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mirror of https://github.com/alliedmodders/hl2sdk.git synced 2025-09-20 04:26:03 +08:00

Fix file encoding

This commit is contained in:
Nick Hastings
2025-05-17 14:14:47 -04:00
committed by Nicholas Hastings
parent aa40133ac0
commit e4cf9ea19b
2525 changed files with 2527 additions and 2527 deletions

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@ -1,4 +1,4 @@
//===== Copyright <EFBFBD> 1996-2007, Valve Corporation, All rights reserved. ======//
//===== Copyright © 1996-2007, Valve Corporation, All rights reserved. ======//
//
// Purpose:
//

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@ -1,4 +1,4 @@
//===== Copyright <EFBFBD> 1996-2005, Valve Corporation, All rights reserved. ======//
//===== Copyright © 1996-2005, Valve Corporation, All rights reserved. ======//
//
// Purpose:
//

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@ -1,4 +1,4 @@
//===== Copyright <EFBFBD> 1996-2005, Valve Corporation, All rights reserved. ======//
//===== Copyright © 1996-2005, Valve Corporation, All rights reserved. ======//
//
// Purpose:
//

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@ -1,4 +1,4 @@
//===== Copyright <EFBFBD> 1996-2005, Valve Corporation, All rights reserved. ======//
//===== Copyright © 1996-2005, Valve Corporation, All rights reserved. ======//
//
// Purpose:
//

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@ -1,4 +1,4 @@
//===== Copyright <EFBFBD> 1996-2005, Valve Corporation, All rights reserved. ======//
//===== Copyright © 1996-2005, Valve Corporation, All rights reserved. ======//
//
// Purpose:
//

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@ -1,4 +1,4 @@
//========= Copyright <EFBFBD> 1996-2005, Valve Corporation, All rights reserved. ============//
//========= Copyright © 1996-2005, Valve Corporation, All rights reserved. ============//
//
// Purpose: Clears color/depth, but obeys stencil while doing so
//

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@ -1,4 +1,4 @@
//===== Copyright <EFBFBD> 1996-2005, Valve Corporation, All rights reserved. ======//
//===== Copyright © 1996-2005, Valve Corporation, All rights reserved. ======//
//
// Purpose:
//

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@ -1,4 +1,4 @@
//========= Copyright <EFBFBD> 1996-2007, Valve Corporation, All rights reserved. ============//
//========= Copyright © 1996-2007, Valve Corporation, All rights reserved. ============//
#include "BaseVSShader.h"
#include "shaderlib/CShader.h"

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@ -1,4 +1,4 @@
//===== Copyright <EFBFBD> 1996-2005, Valve Corporation, All rights reserved. ======//
//===== Copyright © 1996-2005, Valve Corporation, All rights reserved. ======//
//
// Purpose:
//

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@ -1,4 +1,4 @@
//===== Copyright <EFBFBD> 1996-2005, Valve Corporation, All rights reserved. ======//
//===== Copyright © 1996-2005, Valve Corporation, All rights reserved. ======//
//
// Purpose: Depth of field material
//

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@ -1,4 +1,4 @@
//===== Copyright <EFBFBD> 1996-2005, Valve Corporation, All rights reserved. ======//
//===== Copyright © 1996-2005, Valve Corporation, All rights reserved. ======//
//
// Purpose:
//

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@ -1,4 +1,4 @@
//========= Copyright <EFBFBD> 1996-2007, Valve LLC, All rights reserved. ============
//========= Copyright © 1996-2007, Valve LLC, All rights reserved. ============
//
// Purpose:
//

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@ -1,4 +1,4 @@
//========= Copyright <EFBFBD> 1996-2004, Valve LLC, All rights reserved. ============
//========= Copyright © 1996-2004, Valve LLC, All rights reserved. ============
//
// Purpose:
//

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@ -1,4 +1,4 @@
//========= Copyright <EFBFBD> 1996-2004, Valve LLC, All rights reserved. ============
//========= Copyright © 1996-2004, Valve LLC, All rights reserved. ============
//
// Purpose:
//

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@ -1,4 +1,4 @@
//========= Copyright <EFBFBD> 1996-2005, Valve Corporation, All rights reserved. ============//
//========= Copyright © 1996-2005, Valve Corporation, All rights reserved. ============//
//
// Purpose:
//

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@ -1,4 +1,4 @@
//========= Copyright <EFBFBD> 1996-2005, Valve Corporation, All rights reserved. ============//
//========= Copyright © 1996-2005, Valve Corporation, All rights reserved. ============//
//
// Purpose: Naively sets the depth buffer values without testing the old values and without writing to alpha or color
//

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@ -1,4 +1,4 @@
//========= Copyright <EFBFBD> 1996-2005, Valve Corporation, All rights reserved. ============//
//========= Copyright © 1996-2005, Valve Corporation, All rights reserved. ============//
//
// Purpose:
//

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@ -1,4 +1,4 @@
//========= Copyright <EFBFBD> 1996-2006, Valve Corporation, All rights reserved. ============//
//========= Copyright © 1996-2006, Valve Corporation, All rights reserved. ============//
#include "BaseVSShader.h"
#include "aftershock_helper.h"

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@ -1,4 +1,4 @@
//========= Copyright <EFBFBD> 1996-2006, Valve Corporation, All rights reserved. ============//
//========= Copyright © 1996-2006, Valve Corporation, All rights reserved. ============//
#include "BaseVSShader.h"
#include "mathlib/VMatrix.h"

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@ -1,4 +1,4 @@
//========= Copyright <EFBFBD> 1996-2006, Valve Corporation, All rights reserved. ============//
//========= Copyright © 1996-2006, Valve Corporation, All rights reserved. ============//
#ifndef AFTERSHOCK_HELPER_H
#define AFTERSHOCK_HELPER_H

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@ -1,4 +1,4 @@
//===== Copyright <EFBFBD> 1996-2005, Valve Corporation, All rights reserved. ======//
//===== Copyright © 1996-2005, Valve Corporation, All rights reserved. ======//
//
// Purpose: A wet version of base * lightmap
//

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@ -1,4 +1,4 @@
//========= Copyright <EFBFBD> 1996-2006, Valve Corporation, All rights reserved. ============//
//========= Copyright © 1996-2006, Valve Corporation, All rights reserved. ============//
//
// Purpose: Cloaking shader for Spy in TF2 (and probably many other things to come)
//

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@ -1,4 +1,4 @@
//========= Copyright <EFBFBD> 1996-2006, Valve Corporation, All rights reserved. ============//
//========= Copyright © 1996-2006, Valve Corporation, All rights reserved. ============//
/* Example how to plug this into an existing shader:

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@ -1,4 +1,4 @@
//========= Copyright <EFBFBD> 1996-2006, Valve Corporation, All rights reserved. ============//
//========= Copyright © 1996-2006, Valve Corporation, All rights reserved. ============//
#ifndef CLOAK_BLENDED_PASS_HELPER_H
#define CLOAK_BLENDED_PASS_HELPER_H

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@ -1,4 +1,4 @@
//===== Copyright <EFBFBD> 1996-2005, Valve Corporation, All rights reserved. ======//
//===== Copyright © 1996-2005, Valve Corporation, All rights reserved. ======//
//
// Purpose:
//

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@ -1,4 +1,4 @@
//====== Copyright <EFBFBD> 1996-2006, Valve Corporation, All rights reserved. =======
//====== Copyright © 1996-2006, Valve Corporation, All rights reserved. =======
//
// Purpose:
//

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@ -1,4 +1,4 @@
//========= Copyright <EFBFBD> 1996-2005, Valve Corporation, All rights reserved. ============//
//========= Copyright © 1996-2005, Valve Corporation, All rights reserved. ============//
//
// Purpose:
//

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@ -1,4 +1,4 @@
//========= Copyright <EFBFBD> 1996-2002, Valve LLC, All rights reserved. ============
//========= Copyright © 1996-2002, Valve LLC, All rights reserved. ============
//
// Purpose:
//

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@ -1,4 +1,4 @@
//===== Copyright <EFBFBD> 1996-2005, Valve Corporation, All rights reserved. ======//
//===== Copyright © 1996-2005, Valve Corporation, All rights reserved. ======//
//
// Purpose:
//

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@ -1,4 +1,4 @@
//===== Copyright <EFBFBD> 1996-2005, Valve Corporation, All rights reserved. ======//
//===== Copyright © 1996-2005, Valve Corporation, All rights reserved. ======//
//
// Purpose:
//

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@ -1,4 +1,4 @@
//===== Copyright <EFBFBD> 1996-2005, Valve Corporation, All rights reserved. ======//
//===== Copyright © 1996-2005, Valve Corporation, All rights reserved. ======//
//
// Purpose: This is an example of a material that modifies vertex data
// in the shader. NOTE: Every pass is given a clean set of vertex data.

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@ -1,4 +1,4 @@
//===== Copyright <EFBFBD> 1996-2007, Valve Corporation, All rights reserved. ======//
//===== Copyright © 1996-2007, Valve Corporation, All rights reserved. ======//
//
// Purpose:
//

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@ -1,4 +1,4 @@
//===== Copyright <EFBFBD> 1996-2005, Valve Corporation, All rights reserved. ======//
//===== Copyright © 1996-2005, Valve Corporation, All rights reserved. ======//
//
// Purpose:
//

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@ -1,4 +1,4 @@
//===== Copyright <EFBFBD> 1996-2005, Valve Corporation, All rights reserved. ======//
//===== Copyright © 1996-2005, Valve Corporation, All rights reserved. ======//
//
// Purpose:
//

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@ -1,4 +1,4 @@
//========= Copyright <EFBFBD> 1996-2005, Valve Corporation, All rights reserved. ============//
//========= Copyright © 1996-2005, Valve Corporation, All rights reserved. ============//
//
// Purpose:
//

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@ -1,4 +1,4 @@
//========= Copyright <EFBFBD> 1996-2005, Valve Corporation, All rights reserved. ============//
//========= Copyright © 1996-2005, Valve Corporation, All rights reserved. ============//
//
// Purpose:
//

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@ -1,4 +1,4 @@
//========= Copyright <EFBFBD> 1996-2005, Valve Corporation, All rights reserved. ============//
//========= Copyright © 1996-2005, Valve Corporation, All rights reserved. ============//
//
// Purpose:
//

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@ -1,4 +1,4 @@
//========= Copyright <EFBFBD> 1996-2005, Valve Corporation, All rights reserved. ============//
//========= Copyright © 1996-2005, Valve Corporation, All rights reserved. ============//
//
// Purpose:
//

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@ -1,4 +1,4 @@
//========= Copyright <EFBFBD> 1996-2007, Valve Corporation, All rights reserved. ============//
//========= Copyright © 1996-2007, Valve Corporation, All rights reserved. ============//
//
// Purpose:
//

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@ -1,4 +1,4 @@
//===== Copyright <EFBFBD> 1996-2005, Valve Corporation, All rights reserved. ======//
//===== Copyright © 1996-2005, Valve Corporation, All rights reserved. ======//
//
// Purpose:
//

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@ -1,4 +1,4 @@
//========= Copyright <EFBFBD> 1996-2005, Valve Corporation, All rights reserved. ============//
//========= Copyright © 1996-2005, Valve Corporation, All rights reserved. ============//
//
// Purpose:
//

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@ -1,4 +1,4 @@
//========= Copyright <EFBFBD> 1996-2005, Valve Corporation, All rights reserved. ============//
//========= Copyright © 1996-2005, Valve Corporation, All rights reserved. ============//
//
// Purpose:
//

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@ -1,4 +1,4 @@
//========= Copyright <EFBFBD> 1996-2006, Valve Corporation, All rights reserved. ============//
//========= Copyright © 1996-2006, Valve Corporation, All rights reserved. ============//
/* Example how to plug this into an existing shader:

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@ -1,4 +1,4 @@
//========= Copyright <EFBFBD> 1996-2006, Valve Corporation, All rights reserved. ============//
//========= Copyright © 1996-2006, Valve Corporation, All rights reserved. ============//
#ifndef EMISSIVE_SCROLL_BLENDED_PASS_HELPER_H
#define EMISSIVE_SCROLL_BLENDED_PASS_HELPER_H

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@ -1,4 +1,4 @@
//========= Copyright <EFBFBD> 1996-2006, Valve Corporation, All rights reserved. ============//
//========= Copyright © 1996-2006, Valve Corporation, All rights reserved. ============//
#include "BaseVSShader.h"
#include "eye_refract_helper.h"

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@ -1,4 +1,4 @@
//===== Copyright <EFBFBD> 1996-2008, Valve Corporation, All rights reserved. ======//
//===== Copyright © 1996-2008, Valve Corporation, All rights reserved. ======//
#include "BaseVSShader.h"
#include "mathlib/VMatrix.h"

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@ -1,4 +1,4 @@
//========= Copyright <EFBFBD> 1996-2006, Valve Corporation, All rights reserved. ============//
//========= Copyright © 1996-2006, Valve Corporation, All rights reserved. ============//
#ifndef EYE_REFRACT_HELPER_H
#define EYE_REFRACT_HELPER_H

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@ -1,4 +1,4 @@
//========= Copyright <EFBFBD> 1996-2005, Valve Corporation, All rights reserved. ============//
//========= Copyright © 1996-2005, Valve Corporation, All rights reserved. ============//
//
// Purpose: Eyeball shader
//

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@ -1,4 +1,4 @@
//===== Copyright <EFBFBD> 1996-2007, Valve Corporation, All rights reserved. ======//
//===== Copyright © 1996-2007, Valve Corporation, All rights reserved. ======//
//
// Run procedural glint generation inner loop in pixel shader
//

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@ -1,4 +1,4 @@
//========= Copyright <EFBFBD> 1996-2005, Valve Corporation, All rights reserved. ============//
//========= Copyright © 1996-2005, Valve Corporation, All rights reserved. ============//
//
// Purpose: eye renderer
//

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@ -1,4 +1,4 @@
//====== Copyright <EFBFBD> 1996-2005, Valve Corporation, All rights reserved. =======
//====== Copyright © 1996-2005, Valve Corporation, All rights reserved. =======
//
// Purpose:
//

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@ -1,4 +1,4 @@
//====== Copyright <EFBFBD> 1996-2005, Valve Corporation, All rights reserved. =======
//====== Copyright © 1996-2005, Valve Corporation, All rights reserved. =======
//
// Purpose:
//

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@ -1,4 +1,4 @@
//========= Copyright <EFBFBD> 1996-2005, Valve Corporation, All rights reserved. ============//
//========= Copyright © 1996-2005, Valve Corporation, All rights reserved. ============//
//
// Purpose: eye renderer
//

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@ -1,4 +1,4 @@
//===== Copyright <EFBFBD> 1996-2005, Valve Corporation, All rights reserved. ======//
//===== Copyright © 1996-2005, Valve Corporation, All rights reserved. ======//
//
// Purpose:
//

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@ -1,4 +1,4 @@
//========= Copyright <EFBFBD> 1996-2002, Valve LLC, All rights reserved. ============
//========= Copyright © 1996-2002, Valve LLC, All rights reserved. ============
//
// Purpose:
//

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@ -1,4 +1,4 @@
//========= Copyright <EFBFBD> 1996-2002, Valve LLC, All rights reserved. ============
//========= Copyright © 1996-2002, Valve LLC, All rights reserved. ============
//
// Purpose:
//

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@ -1,4 +1,4 @@
//========= Copyright <EFBFBD> 1996-2009, Valve Corporation, All rights reserved. ============//
//========= Copyright © 1996-2009, Valve Corporation, All rights reserved. ============//
//
// Purpose: General 'flesh' shader for AlienSwarm
//

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@ -1,4 +1,4 @@
//========= Copyright <EFBFBD> 1996-2009, Valve Corporation, All rights reserved. ============//
//========= Copyright © 1996-2009, Valve Corporation, All rights reserved. ============//
#include "BaseVSShader.h"
#include "flesh_helper.h"

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@ -1,4 +1,4 @@
//========= Copyright <EFBFBD> 1996-2009, Valve Corporation, All rights reserved. ============//
//========= Copyright © 1996-2009, Valve Corporation, All rights reserved. ============//
#ifndef FLESH_HELPER_H
#define FLESH_HELPER_H

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@ -1,4 +1,4 @@
//========= Copyright <EFBFBD> 1996-2006, Valve Corporation, All rights reserved. ============//
//========= Copyright © 1996-2006, Valve Corporation, All rights reserved. ============//
/* Example how to plug this into an existing shader:

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@ -1,4 +1,4 @@
//========= Copyright <EFBFBD> 1996-2006, Valve Corporation, All rights reserved. ============//
//========= Copyright © 1996-2006, Valve Corporation, All rights reserved. ============//
#ifndef FLESH_INTERIOR_BLENDED_PASS_HELPER_H
#define FLESH_INTERIOR_BLENDED_PASS_HELPER_H

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@ -1,4 +1,4 @@
//========= Copyright <EFBFBD> 1996-2005, Valve Corporation, All rights reserved. ============//
//========= Copyright © 1996-2005, Valve Corporation, All rights reserved. ============//
//
// Purpose:
//

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@ -1,4 +1,4 @@
//========= Copyright <EFBFBD> 1996-2005, Valve Corporation, All rights reserved. ============//
//========= Copyright © 1996-2005, Valve Corporation, All rights reserved. ============//
//
// Purpose:
//

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@ -1,4 +1,4 @@
//========= Copyright <EFBFBD> 1996-2005, Valve Corporation, All rights reserved. ============//
//========= Copyright © 1996-2005, Valve Corporation, All rights reserved. ============//
//
// Purpose:
//

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@ -1,4 +1,4 @@
//========= Copyright <EFBFBD> 1996-2005, Valve Corporation, All rights reserved. ============//
//========= Copyright © 1996-2005, Valve Corporation, All rights reserved. ============//
//
// Purpose:
//

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@ -1,4 +1,4 @@
//===== Copyright <EFBFBD> 1996-2005, Valve Corporation, All rights reserved. ======//
//===== Copyright © 1996-2005, Valve Corporation, All rights reserved. ======//
//
// Purpose:
//

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@ -1,4 +1,4 @@
//========= Copyright <EFBFBD> 1996-2005, Valve LLC, All rights reserved. ============
//========= Copyright © 1996-2005, Valve LLC, All rights reserved. ============
//
// Purpose:
//

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@ -1,4 +1,4 @@
//========= Copyright <EFBFBD> 1996-2005, Valve LLC, All rights reserved. ============
//========= Copyright © 1996-2005, Valve LLC, All rights reserved. ============
//
// Purpose:
//

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@ -1,4 +1,4 @@
//========= Copyright <EFBFBD> 1996-2005, Valve Corporation, All rights reserved. ============//
//========= Copyright © 1996-2005, Valve Corporation, All rights reserved. ============//
//
// Purpose:
//

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@ -1,4 +1,4 @@
//========= Copyright <EFBFBD> 1996-2005, Valve Corporation, All rights reserved. ============//
//========= Copyright © 1996-2005, Valve Corporation, All rights reserved. ============//
//
// Purpose: Lightmap only shader
//

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@ -1,4 +1,4 @@
//========= Copyright <EFBFBD> 1996-2005, Valve Corporation, All rights reserved. ============//
//========= Copyright © 1996-2005, Valve Corporation, All rights reserved. ============//
//
// Purpose: Lightmap only shader
//

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@ -1,4 +1,4 @@
//========= Copyright <EFBFBD> 1996-2007, Valve LLC, All rights reserved. ============
//========= Copyright © 1996-2007, Valve LLC, All rights reserved. ============
//
// Purpose: Lightmap only shader
//

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@ -1,4 +1,4 @@
//========= Copyright <EFBFBD> 1996-2002, Valve LLC, All rights reserved. ============
//========= Copyright © 1996-2002, Valve LLC, All rights reserved. ============
//
// Purpose:
//

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@ -1,4 +1,4 @@
//========= Copyright <EFBFBD> 1996-2007, Valve LLC, All rights reserved. ============
//========= Copyright © 1996-2007, Valve LLC, All rights reserved. ============
//
// Purpose: Lightmapped paint shader
//

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@ -1,4 +1,4 @@
//========= Copyright <EFBFBD> 1996-2002, Valve LLC, All rights reserved. ============
//========= Copyright © 1996-2002, Valve LLC, All rights reserved. ============
//
// Purpose:
//

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@ -1,4 +1,4 @@
//========= Copyright <EFBFBD> 1996-2005, Valve Corporation, All rights reserved. ============//
//========= Copyright © 1996-2005, Valve Corporation, All rights reserved. ============//
//
// Purpose: Lightmap only shader
//

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@ -1,4 +1,4 @@
//========= Copyright <EFBFBD> 1996-2008, Valve Corporation, All rights reserved. ============//
//========= Copyright © 1996-2008, Valve Corporation, All rights reserved. ============//
#include "BaseVSShader.h"
#include "lightshafts_helper.h"

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@ -1,4 +1,4 @@
//========= Copyright <EFBFBD> 1996-2007, Valve Corporation, All rights reserved. ============//
//========= Copyright © 1996-2007, Valve Corporation, All rights reserved. ============//
#include "BaseVSShader.h"
#include "mathlib/VMatrix.h"

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@ -1,4 +1,4 @@
//========= Copyright <EFBFBD> 1996-2007, Valve Corporation, All rights reserved. ============//
//========= Copyright © 1996-2007, Valve Corporation, All rights reserved. ============//
#ifndef LIGHT_SHAFTS_HELPER_H
#define LIGHT_SHAFTS_HELPER_H

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@ -1,4 +1,4 @@
//========= Copyright <EFBFBD> 1996-2005, Valve Corporation, All rights reserved. ============//
//========= Copyright © 1996-2005, Valve Corporation, All rights reserved. ============//
//
// Purpose:
//

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@ -1,4 +1,4 @@
//===== Copyright <EFBFBD> 1996-2005, Valve Corporation, All rights reserved. ======//
//===== Copyright © 1996-2005, Valve Corporation, All rights reserved. ======//
//
// Purpose:
//

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@ -1,4 +1,4 @@
//===== Copyright <EFBFBD> 1996-2005, Valve Corporation, All rights reserved. ======//
//===== Copyright © 1996-2005, Valve Corporation, All rights reserved. ======//
//
// Purpose:
//

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@ -1,4 +1,4 @@
//===== Copyright <EFBFBD> 1996-2005, Valve Corporation, All rights reserved. ======//
//===== Copyright © 1996-2005, Valve Corporation, All rights reserved. ======//
//
// Purpose:
//

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@ -1,4 +1,4 @@
//========= Copyright <EFBFBD> 1996-2006, Valve Corporation, All rights reserved. ============//
//========= Copyright © 1996-2006, Valve Corporation, All rights reserved. ============//
//
// Purpose: Multiblending shader for Spy in TF2 (and probably many other things to come)
//

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@ -1,4 +1,4 @@
//===== Copyright <EFBFBD> 1996-2005, Valve Corporation, All rights reserved. ======//
//===== Copyright © 1996-2005, Valve Corporation, All rights reserved. ======//
//
// Purpose:
//

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@ -1,4 +1,4 @@
//====== Copyright <EFBFBD> 1996-2006, Valve Corporation, All rights reserved. =======
//====== Copyright © 1996-2006, Valve Corporation, All rights reserved. =======
//
// Purpose:
//

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@ -1,4 +1,4 @@
//====== Copyright <EFBFBD> 1996-2007, Valve Corporation, All rights reserved. ===========================
//====== Copyright © 1996-2007, Valve Corporation, All rights reserved. ===========================
#ifdef HDRTYPE
#undef HDRTYPE

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@ -1,4 +1,4 @@
//====== Copyright <EFBFBD> 1996-2007, Valve Corporation, All rights reserved. ===========================
//====== Copyright © 1996-2007, Valve Corporation, All rights reserved. ===========================
// Includes =======================================================================================
#include "common_vs_fxc.h"

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@ -1,4 +1,4 @@
//========= Copyright <EFBFBD> 1996-2005, Valve Corporation, All rights reserved. ============//
//========= Copyright © 1996-2005, Valve Corporation, All rights reserved. ============//
//
// Purpose:
//

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@ -1,4 +1,4 @@
//========= Copyright <EFBFBD> 1996-2005, Valve Corporation, All rights reserved. ============//
//========= Copyright © 1996-2005, Valve Corporation, All rights reserved. ============//
//
// Purpose:
//

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@ -1,4 +1,4 @@
//========= Copyright <EFBFBD> 1996-2008, Valve Corporation, All rights reserved. ============//
//========= Copyright © 1996-2008, Valve Corporation, All rights reserved. ============//
//
// Purpose: Parallax Occlusion Mapping test shader
//

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@ -1,4 +1,4 @@
//===== Copyright <EFBFBD> 1996-2005, Valve Corporation, All rights reserved. ======//
//===== Copyright © 1996-2005, Valve Corporation, All rights reserved. ======//
//
// Purpose:
//

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@ -1,4 +1,4 @@
//===== Copyright <EFBFBD> 1996-2005, Valve Corporation, All rights reserved. ======//
//===== Copyright © 1996-2005, Valve Corporation, All rights reserved. ======//
//
// Purpose:
//

View File

@ -1,4 +1,4 @@
//========= Copyright <EFBFBD> 1996-2005, Valve LLC, All rights reserved. ============
//========= Copyright © 1996-2005, Valve LLC, All rights reserved. ============
//
// Purpose:
//

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@ -1,4 +1,4 @@
//========= Copyright <EFBFBD> 1996-2005, Valve Corporation, All rights reserved. ============//
//========= Copyright © 1996-2005, Valve Corporation, All rights reserved. ============//
//
// Purpose: A wet version of base * lightmap
//

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@ -1,4 +1,4 @@
//===== Copyright <EFBFBD> 1996-2008, Valve Corporation, All rights reserved. ======//
//===== Copyright © 1996-2008, Valve Corporation, All rights reserved. ======//
//
// Purpose:
//

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@ -1,4 +1,4 @@
//========= Copyright <EFBFBD> 1996-2008, Valve LLC, All rights reserved. ============
//========= Copyright © 1996-2008, Valve LLC, All rights reserved. ============
//
// Purpose:
//

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@ -1,4 +1,4 @@
//========= Copyright <EFBFBD> 1996-2006, Valve Corporation, All rights reserved. ============//
//========= Copyright © 1996-2006, Valve Corporation, All rights reserved. ============//
//
// Purpose: Projecteding shader for Spy in TF2 (and probably many other things to come)
//

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@ -1,4 +1,4 @@
//===== Copyright <EFBFBD> 1996-2005, Valve Corporation, All rights reserved. ======//
//===== Copyright © 1996-2005, Valve Corporation, All rights reserved. ======//
//
// Purpose:
//

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@ -1,4 +1,4 @@
//====== Copyright <EFBFBD> 1996-2006, Valve Corporation, All rights reserved. =======
//====== Copyright © 1996-2006, Valve Corporation, All rights reserved. =======
//
// Purpose:
//

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