List of shaderParm variables: Difference between revisions

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Variables named '''shaderParm0''' to '''shaderParm15''' influence the rendering of certain materials. They are either set once in the map editor for some specific entity, or at run-time by various scripts. Inside material definitions, these can be accessed via '''parm0''' ... '''parm15'''.
Variables named '''shaderParm0''' to '''shaderParm11''' influence the rendering of certain materials. They are either set once in the map editor for some specific entity, or at run-time by various scripts. Inside material definitions, these can be accessed via '''parm0''' ... '''parm11'''.


See also the [[list of global variables]].
See also the [[list of global variables]].

Revision as of 17:09, 6 June 2009

Variables named shaderParm0 to shaderParm11 influence the rendering of certain materials. They are either set once in the map editor for some specific entity, or at run-time by various scripts. Inside material definitions, these can be accessed via parm0 ... parm11.

See also the list of global variables.

List of shaderParms

# Value Used by Type
0 0.00 to 1.00 Red value set by _color spawnarg in the editor once
1 0.00 to 1.00 Green value set by _color spawnarg in the editor once
2 0.00 to 1.00 Blue value set by _color spawnarg in the editor once
3 0-any? Distance in units beyond which fog is completely opaque (so higher values make fog thinner.) Add as spawnarg shaderParm3 to fog light entity in the editor. once
4 ? ? ?
5 ? ? ?
6 ? ? ?
7 0..1 (brightness) Used by the moon-light textures in textures/darkmod/sfx/ once
8 ? ? ?
9 ? ? ?
10 ? ? ?
11 0 or 1 non-zero when something is highlighted for frob. This is used by material definitions to make materials "light up" when entities are in the frob-highlight. run-time

See also