1.0.4:
- Adjust AmbientGlow shader to work EXACTLY like in UE1 (don't ask how I figured this out). - Fix Enforcer sometimes reloading when reloading is disabled. - Fix Enforcer pickups having no ambient glow.
This commit is contained in:
parent
1f5778177a
commit
1a05b9b14d
6 changed files with 15 additions and 15 deletions
|
|
@ -1,8 +1,7 @@
|
|||
// imitation of the Unreal Engine 1.x ambient glow effect, timing may be off
|
||||
#define PI 3.14159265
|
||||
// imitation of the Unreal Engine 1.x ambient glow effect
|
||||
vec4 ProcessLight( vec4 color )
|
||||
{
|
||||
float glow = (1.0+sin(timer*2*PI))*0.25;
|
||||
float glow = 0.25+0.2*sin(timer*8);
|
||||
return vec4(min(color.rgb+vec3(glow),1.0),color.a);
|
||||
}
|
||||
|
||||
|
|
|
|||
|
|
@ -1,11 +1,9 @@
|
|||
// imitation of the Unreal Engine 1.x ambient glow effect, timing may be off
|
||||
// combining with brightmaps requires the brightmap to be embedded into the
|
||||
// alpha channel of the diffuse texture
|
||||
#define PI 3.14159265
|
||||
// imitation of the Unreal Engine 1.x ambient glow effect
|
||||
// plus brightmapping
|
||||
vec4 ProcessLight( vec4 color )
|
||||
{
|
||||
float bright = texture(brighttex,vTexCoord.st).x;
|
||||
float glow = (1.0+sin(timer*2*PI))*0.25;
|
||||
float glow = 0.25+0.2*sin(timer*8);
|
||||
return vec4(min(color.rgb+vec3(bright)+vec3(glow),1.0),color.a);
|
||||
}
|
||||
|
||||
|
|
|
|||
|
|
@ -1,8 +1,7 @@
|
|||
// imitation of the Unreal Engine 1.x ambient glow effect, timing may be off
|
||||
#define PI 3.14159265
|
||||
// imitation of the Unreal Engine 1.x ambient glow effect
|
||||
vec4 ProcessLight( vec4 color )
|
||||
{
|
||||
float glow = (1.0+sin(timer*2*PI))*0.25;
|
||||
float glow = 0.25+0.2*sin(timer*8);
|
||||
return vec4(min(color.rgb+vec3(glow),1.0),color.a);
|
||||
}
|
||||
|
||||
|
|
|
|||
Loading…
Add table
Add a link
Reference in a new issue