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
|-
|12
|?
|?
|?
|-
|13
|?
|?
|?
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|14
|?
|?
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|15
|?
|?
|?


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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

See also