From 30302a2eb09048df7dad60c47434ab541cc45aef Mon Sep 17 00:00:00 2001 From: Marisa Kirisame Date: Thu, 4 Jun 2020 16:37:11 +0200 Subject: [PATCH] Adjust Elemental Coating to look more like the SWWM Barrier. --- gldefs.shinemaps | 3 ++- language.version | 2 +- modeldef.pickups | 1 + models/barrierbar.png | Bin 0 -> 217 bytes shaders/glsl/Shinemap_barrier.fp | 9 +++++++++ 5 files changed, 13 insertions(+), 2 deletions(-) create mode 100644 models/barrierbar.png create mode 100644 shaders/glsl/Shinemap_barrier.fp diff --git a/gldefs.shinemaps b/gldefs.shinemaps index e798415b2..b8ddf076c 100644 --- a/gldefs.shinemaps +++ b/gldefs.shinemaps @@ -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" } diff --git a/language.version b/language.version index d05c36ad1..4707d2600 100644 --- a/language.version +++ b/language.version @@ -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)"; diff --git a/modeldef.pickups b/modeldef.pickups index 1d09f17b3..a640d0951 100644 --- a/modeldef.pickups +++ b/modeldef.pickups @@ -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 } diff --git a/models/barrierbar.png b/models/barrierbar.png new file mode 100644 index 0000000000000000000000000000000000000000..5dbd8f18f4500a163d75069bb16105f88a6e568c GIT binary patch literal 217 zcmeAS@N?(olHy`uVBq!ia0y~yU|?ZjU{K&-Vqjp{wa$-|fq`Lxr;B5V#O2byy@H1f zM4DCK?7oxA;q@$0ep-T%72ASV&!8t3dVWrSzH4~=i8=7v&U@35ZMhrg+RA(vU_2>X zv2Xsh@}_&glNNVmJd@Jn;=dSD Y|Mj%`{?)jSfq{X+)78&qol`;+02Z58=Kufz literal 0 HcmV?d00001 diff --git a/shaders/glsl/Shinemap_barrier.fp b/shaders/glsl/Shinemap_barrier.fp new file mode 100644 index 000000000..65558931e --- /dev/null +++ b/shaders/glsl/Shinemap_barrier.fp @@ -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.); +}