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Add g_vSelfIllumOffset to shared ps code
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@@ -139,6 +139,7 @@ CreateInputTexture2D( TextureTranslucency, Linear, 8, "", "_trans", "Translucent
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float3 g_vSelfIllumTint < UiType( Color ); Default3( 1.0, 1.0, 1.0 ); UiGroup( "Self Illum/20" ); >;
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float g_flSelfIllumBrightness < Default( 0.0 ); Range( -10.0, 10.0 ); UiGroup( "Self Illum" ); >;
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float g_flSelfIllumScale < Default( 1.0 ); Range( 0.0, 16.0 ); UiGroup( "Self Illum/30" ); >;
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float2 g_vSelfIllumOffset < Default2( 0.0, 0.0 ); UiGroup( "Self Illum/35" ); >;
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float2 g_vSelfIllumScrollSpeed < Default2( 0.0, 0.0 ); Range2( -10.0, -10.0, 10.0, 10.0 ); UiGroup( "Self Illum/40" ); >;
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float g_flSelfIllumAlbedoFactor < Default( 1.0 ); Range( 0.0, 1.0 ); UiGroup( "Self Illum/50" ); >;
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#endif
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@@ -511,7 +512,7 @@ FinalCombinerInput_t PS_SharedStandardProcessing( const PS_INPUT i )
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//
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#if ( S_SELF_ILLUM )
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{
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float2 vSelfIllumTextureCoords = GetUVDefault1( g_bUseSecondaryUvForSelfIllum, i.vTextureCoords ) + frac( g_flTime * g_vSelfIllumScrollSpeed.xy );
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float2 vSelfIllumTextureCoords = g_vSelfIllumOffset.xy + GetUVDefault1( g_bUseSecondaryUvForSelfIllum, i.vTextureCoords ) + frac( g_flTime * g_vSelfIllumScrollSpeed.xy );
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float3 vSelfIllumTintScaled = pow( 2.0, g_flSelfIllumBrightness ).xxx * saturate( g_flSelfIllumScale.xxx ) * SrgbGammaToLinear( g_vSelfIllumTint.xyz );
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o.vEmissive = Tex2DS( g_tSelfIllumMask, g_sTrilinearWrap, vSelfIllumTextureCoords.xy ).rgb * vSelfIllumTintScaled.rgb;
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o.vEmissive = lerp( o.vEmissive.rgb, o.vEmissive.rgb * vAlbedo.rgb, g_flSelfIllumAlbedoFactor );
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