"fsViewNormal = gl_NormalMatrix *gl_Normal;\n"
"float len = length(fsViewNormal);\n"
"if(len>1.1) {fsColor = vec4(1,0,0,1);}\n"
"else if(len<0.9) {fsColor = vec4(0,1,0,1);}\n"
"else {fsColor = vec4(0,0,1,1);}\n"


HarryTuttle wrote:Ian wrote:What did you think about the lost world bullets?
Actually it seems there's a little highlight on the right half. I get this shade in Supermodel, in line with the arcade:
lightingParams[4] = (float) ((vpnode[0x24]>>8)&0xFF) * (1.0f/255.0f);lightingParams[4] = (float) ((vpnode[0x24]>>8)&0x7F) * (1.0f/255.0f);void __thiscall PRO_Viewport::SetSunIlluminationData(PRO_Viewport *this, float ambient_contribution, float sun_contribution)
{
PRO_Viewport *v3; // esi@1
unsigned __int8 v5; // c0@1
unsigned __int8 v6; // c3@1
double v7; // st7@2
double v8; // st7@5
float v9; // [sp+8h] [bp-Ch]@1
float v10; // [sp+8h] [bp-Ch]@9
float v11; // [sp+Ch] [bp-8h]@1
float v12; // [sp+10h] [bp-4h]@1
v11 = ambient_contribution;
v3 = this;
v12 = sun_contribution;
v9 = sun_contribution + ambient_contribution;
if ( !(v5 | v6) )
{
v7 = ambient_contribution;
v7 = v7 / v9;
v11 = v7;
v8 = sun_contribution;
v8 = v8 / v9;
v12 = v8;
}
v10 = v11;
if ( v11 >= 1.0 )
v10 = 0.99900001;
*((float *)v3 + 65) = v12;
*((_BYTE *)v3 + 82) = (signed __int64)(v10 * 256.0);
PRO_Pingpong_Data_Block::NotifyUpdate(v3);
}
The default provides an ambient lighting of 0.5 and a sun intensity of 0.5. These values should not add to more than 1.0 or be negative.
HarryTuttle wrote:Ian wrote:What did you think about the lost world bullets?
Actually it seems there's a little highlight on the right half. I get this shade in Supermodel, in line with the arcade:
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