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Supertuxkart track samples for blender12/21/2023 Thus all snippets of shader code would be defined in other files, and solid.mat would reference the shader pieces it wants to use (either through an id system, shader file names, or GLSL function names). My thought would be to separate the GLSL code from the configuration. I don't know the STK code as of yet, but these are my current thoughts. The parser would then generate the necessary shaders for each cases depending on the player's configuration (for bindless shaders etc) The geometry shader part (same as the vertex shader, since we don't manipulate geometry) This is the output for a shader with no alpha blending,additive or testingġ, // Ambient Occlusion map (not used in this case Input (Define what the shader needs and what should be included in the material.xml) The fragment shader pass 2 (diffuse, glossy) Since we don't have to manipulate the vertex we can use the general vertex shader This shader is used by solid material textures and objects. Alpha (If the flag additive or alpha blending are enabled) Discard (if the flag alpha testing is enabled) Output values for a custom fragment shader Time: (useful to create animations like moving textures) Solid / Alpha Tested / Alpha Additive / Alpha blendingīuilt variables available to the shader (only sent if the shader needs them) Don't cast shadow (Ignored by the shadows, useful for performances New structure of a custom SuperTuxKart shader for a material:
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