- 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:
Marisa the Magician 2019-10-29 21:25:52 +01:00
commit 1a05b9b14d
6 changed files with 15 additions and 15 deletions

View file

@ -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);
}

View file

@ -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);
}

View file

@ -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);
}