- 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.
This commit is contained in:
Christoph Oelckers 2019-12-20 16:05:00 +01:00
commit 3209d4ed23
7 changed files with 142 additions and 6 deletions

View file

@ -118,11 +118,16 @@ static const char *shaderBindings = R"(
vec4 uObjectColor2;
vec4 uDynLightColor;
vec4 uAddColor;
vec4 uBlendColor;
vec4 uFogColor;
float uDesaturationFactor;
float uInterpolationFactor;
float timer; // timer data for material shaders
int useVertexData;
float uObjectDesaturationFactor;
float uObjectColorizeFactor;
int uObjectBlendMode;
int uObjectInvertColor;
vec4 uVertexColor;
vec4 uVertexNormal;