Updated the SDK with the latest code from the TF and HL2 branches.
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@@ -54,6 +54,7 @@ BEGIN_VS_SHADER( VertexLitGeneric, "Help for VertexLitGeneric" )
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SHADER_PARAM( PHONGFRESNELRANGES, SHADER_PARAM_TYPE_VEC3, "[0 0.5 1]", "Parameters for remapping fresnel output" )
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SHADER_PARAM( PHONGBOOST, SHADER_PARAM_TYPE_FLOAT, "1.0", "Phong overbrightening factor (specular mask channel should be authored to account for this)" )
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SHADER_PARAM( PHONGEXPONENTTEXTURE, SHADER_PARAM_TYPE_TEXTURE, "shadertest/BaseTexture", "Phong Exponent map" )
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SHADER_PARAM( PHONGEXPONENTFACTOR, SHADER_PARAM_TYPE_FLOAT, "0.0", "When using a phong exponent texture, this will be multiplied by the 0..1 that comes out of the texture." )
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SHADER_PARAM( PHONG, SHADER_PARAM_TYPE_BOOL, "0", "enables phong lighting" )
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SHADER_PARAM( BASEMAPALPHAPHONGMASK, SHADER_PARAM_TYPE_INTEGER, "0", "indicates that there is no normal map and that the phong mask is in base alpha" )
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SHADER_PARAM( INVERTPHONGMASK, SHADER_PARAM_TYPE_INTEGER, "0", "invert the phong mask (0=full phong, 1=no phong)" )
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@@ -180,6 +181,7 @@ BEGIN_VS_SHADER( VertexLitGeneric, "Help for VertexLitGeneric" )
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info.m_nDiffuseWarpTexture = LIGHTWARPTEXTURE;
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info.m_nPhongWarpTexture = PHONGWARPTEXTURE;
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info.m_nPhongBoost = PHONGBOOST;
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info.m_nPhongExponentFactor = PHONGEXPONENTFACTOR;
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info.m_nPhongFresnelRanges = PHONGFRESNELRANGES;
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info.m_nPhong = PHONG;
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info.m_nBaseMapAlphaPhongMask = BASEMAPALPHAPHONGMASK;
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