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shadmar

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Everything posted by shadmar

  1. http://www.leadwerks.com/werkspace/topic/6864-blend-modes-for-particles/#entry59316
  2. To use emitter methods on emitter[2] it needs to have the base class cast.
  3. Yeah carve and extrude would be very welcome.
  4. That is a really great piece, epic! +1 Tron inspired?
  5. free week-to-the-end comes to mind
  6. This isn't actual docs, but better than nothing : Have a look here : http://www.leadwerks.com/werkspace/topic/8203-internal-shader-uniforms/page__hl__uniforms
  7. Just use the rim shader tut with a narrow setting and put the rim color in fragData2 (rgb) instead, and there you go.
  8. That is hard to do properly in deferred environment where light is done in a prepass.
  9. Ah just add this under uniforms in the fragshader. uniform mat3 cameranormalmatrix; There I go for writing shaders from a tablet..
  10. But if you want to have reflection based on a alpha pattern from texture, you can use : outcolor = mix(outcolor,texture(texture4,cubecoord),outcolor.a);
  11. Kind of dark, might wanna use mix instead. outcolor = mix(texture(texture0, ex_texcoords0),texture(texture0, ex_texcoords0*4.0),0.5);
  12. Just use the vertex color alpha. (from the color panel)
  13. Some info here : http://www.leadwerks.com/werkspace/topic/7548-access-cpp-global-via-lua/#entry60531
  14. In a simple diffuse shader without normalmapping, normal calculation is just a passthrough from the vertexshader like this : vec3 normal = ex_normal; so after that then
  15. I was using yours when I tested last. Make sure texture4 is a real cubemap.
  16. Testing some myself, a planet : http://steamcommunity.com/sharedfiles/filedetails/?id=246325012 I figured if you round distance using vertex position you avoid the smearing effect. gl_TessLevelInner[0] = max(1.0, (tessstrength * (MaxTess * (1.0 - round(length(vPosition[0].xyz - cameraposition)) / TessDistance))));
  17. Not tested but give it a shot : in vertex shader add : out vec3 eye; Find : vec4 modelvertexposition = entitymatrix_ * vec4(vertex_position,1.0); After add : eye = normalize( modelvertexposition.xyz - cameraposition ); In fragment shader : Add : in vec3 eye; after all normal calculations add : //calculate rim float NormalToCam = 1.0 - abs(dot(eye*cameranormalmatrix,normal)); float rim = smoothstep(0.0, 1.0, NormalToCam); //adjust here for rim thickness Find : fragData0 = ... After add : fragData0+=vec4(rim,rim,rim,0);
  18. Just tried this on my mint16, works as a charm, thanks Guppy! How did you figure out that it was libpng missing?
  19. Yes, something like this (not tested for typos): Add to the top : //uniforms uniform sampler2D texture4;//details map Then find : outcolor *= texture(texture0,ex_texcoords0); After add : outcolor *= texture(texture4,ex_texcoords0*4.0); //detail texture uv scaled by 4
  20. I dont think this is a shader problem. Yougrooves shader should work out of the box. However LE3 seems to be sensitive to which folders where shader and materials are stored atm.
  21. That is an awesome scene! Nice work! (or joke)
  22. Here a a script for the 13.10 ubuntu (it will also work in mint16 but with the issues) lw1310.zip
  23. I've tried on mint16 aswell, I got it running but editor crashes on menu selections since appmenu:i386 isnt supported. (i'm guessing) However ubuntu 13.10 works just fine. MaxGui wich is what leadwerks editor is buildt in, so you might want to check out the blitzmax forums for further support.
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