The specular is being a garbage 200 elo scrub but the rest of the shader system is improving.
I added a new command for difference mapping in my shader files. diff(texture, texture) returns the difference of those two textures. Allows for lightingy plasmy stuff.
Anything I should clarify? I've added more basic math functions and I'm considering putting in the option to write straight into the GLSL shader through the games shaders as well for advanced stuff. I'm going to rewrite that documentation later with the new stuff.
The design is sort of based off of Unreal Engine 3 shaders but without the graphical interface that UE3 uses. Most of the stuff you can do with UE3 shaders can now be done with mine.![]()
I'd like to rescind my comment. Upon viewing it on a non-mobile device, it looks much better. My complaint was not so much a critique of the documentation itself, simply its organization, which looks much better on a desktop.
In other words, its good, I'd love to see the new version.
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