Mapdev:skyreflectmod: Difference between revisions
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Revision as of 21:19, 20 March 2013
Sky Reflection Modifier Texture
Sets the weight for mixing the diffuse texture colour with the reflected colour of the sky. This occurs before any other shading calculations use the diffuse colour.
This can be used to suggest a surface composed of reflective materials, such as ice or crystals.
| Without Sky Reflection Modifier Map | With Sky Reflection Modifier Map |
|---|
Specification
mapinfo.lua
The relevant sections of the mapinfo.lua
local mapinfo = {
...
resources = {
...
skyReflectModTex = "skyreflectmod.png",
...
},
...
}
Image File
| File Location | ./maps/ |
|---|---|
| File Format | PNG, TGA |
| Colour Depth | 8bpp |
| Channels | RGB |
| Resolution | Any, recommended powers of two, will be stretched over the terrain. Should be the same size as the Mapdev:specular image |
Modifies the diffuse colours as follows:
diffuseColor.r = diffuseColor.r * (1 - skyReflectModTex.r) +
reflectionColor.r * skyReflectModTex.r
diffuseColor.g = diffuseColor.g * (1 - skyReflectModTex.g) +
reflectionColor.g * skyReflectModTex.g
diffuseColor.b = diffuseColor.b * (1 - skyReflectModTex.b) +
reflectionColor.b * skyReflectModTex.b
Equivalent to the GLSL code: (diffuseColor is a vector)
diffuseColor = mix(diffuseColor, reflectionColor, skyReflectModTex)