فهرست منبع

Update shaderblow.adoc

Fixed broken table for ColorScale Filter.
Test to see how table format looks when using youtube as link.
Removed options=header attribute from table blocks that don't use them up to and including dissolve shader table.
mitm001 9 سال پیش
والد
کامیت
16eddb6988
1فایلهای تغییر یافته به همراه17 افزوده شده و 10 حذف شده
  1. 17 10
      src/docs/asciidoc/sdk/plugin/shaderblow.adoc

+ 17 - 10
src/docs/asciidoc/sdk/plugin/shaderblow.adoc

@@ -52,7 +52,8 @@ Features:
 
 *  Allow to set the color to apply. Default is red.
 *  Allow to set intensity of the color. Default is 0.7f. Frag shader clamps color intensity between 0 and 1.
-[cols="2", options="header"]
+
+[cols="2"]
 |===
 
 a|image:sdk/plugin/colorfilter2.png[ColorScale Filter OFF,width="400",height=""]
@@ -143,10 +144,12 @@ Features:
 I chose to clamp this value inside the frag shader code instead of using java code because I thought this way is faster (better from preformace point of view). You can clamp this values using java code if you want.
 ====
 
-[cols="2", options="header"]
+[cols="2",caption=]
+.YouTube
 |===
 
-a|image:sdk/plugin/CgFzhkq-MKk.jpg[youtube_cgfzhkq-mkk,width="",height="",link="https://youtu.be/CgFzhkq-MKk"]
+a|.Old Film Effect 
+image:sdk/plugin/CgFzhkq-MKk.jpg[youtu.be/CgFzhkq-MKk,width="",height="",link="https://youtu.be/CgFzhkq-MKk"]
 a| 
 
 |===
@@ -197,14 +200,15 @@ Features:
  * Fog is added. Fog is used without post-processing! 
  * Texture Blending: 4 diffuse, 4 normal textures can be blended (Like Terrain System). 
 
-Forum: link:https://hub.jmonkeyengine.org/t/lightblow-shader/16182[https://hub.jmonkeyengine.org/t/lightblow-shader/16182] +
 Software for NormalMaps? making: link:http://shadermap.com/shadermap_pro.php[http://shadermap.com/shadermap_pro.php] +
 Software for CubeMaps? editing: link:https://code.google.com/archive/p/cubemapgen/downloads[https://code.google.com/archive/p/cubemapgen/downloads] +
 Watch following videos:
-[cols="1", options="header"]
+[cols="1",caption=]
+.YouTube
 |===
 
-a|image:sdk/plugin/youtube_knroh_3o2uo[youtube_knroh_3o2uo,width="",height=""]
+a|.LightBlow Shader 
+image:sdk/plugin/knROh_3o2uo.jpg[youtube_https://youtu.be/knROh_3o2uo,width="",height="",link="https://youtu.be/knROh_3o2uo"]
 
 |===
 
@@ -220,7 +224,7 @@ The Dissolve Shader uses a simple grey scale image as an animated mask to hide a
 The shader incrementally clamps off the colour value, dark to light, and uses that for a masking texture to discard pixels.
 It is currently capped for convenience at 255 frames of animation and is only using one colour channel.
 In simple terms, in starts by only discarding the darkest parts of the texture map, then the slightly lighter parts, then the slightly lighter again and again until it eventually cant get any lighter (white), at which point the proccess is complete.
-[cols="2", options="header"]
+[cols="2"]
 |===
 
 a|image:sdk/plugin/dissolver-screen.png[Dissolver screenshot,width="400",height=""]
@@ -243,11 +247,14 @@ The test is occolating the dissolve amount between 0 and 1. It demonstrates 6 di
 .  Organic Burn (bottom right) is comprised of 2 cubes, one blue, one orange, both with the same organic dissolve, however the orange one is slightly offset ahead of the blue so it shows first (ie the dissolve amount is always slight advanced).
 
 Watch following videos:
-[cols="2", options="header"]
+[cols="2"caption=]
+.YouTube
 |===
 
-a|image:sdk/plugin/youtube_ry0r_qwfqlq[youtube_ry0r_qwfqlq,width="",height=""]
-a|image:sdk/plugin/youtube_wufmcn1uv48[youtube_wufmcn1uv48,width="",height=""]
+a|.GLSL Dissolve Shader 
+image:sdk/plugin/ry0r_qwFQLQ.jpg[youtube_ry0r_qwFQLQ,width="",height="",link="https://youtu.be/ry0r_qwFQLQ"]
+a|.mTheoryGame 
+image:sdk/plugin/wUfMcN1Uv48.jpg[youtube_wUfMcN1Uv48,width="",height="",link="https://youtu.be/wUfMcN1Uv48"]
 
 |===