Adjust Elemental Coating to look more like the SWWM Barrier.

This commit is contained in:
Mari the Deer 2020-06-04 16:37:11 +02:00
commit 30302a2eb0
5 changed files with 13 additions and 2 deletions

View file

@ -44,5 +44,6 @@ HardwareShader Texture "models/leadmap.png"
}
HardwareShader Texture "models/barriermap.png"
{
Shader "shaders/glsl/Shinemap.fp"
Shader "shaders/glsl/Shinemap_barrier.fp"
Texture "bartex" "models/barrierbar.png"
}

View file

@ -1,2 +1,2 @@
[default]
SWWM_MODVER="\cxSWWM GZ\c- r299 (Thu 4 Jun 15:58:26 CEST 2020)";
SWWM_MODVER="\cxSWWM GZ\c- r300 (Thu 4 Jun 16:37:11 CEST 2020)";

View file

@ -281,6 +281,7 @@ Model "EBarrierX"
SurfaceSkin 0 1 "barriermap.png"
Scale 0.05 0.05 0.05
ZOffset 16
DONTCULLBACKFACES
FrameIndex XZW1 A 0 0
}

BIN
models/barrierbar.png Normal file

Binary file not shown.

After

Width:  |  Height:  |  Size: 217 B

View file

@ -0,0 +1,9 @@
vec4 ProcessTexel()
{
vec3 rnorm = normalize(vEyeNormal.xyz)*(1,-1,1);
vec4 basemap = getTexel(rnorm.xy*.49+.5);
basemap.rgb *= .25;
vec3 grad = texture(bartex,vec2(0.,vTexCoord.t*5.+timer)).rgb;
grad *= .25;
return basemap+vec4(grad,0.);
}