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	<title>Implicit Shaders - Revision history</title>
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	<updated>2026-04-07T13:16:25Z</updated>
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		<id>https://wiki.splashdamage.com/index.php?title=Implicit_Shaders&amp;diff=4146&amp;oldid=prev</id>
		<title>192.168.0.151 at 17:13, 11 August 2008</title>
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		<updated>2008-08-11T17:13:52Z</updated>

		<summary type="html">&lt;p&gt;&lt;/p&gt;
&lt;p&gt;&lt;b&gt;New page&lt;/b&gt;&lt;/p&gt;&lt;div&gt;Enemy Territory shader language has a set of new directives for simplifying shader scripts: ''implicit shaders''.&lt;br /&gt;
&lt;br /&gt;
Implicit shaders do not have explicit shader stages but rather use pre-programmed settings that work with a variety of lighting conditions (vertex lit, diffuse lit, and lightmapped) to give the shader the best possible representation when it is instantiated in the game.&lt;br /&gt;
&lt;br /&gt;
There are three variants: implicitMap, implicitMask, and implicitBlend. They take the form of a single line with either a path to a texture, or a single '-' character.&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
| class=&amp;quot;code&amp;quot; valign=&amp;quot;top&amp;quot; | implicitMap&lt;br /&gt;
| draws an opaque, single-sided texture&lt;br /&gt;
|-&lt;br /&gt;
| class=&amp;quot;code&amp;quot; valign=&amp;quot;top&amp;quot; | implicitMask&lt;br /&gt;
| draws a masked (&amp;lt;span class=&amp;quot;code&amp;quot;&amp;gt;alphaFunc GE128&amp;lt;/span&amp;gt;), two-sided texture&lt;br /&gt;
|-&lt;br /&gt;
| class=&amp;quot;code&amp;quot; valign=&amp;quot;top&amp;quot; | implicitBlend&lt;br /&gt;
| draws a translucent (&amp;lt;span class=&amp;quot;code&amp;quot;&amp;gt;blendFunc blend&amp;lt;/span&amp;gt;), two-sided texture&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
For example:&lt;br /&gt;
&lt;br /&gt;
{| width=&amp;quot;90%&amp;quot; align=&amp;quot;center&amp;quot;&lt;br /&gt;
| class=&amp;quot;codeblock&amp;quot; | &lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
textures/wood/plank&lt;br /&gt;
{&lt;br /&gt;
    surfaceparm woodsteps&lt;br /&gt;
    implicitMap -&lt;br /&gt;
} &lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
This shader will use the default standard mapping, using 'textures/wood/plank.tga' as the texture (shader name tga extension). The only difference internally between it and a defaulted texture shader is the woodsteps. Internally, if the shader is used on a lightmapped surface, it will use a lightmap. If used on a vertex lit surface, it will be vertex lit.&lt;br /&gt;
&lt;br /&gt;
{| width=&amp;quot;90%&amp;quot; align=&amp;quot;center&amp;quot;&lt;br /&gt;
| class=&amp;quot;codeblock&amp;quot; | &lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
textures/wood/plank_nonsolid&lt;br /&gt;
{&lt;br /&gt;
    qer_editorimage textures/wood/plank.tga&lt;br /&gt;
    surfaceparm nonsolid&lt;br /&gt;
    implicitMap textures/wood/plank.tga&lt;br /&gt;
}&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
This texture differs from the previous one in that it explicitly specifies a texture to use.&lt;br /&gt;
&lt;br /&gt;
[[Category:WET Documentation]]&lt;/div&gt;</summary>
		<author><name>192.168.0.151</name></author>
		
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