- 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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@ -175,6 +175,7 @@ void HWWall::RenderTexturedWall(HWDrawInfo *di, FRenderState &state, int rflags)
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state.SetObjectColor(color1);
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state.SetObjectColor2((color1 != color2) ? color2 : PalEntry(0));
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state.SetAddColor(side->GetAdditiveColor(tierndx, frontsector));
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if (color1 != color2)
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{
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// Do gradient setup only if there actually is a gradient.
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@ -243,6 +244,9 @@ void HWWall::RenderTexturedWall(HWDrawInfo *di, FRenderState &state, int rflags)
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state.SetTextureMode(tmode);
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state.EnableGlow(false);
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state.EnableGradient(false);
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state.SetObjectDesaturateFactor(0);
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state.SetObjectInvert(false);
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state.SetObjectBlendMode(0);
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}
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//==========================================================================
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