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Author Topic: rgbGen constlightingDiffuse  (Read 5294 times)
fromhell
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« on: June 01, 2010, 09:50:41 PM »

One of the problems of using rgbGen const in the shaders is that it's never lit by anything. Multiplying lightingDiffuse to the const value could get around that.

I don't know why I even post this, but it sounds like an okay shader command idea to me.
Could this have problem with overbrights?
Maybe it could be called 'rgbGen2' and allows the engine to 'combine' a second rgbGen effect over the former
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andrewj
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« Reply #1 on: June 02, 2010, 04:15:57 AM »

I think a new 'rgbMod' shader command would be good.  Similar to how tcMod applies an effect to texture coordinates, this command would apply an effect to the RGB values.

Code:
{
  map textures/blah/blah/blah
  rgbGen lightingDiffuse
  rgbMod multiply ( 1.0 0.7 0.4 )
  ...
}

Would not affect or allow overbrighting, that is done by messing with the video card's gamma tables.
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