- added a few more texture coloring options to the shader.
Aside from adding an additive component it can now also do: - desaturation (not limited to the range of 0..1 so it can also be used for oversaturation by applying a negative number or negative saturation by going above 1.0. - invert the texture - apply a blend, including 3 special mode taken from EDuke32. Currently only the implementation is done, it is not exposed to UDMF yet.
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7 changed files with 142 additions and 6 deletions
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@ -138,6 +138,11 @@ bool FGLRenderState::ApplyShader()
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activeShader->muClipSplit.Set(mClipSplit);
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activeShader->muSpecularMaterial.Set(mGlossiness, mSpecularLevel);
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activeShader->muAddColor.Set(mStreamData.uAddColor);
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activeShader->muBlendColor.Set(mStreamData.uBlendColor);
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activeShader->muObjectBlendMode.Set(mStreamData.uObjectBlendMode);
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activeShader->muObjectColorizeFactor.Set(mStreamData.uObjectColorizeFactor);
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activeShader->muObjectDesaturationFactor.Set(mStreamData.uObjectDesaturationFactor);
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activeShader->muObjectInvertColor.Set(mStreamData.uObjectInvertColor);
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if (mGlowEnabled || activeShader->currentglowstate)
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{
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