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Quake III Arena
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Quake III Arena
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====Shaders==== The graphical technology of the game is based tightly around a "shader" system where the behavior of a surface is defined by a text file called a "shader script". Shaders are described and rendered as several layers, each containing one texture, one "blend mode" which determines how to superimpose it over the last one, and texture orientation modes such as environment mapping, scrolling, and rotating. These features can be readily seen within the game, with many bright and active surfaces in every map, and even on the character models. The shader system goes beyond just visual appearance, also defining the contents of volumes (e.g. a water volume is defined as such by applying a water shader to its surfaces), light emission, and which sound to play when a volume is trod upon.<ref name="shader1">{{Cite web | url = http://www.qeradiant.com/manual/Q3AShader_Manual/ch01/pg1_1.htm | title = Quake III Arena Shader Manual | pages = 1 | accessdate = 2006-10-01 | author = Paul Jaquays, Brian Hook}}</ref>
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