Hey everyone I'm trying to decipher how shaders work in the Source Engine, but there's one thing that has me stumped. I've been looking at the Aftershock effect and in aftershock_helper.cpp, but lines 106-109 have me a little confused:
pShaderShadow->EnableTexture( SHADER_SAMPLER0, true ); // Refraction texture pShaderShadow->EnableSRGBRead( SHADER_SAMPLER0, true ); pShaderShadow->EnableTexture( SHADER_SAMPLER1, true ); // Bump pShaderShadow->EnableSRGBRead( SHADER_SAMPLER1, false ); // Not sRGB Now, I understand that the textures are being mapped to the sampler registers for the shaders, but where does it say which texture is mapped to which to the register? I see that the refraction texture is being mapped to s0, but I only know that it's the refraction texture because of the comment. Where does it specify what texture this method is mapping to s0? Thanks Adam _______________________________________________ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders