List of shaderParm variables: Difference between revisions
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|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. | |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 | |run-time | ||
|} | |} | ||
Revision as of 17:09, 6 June 2009
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.
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 |