
string texname1 = "weather\\mask-def.png";
texture tex1;
string texname2 = "weather\\rain.png";
texture tex2;
static const float tscale=3;
int tickcount;
float multi;
float speed;
sampler s0;
sampler s1 = sampler_state {
texture = <tex1>;
};
sampler s2 = sampler_state {
texture = <tex2>;
addressu=wrap;
addressv=wrap;
};
float4 ps_p0(float2 tex : TEXCOORD0) : COLOR0
{
float3 r1=tex2D(s0, tex);
float offset=(float)tickcount/speed;
float2 y={0.342, 0.940};
y*=offset;
float3 r2=tex2D(s2, tex*tscale-y)*tex2D(s1, tex)*multi;
float alpha=r2.g;
r1=r1*(1-alpha) + r2*alpha;
return float4(saturate(r1), 1);
}
technique T0
{
pass P0 { PixelShader = compile ps_2_0 ps_p0(); }
}
@@ -0,0 +1,38 @@
string texname1 = "weather\\mask-esc.png";
texture tex1;
string texname2 = "";
texture tex2;
static const float tscale=3;
int tickcount;
float multi;
float speed;
sampler s0;
sampler s1 = sampler_state {
texture = <tex1>;
};
sampler s2 = sampler_state {
texture = <tex2>;
addressu=wrap;
addressv=wrap;
};
float4 ps_p0(float2 tex : TEXCOORD0) : COLOR0
{
float3 r1=tex2D(s0, tex);
float offset=(float)tickcount/speed;
float2 y={0.342, 0.940};
y*=offset;
float3 r2=tex2D(s2, tex*tscale-y)*tex2D(s1, tex)*multi;
float alpha=r2.g;
r1=r1*(1-alpha) + r2*alpha;
return float4(saturate(r1), 1);
}
technique T0
{
pass P0 { PixelShader = compile ps_2_0 ps_p0(); }
}
@@ -0,0 +1,38 @@
string texname1 = "weather\\mask-inv.png";
texture tex1;
string texname2 = "";
texture tex2;
static const float tscale=3;
int tickcount;
float multi;
float speed;
sampler s0;
sampler s1 = sampler_state {
texture = <tex1>;
};
sampler s2 = sampler_state {
texture = <tex2>;
addressu=wrap;
addressv=wrap;
};
float4 ps_p0(float2 tex : TEXCOORD0) : COLOR0
{
float3 r1=tex2D(s0, tex);
float offset=(float)tickcount/speed;
float2 y={0.342, 0.940};
y*=offset;
float3 r2=tex2D(s2, tex*tscale-y)*tex2D(s1, tex)*multi;
float alpha=r2.g;
r1=r1*(1-alpha) + r2*alpha;
return float4(saturate(r1), 1);
}
technique T0
{
pass P0 { PixelShader = compile ps_2_0 ps_p0(); }
}
@@ -0,0 +1,38 @@
string texname1 = "weather\\mask-map.png";
texture tex1;
string texname2 = "";
texture tex2;
static const float tscale=3;
int tickcount;
float multi;
float speed;
sampler s0;
sampler s1 = sampler_state {
texture = <tex1>;
};
sampler s2 = sampler_state {
texture = <tex2>;
addressu=wrap;
addressv=wrap;
};
float4 ps_p0(float2 tex : TEXCOORD0) : COLOR0
{
float3 r1=tex2D(s0, tex);
float offset=(float)tickcount/speed;
float2 y={0.342, 0.940};
y*=offset;
float3 r2=tex2D(s2, tex*tscale-y)*tex2D(s1, tex)*multi;
float alpha=r2.g;
r1=r1*(1-alpha) + r2*alpha;
return float4(saturate(r1), 1);
}
technique T0
{
pass P0 { PixelShader = compile ps_2_0 ps_p0(); }
}
@@ -0,0 +1,38 @@
string texname1 = "weather\\mask-skd.png";
texture tex1;
string texname2 = "";
texture tex2;
static const float tscale=3;
int tickcount;
float multi;
float speed;
sampler s0;
sampler s1 = sampler_state {
texture = <tex1>;
};
sampler s2 = sampler_state {
texture = <tex2>;
addressu=wrap;
addressv=wrap;
};
float4 ps_p0(float2 tex : TEXCOORD0) : COLOR0
{
float3 r1=tex2D(s0, tex);
float offset=(float)tickcount/speed;
float2 y={0.342, 0.940};
y*=offset;
float3 r2=tex2D(s2, tex*tscale-y)*tex2D(s1, tex)*multi;
float alpha=r2.g;
r1=r1*(1-alpha) + r2*alpha;
return float4(saturate(r1), 1);
}
technique T0
{
pass P0 { PixelShader = compile ps_2_0 ps_p0(); }
}
@@ -0,0 +1,41 @@
string texname1 = "";
texture tex1;
string texname2 = "weather\\sand.png";
texture tex2;
static const float tscale=3;
int tickcount;
float multi;
float speed;
sampler s0;
sampler s1 = sampler_state {
texture = <tex1>;
};
sampler s2 = sampler_state {
texture = <tex2>;
addressu=wrap;
addressv=wrap;
};
float4 ps_p0(float2 tex : TEXCOORD0) : COLOR0
{
float3 r1=tex2D(s0, tex);
//if(tex.y>0.8) return float4(r1, 1);
float offset=(float)tickcount/speed;
float2 y={0.940, 0.342};
y*=offset;
float3 r2=tex2D(s1, tex)*tex2D(s2, tex*tscale-y)-(1.0-multi);
if(r2.r>0) {
return float4(0.5,0.5,0,1);
} else {
return float4(r1, 1);
}
}
technique T0
{
pass P0 { PixelShader = compile ps_2_0 ps_p0(); }
}
@@ -0,0 +1,39 @@
texture tex1;
texture tex2;
static const float tscale=3;
int tickcount;
float multi;
float speed;
sampler s0;
sampler s1 = sampler_state {
texture = <tex1>;
};
sampler s2 = sampler_state {
texture = <tex2>;
addressu=wrap;
addressv=wrap;
};
float4 ps_p0(float2 tex : TEXCOORD0) : COLOR0
{
float3 r1=tex2D(s0, tex);
//if(tex.y>0.8) return float4(r1, 1);
float offset=(float)tickcount/speed;
float2 y={0.940, 0.342};
y*=offset;
float3 r2=tex2D(s1, tex)*tex2D(s2, tex*tscale-y)-(1.0-multi);
if(r2.r>0) {
return float4(0.5,0.5,0,1);
} else {
return float4(r1, 1);
}
}
technique T0
{
pass P0 { PixelShader = compile ps_2_0 ps_p0(); }
}
@@ -0,0 +1,39 @@
texture tex1;
texture tex2;
static const float tscale=3;
int tickcount;
float multi;
float speed;
sampler s0;
sampler s1 = sampler_state {
texture = <tex1>;
};
sampler s2 = sampler_state {
texture = <tex2>;
addressu=wrap;
addressv=wrap;
};
float4 ps_p0(float2 tex : TEXCOORD0) : COLOR0
{
float3 r1=tex2D(s0, tex);
//if(tex.y>0.8) return float4(r1, 1);
float offset=(float)tickcount/speed;
float2 y={0.940, 0.342};
y*=offset;
float3 r2=tex2D(s1, tex)*tex2D(s2, tex*tscale-y)-(1.0-multi);
if(r2.r>0) {
return float4(0.5,0.5,0,1);
} else {
return float4(r1, 1);
}
}
technique T0
{
pass P0 { PixelShader = compile ps_2_0 ps_p0(); }
}
@@ -0,0 +1,39 @@
texture tex1;
texture tex2;
static const float tscale=3;
int tickcount;
float multi;
float speed;
sampler s0;
sampler s1 = sampler_state {
texture = <tex1>;
};
sampler s2 = sampler_state {
texture = <tex2>;
addressu=wrap;
addressv=wrap;
};
float4 ps_p0(float2 tex : TEXCOORD0) : COLOR0
{
float3 r1=tex2D(s0, tex);
//if(tex.y>0.8) return float4(r1, 1);
float offset=(float)tickcount/speed;
float2 y={0.940, 0.342};
y*=offset;
float3 r2=tex2D(s1, tex)*tex2D(s2, tex*tscale-y)-(1.0-multi);
if(r2.r>0) {
return float4(0.5,0.5,0,1);
} else {
return float4(r1, 1);
}
}
technique T0
{
pass P0 { PixelShader = compile ps_2_0 ps_p0(); }
}
@@ -0,0 +1,39 @@
texture tex1;
texture tex2;
static const float tscale=3;
int tickcount;
float multi;
float speed;
sampler s0;
sampler s1 = sampler_state {
texture = <tex1>;
};
sampler s2 = sampler_state {
texture = <tex2>;
addressu=wrap;
addressv=wrap;
};
float4 ps_p0(float2 tex : TEXCOORD0) : COLOR0
{
float3 r1=tex2D(s0, tex);
//if(tex.y>0.8) return float4(r1, 1);
float offset=(float)tickcount/speed;
float2 y={0.940, 0.342};
y*=offset;
float3 r2=tex2D(s1, tex)*tex2D(s2, tex*tscale-y)-(1.0-multi);
if(r2.r>0) {
return float4(0.5,0.5,0,1);
} else {
return float4(r1, 1);
}
}
technique T0
{
pass P0 { PixelShader = compile ps_2_0 ps_p0(); }
}
@@ -0,0 +1,37 @@
string texname1 = "";
texture tex1;
string texname2 = "weather\\snow.png";
texture tex2;
static const float tscale=3;
int tickcount;
float multi;
float speed;
sampler s0;
sampler s1 = sampler_state {
texture = <tex1>;
};
sampler s2 = sampler_state {
texture = <tex2>;
addressu=wrap;
addressv=wrap;
};
float4 ps_p0(float2 tex : TEXCOORD0) : COLOR0
{
float3 r1=tex2D(s0, tex);
float offset=(float)tickcount/speed;
float2 y={-0.174, 0.985};
y*=offset;
float3 r2=saturate(tex2D(s1, tex)*tex2D(s2, tex*tscale-y)-(1.0-multi));
float alpha=r2.g;
r1=r1*(1-alpha) + r2*alpha;
return float4(saturate(r1), 1);
}
technique T0
{
pass P0 { PixelShader = compile ps_2_0 ps_p0(); }
}
@@ -0,0 +1,35 @@
texture tex1;
texture tex2;
static const float tscale=3;
int tickcount;
float multi;
float speed;
sampler s0;
sampler s1 = sampler_state {
texture = <tex1>;
};
sampler s2 = sampler_state {
texture = <tex2>;
addressu=wrap;
addressv=wrap;
};
float4 ps_p0(float2 tex : TEXCOORD0) : COLOR0
{
float3 r1=tex2D(s0, tex);
float offset=(float)tickcount/speed;
float2 y={-0.174, 0.985};
y*=offset;
float3 r2=saturate(tex2D(s1, tex)*tex2D(s2, tex*tscale-y)-(1.0-multi));
float alpha=r2.g;
r1=r1*(1-alpha) + r2*alpha;
return float4(saturate(r1), 1);
}
technique T0
{
pass P0 { PixelShader = compile ps_2_0 ps_p0(); }
}
@@ -0,0 +1,35 @@
texture tex1;
texture tex2;
static const float tscale=3;
int tickcount;
float multi;
float speed;
sampler s0;
sampler s1 = sampler_state {
texture = <tex1>;
};
sampler s2 = sampler_state {
texture = <tex2>;
addressu=wrap;
addressv=wrap;
};
float4 ps_p0(float2 tex : TEXCOORD0) : COLOR0
{
float3 r1=tex2D(s0, tex);
float offset=(float)tickcount/speed;
float2 y={-0.174, 0.985};
y*=offset;
float3 r2=saturate(tex2D(s1, tex)*tex2D(s2, tex*tscale-y)-(1.0-multi));
float alpha=r2.g;
r1=r1*(1-alpha) + r2*alpha;
return float4(saturate(r1), 1);
}
technique T0
{
pass P0 { PixelShader = compile ps_2_0 ps_p0(); }
}
@@ -0,0 +1,35 @@
texture tex1;
texture tex2;
static const float tscale=3;
int tickcount;
float multi;
float speed;
sampler s0;
sampler s1 = sampler_state {
texture = <tex1>;
};
sampler s2 = sampler_state {
texture = <tex2>;
addressu=wrap;
addressv=wrap;
};
float4 ps_p0(float2 tex : TEXCOORD0) : COLOR0
{
float3 r1=tex2D(s0, tex);
float offset=(float)tickcount/speed;
float2 y={-0.174, 0.985};
y*=offset;
float3 r2=saturate(tex2D(s1, tex)*tex2D(s2, tex*tscale-y)-(1.0-multi));
float alpha=r2.g;
r1=r1*(1-alpha) + r2*alpha;
return float4(saturate(r1), 1);
}
technique T0
{
pass P0 { PixelShader = compile ps_2_0 ps_p0(); }
}
@@ -0,0 +1,35 @@
texture tex1;
texture tex2;
static const float tscale=3;
int tickcount;
float multi;
float speed;
sampler s0;
sampler s1 = sampler_state {
texture = <tex1>;
};
sampler s2 = sampler_state {
texture = <tex2>;
addressu=wrap;
addressv=wrap;
};
float4 ps_p0(float2 tex : TEXCOORD0) : COLOR0
{
float3 r1=tex2D(s0, tex);
float offset=(float)tickcount/speed;
float2 y={-0.174, 0.985};
y*=offset;
float3 r2=saturate(tex2D(s1, tex)*tex2D(s2, tex*tscale-y)-(1.0-multi));
float alpha=r2.g;
r1=r1*(1-alpha) + r2*alpha;
return float4(saturate(r1), 1);
}
technique T0
{
pass P0 { PixelShader = compile ps_2_0 ps_p0(); }
}