- 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:
parent
41a9496bef
commit
3209d4ed23
7 changed files with 142 additions and 6 deletions
|
|
@ -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;
|
||||
|
||||
|
|
|
|||
Loading…
Add table
Add a link
Reference in a new issue