vmt_parser/material/
water.rs

1use super::deserialize_path;
2use crate::{default_scale, default_scale3, TextureTransform, Vec3};
3use serde::{Deserialize, Serialize};
4
5#[derive(Debug, Clone, Serialize, Deserialize)]
6pub struct WaterMaterial {
7    /// Usually referred to as a "sludge-layer", acts as a layer on top of the surface of the $AboveWater Material.
8    #[serde(
9        rename = "$basetexture",
10        default,
11        deserialize_with = "deserialize_path"
12    )]
13    pub base_texture: Option<String>,
14    /// Tells this material is used for models and not brushes.
15    #[serde(rename = "$abovewater", default)]
16    pub above_water: bool,
17    /// Required parameter. This is the material (not texture) to use when underneath the water’s surface. The bottom material must have $reflecttexture, $abovewater and $envmap disabled, but can otherwise do whatever it wants.
18    #[serde(
19        rename = "$bottommaterial",
20        default,
21        deserialize_with = "deserialize_path"
22    )]
23    pub bottom_material: Option<String>,
24    /// Applies a refracting screen overlay when the camera is underwater. Generally used with effects\water_warp01. Requires $abovewater to be 0.
25    #[serde(
26        rename = "$underwaterover",
27        default,
28        deserialize_with = "deserialize_path"
29    )]
30    pub underwater_overlay: Option<String>,
31    /// Specifies a texture that will provide three-dimensional lighting information for a material for DX8.
32    #[serde(rename = "$bumpmap", default, deserialize_with = "deserialize_path")]
33    pub bump_map: Option<String>,
34    /// A Du/dv map for DirectX 8 rendering ($bumpmap), and a bump map for DirectX 9 and above ($normalmap).
35    #[serde(rename = "$normalmap", default, deserialize_with = "deserialize_path")]
36    pub normal_map: Option<String>,
37    #[serde(rename = "$dudvframe", default)]
38    pub du_dv_frame: u32,
39    /// Frame to start the animated du/dv map and bump map on, respectively
40    #[serde(rename = "$bumpframe", default)]
41    pub dump_frame: u32,
42    /// Transforms the bump map texture.
43    #[serde(rename = "$bumptransform", default)]
44    pub bump_transform: TextureTransform,
45    /// Tints the results of projected textures on the water. The flashlight mainly affects the brigthness of the fog in the water.
46    #[serde(rename = "$flashlighttint", default = "default_scale")]
47    pub flash_light_tint: f32,
48
49    /// Enable volumetric fog for the water.
50    #[serde(rename = "$fogenable", default)]
51    pub fog_enable: bool,
52    /// Color of the water’s volumetric fog. Generally this value should match the color used in the bottom material.
53    #[serde(rename = "$fogenable", default = "default_scale3")]
54    pub fog_color: Vec3,
55    /// Distance in units/inches from the eye at which water fog starts.
56    #[serde(rename = "$fogstart", default)]
57    pub fog_start: f32,
58    /// Distance in units/inches from the eye at which water fog ends.
59    #[serde(rename = "$fogend", default)]
60    pub fog_end: f32,
61    /// Enable volumetric fog for the water.
62    #[serde(rename = "$lightmapwaterfog", default)]
63    pub light_map_water_fog: bool,
64    // todo: https://developer.valvesoftware.com/wiki/Water_(shader) from reflection onward
65}