|
@@ -29,6 +29,11 @@ new ShaderData( BasicRibbonShader )
|
|
DXVertexShaderFile = "shaders/common/ribbons/basicRibbonShaderV.hlsl";
|
|
DXVertexShaderFile = "shaders/common/ribbons/basicRibbonShaderV.hlsl";
|
|
DXPixelShaderFile = "shaders/common/ribbons/basicRibbonShaderP.hlsl";
|
|
DXPixelShaderFile = "shaders/common/ribbons/basicRibbonShaderP.hlsl";
|
|
|
|
|
|
|
|
+ OGLVertexShaderFile = "shaders/common/ribbons/gl/basicRibbonShaderV.glsl";
|
|
|
|
+ OGLPixelShaderFile = "shaders/common/ribbons/gl/basicRibbonShaderP.glsl";
|
|
|
|
+
|
|
|
|
+ samplerNames[0] = "$ribTex";
|
|
|
|
+
|
|
pixVersion = 2.0;
|
|
pixVersion = 2.0;
|
|
};
|
|
};
|
|
|
|
|
|
@@ -44,5 +49,39 @@ singleton CustomMaterial( BasicRibbonMat )
|
|
BlendOp = AddAlpha;
|
|
BlendOp = AddAlpha;
|
|
translucentBlendOp = AddAlpha;
|
|
translucentBlendOp = AddAlpha;
|
|
|
|
|
|
|
|
+ preload = true;
|
|
|
|
+};
|
|
|
|
+
|
|
|
|
+// This material can render a texture on top of a ribbon.
|
|
|
|
+
|
|
|
|
+//Texture ribbon shader/////////////////////////////////////////////
|
|
|
|
+
|
|
|
|
+new ShaderData( TexturedRibbonShader )
|
|
|
|
+{
|
|
|
|
+ DXVertexShaderFile = "shaders/common/ribbons/texRibbonShaderV.hlsl";
|
|
|
|
+ DXPixelShaderFile = "shaders/common/ribbons/texRibbonShaderP.hlsl";
|
|
|
|
+
|
|
|
|
+ OGLVertexShaderFile = "shaders/common/ribbons/gl/texRibbonShaderV.glsl";
|
|
|
|
+ OGLPixelShaderFile = "shaders/common/ribbons/gl/texRibbonShaderP.glsl";
|
|
|
|
+
|
|
|
|
+ samplerNames[0] = "$ribTex";
|
|
|
|
+
|
|
|
|
+ pixVersion = 2.0;
|
|
|
|
+};
|
|
|
|
+
|
|
|
|
+singleton CustomMaterial( TexturedRibbonMat )
|
|
|
|
+{
|
|
|
|
+ shader = TexturedRibbonShader;
|
|
|
|
+ version = 2.0;
|
|
|
|
+
|
|
|
|
+ emissive[0] = true;
|
|
|
|
+
|
|
|
|
+ doubleSided = true;
|
|
|
|
+ translucent = true;
|
|
|
|
+ BlendOp = AddAlpha;
|
|
|
|
+ translucentBlendOp = AddAlpha;
|
|
|
|
+
|
|
|
|
+ sampler["ribTex"] = "art/ribbons/ribTex.png";
|
|
|
|
+
|
|
preload = true;
|
|
preload = true;
|
|
};
|
|
};
|