Adjust Elemental Coating to look more like the SWWM Barrier.
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parent
60ee220992
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30302a2eb0
5 changed files with 13 additions and 2 deletions
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@ -44,5 +44,6 @@ HardwareShader Texture "models/leadmap.png"
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}
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HardwareShader Texture "models/barriermap.png"
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{
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Shader "shaders/glsl/Shinemap.fp"
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Shader "shaders/glsl/Shinemap_barrier.fp"
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Texture "bartex" "models/barrierbar.png"
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}
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@ -1,2 +1,2 @@
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[default]
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SWWM_MODVER="\cxSWWM GZ\c- r299 (Thu 4 Jun 15:58:26 CEST 2020)";
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SWWM_MODVER="\cxSWWM GZ\c- r300 (Thu 4 Jun 16:37:11 CEST 2020)";
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@ -281,6 +281,7 @@ Model "EBarrierX"
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SurfaceSkin 0 1 "barriermap.png"
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Scale 0.05 0.05 0.05
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ZOffset 16
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DONTCULLBACKFACES
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FrameIndex XZW1 A 0 0
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}
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BIN
models/barrierbar.png
Normal file
BIN
models/barrierbar.png
Normal file
Binary file not shown.
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After Width: | Height: | Size: 217 B |
9
shaders/glsl/Shinemap_barrier.fp
Normal file
9
shaders/glsl/Shinemap_barrier.fp
Normal file
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@ -0,0 +1,9 @@
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vec4 ProcessTexel()
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{
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vec3 rnorm = normalize(vEyeNormal.xyz)*(1,-1,1);
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vec4 basemap = getTexel(rnorm.xy*.49+.5);
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basemap.rgb *= .25;
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vec3 grad = texture(bartex,vec2(0.,vTexCoord.t*5.+timer)).rgb;
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grad *= .25;
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return basemap+vec4(grad,0.);
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}
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