Script intro



This entity is used at some points in Half-Life 2 for special visual effects. It makes use of DirectX 9's Render-To-Texture features to blend together two views of the world. At minimum, the entity needs to be told where camera B is via SetCameraViewEntity (camera A is the player's regular view), and then Activated.



This is a list of the apparent function of the blend modes. These can be set in the entity by sending it SetNextBlendMode and SetNextBlendTime, or just SetBlendMode.
 * 0: Camera A is normal color, camera B is inverted grayscale and brightened, multiplicatively blended (each pixel value in the resulting view is determined by multiplying the values of the corresponding pixels in A and B views). This is the default value.
 * 1: Camera A is inverted color, camera B is normal grayscale, additively blended (each pixel value in the resulting view is determined by adding up the values of the corresponding pixels in A and B views).
 * 2: Camera A is normal grayscale, camera B is normal color, multiplicatively blended.
 * 3: Camera A is normal grayscale, camera B is normal color. Mid-brightness pixels in camera A (not too dark, not too bright) become transparent and clearly show camera B pixels.
 * 4: Both A and B are normal color, otherwise the same as 3.
 * 5: Camera A is posterized color, camera B is normal color. The final view is only camera B, except for pure black pixels (exactly 0 0 0) which are replaced by camera A pixels.
 * 6: Both A and B are normal color, additively blended.
 * 7: Only camera B shows.
 * 8: Only camera A shows.
 * 9: Both A and B are normal color. Brighter pixels from camera B show mostly as camera B, but darker pixels show more and more of camera A.