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https://github.com/RandomityGuy/MBHaxe.git
synced 2025-10-30 08:11:25 +00:00
more glow
This commit is contained in:
parent
a893aa7040
commit
c4604d497a
14 changed files with 319 additions and 10 deletions
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data/skies/env_DN.png
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data/skies/env_DN.png
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data/skies/env_EA.png
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data/skies/env_EA.png
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data/skies/env_NO.png
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data/skies/env_NO.png
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data/skies/env_SO.png
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data/skies/env_SO.png
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data/skies/env_UP.png
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data/skies/env_UP.png
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data/skies/env_WE.png
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data/skies/env_WE.png
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@ -78,8 +78,9 @@ class InstanceManager {
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minfo.meshbatch.material.mainPass.depthTest = minfo.mesh.material.mainPass.depthTest;
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// minfo.meshbatch.shadersChanged = true;
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minfo.meshbatch.material.mainPass.setPassName(minfo.mesh.material.mainPass.name);
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// minfo.meshbatch.material.mainPass.enableLights = minfo.mesh.material.mainPass.enableLights;
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minfo.meshbatch.material.mainPass.enableLights = minfo.mesh.material.mainPass.enableLights;
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minfo.meshbatch.worldPosition = transform;
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minfo.meshbatch.material.mainPass.culling = minfo.mesh.material.mainPass.culling;
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minfo.meshbatch.emitInstance();
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}
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}
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@ -151,7 +152,21 @@ class InstanceManager {
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}
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var glowPass = mat.getPass("glow");
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if (glowPass != null) {
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minfo.meshbatch.material.addPass(glowPass.clone());
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var gpass = glowPass.clone();
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gpass.enableLights = false;
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gpass.depthTest = LessEqual;
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minfoshaders = [];
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for (shader in gpass.getShaders()) {
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minfoshaders.push(shader);
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}
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for (shader in minfoshaders)
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gpass.removeShader(shader);
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for (shader in glowPass.getShaders()) {
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gpass.addShader(shader);
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}
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minfo.meshbatch.material.addPass(gpass);
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}
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// var dtsshader = mat.mainPass.getShader(DtsTexture);
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// if (dtsshader != null) {
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@ -30,6 +30,7 @@ class DefaultCubemapMaterial extends hxsl.Shader {
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var specPower:Float;
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var pixelTransformedPosition:Vec3;
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var transformedNormal:Vec3;
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@const var doGammaRamp:Bool;
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// @var var outReflectVec:Vec3;
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@var var outLightVec:Vec4;
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@var var outPos:Vec3;
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@ -82,11 +83,13 @@ class DefaultCubemapMaterial extends hxsl.Shader {
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outCol += specular * diffuse.a;
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// Gamma correction using our regression model
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if (doGammaRamp) {
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var a = 1.00759;
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var b = 1.18764;
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outCol.x = a * pow(outCol.x, b);
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outCol.y = a * pow(outCol.y, b);
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outCol.z = a * pow(outCol.z, b);
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}
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pixelColor = outCol;
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}
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@ -100,5 +103,6 @@ class DefaultCubemapMaterial extends hxsl.Shader {
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this.shininess = shininess;
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this.specularColor = specularColor;
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this.secondaryMapUvFactor = secondaryMapUvFactor;
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this.doGammaRamp = true;
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}
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}
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@ -70,12 +70,28 @@ class AntiGravity extends PowerUp {
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material.receiveShadows = true;
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}
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if (matName == "item_glow") {
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var diffuseTex = ResourceLoader.getTexture("data/shapes/items/antigrav_glow.png").resource;
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diffuseTex.wrap = Repeat;
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diffuseTex.mipMap = Nearest;
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var trivialShader = new shaders.TrivialMaterial(diffuseTex);
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var glowpass = material.mainPass.clone();
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glowpass.addShader(trivialShader);
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var dtsshader = glowpass.getShader(shaders.DtsTexture);
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if (dtsshader != null)
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glowpass.removeShader(dtsshader);
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glowpass.setPassName("glow");
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glowpass.depthTest = LessEqual;
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glowpass.enableLights = false;
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material.addPass(glowpass);
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material.mainPass.setPassName("glowPre");
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material.mainPass.addShader(trivialShader);
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dtsshader = material.mainPass.getShader(shaders.DtsTexture);
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if (dtsshader != null)
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material.mainPass.removeShader(dtsshader);
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material.mainPass.enableLights = false;
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var thisprops:Dynamic = material.getDefaultProps();
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thisprops.light = false; // We will calculate our own lighting
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@ -54,5 +54,34 @@ class Blast extends PowerUp {
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material.shadows = false;
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material.receiveShadows = true;
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}
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if (matName == "item_glow") {
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var diffuseTex = ResourceLoader.getTexture("data/shapes/items/item_glow.png").resource;
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diffuseTex.wrap = Repeat;
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diffuseTex.mipMap = Nearest;
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var trivialShader = new shaders.TrivialMaterial(diffuseTex);
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var glowpass = material.mainPass.clone();
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glowpass.addShader(trivialShader);
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var dtsshader = glowpass.getShader(shaders.DtsTexture);
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if (dtsshader != null)
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glowpass.removeShader(dtsshader);
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glowpass.setPassName("glow");
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glowpass.depthTest = LessEqual;
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glowpass.enableLights = false;
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material.addPass(glowpass);
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material.mainPass.setPassName("glowPre");
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material.mainPass.addShader(trivialShader);
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dtsshader = material.mainPass.getShader(shaders.DtsTexture);
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if (dtsshader != null)
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material.mainPass.removeShader(dtsshader);
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material.mainPass.enableLights = false;
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var thisprops:Dynamic = material.getDefaultProps();
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thisprops.light = false; // We will calculate our own lighting
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material.props = thisprops;
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material.shadows = false;
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}
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}
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}
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@ -36,7 +36,7 @@ class EndPad extends DtsObject {
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this.dtsPath = "data/shapes/pads/endarea.dts";
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this.isCollideable = true;
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this.identifier = "EndPad";
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this.useInstancing = false;
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this.useInstancing = true;
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}
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public override function init(level:MarbleWorld, onFinish:Void->Void) {
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@ -120,6 +120,76 @@ class EndPad extends DtsObject {
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// We can safely remove the firework
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}
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}
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override function postProcessMaterial(matName:String, material:h3d.mat.Material) {
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if (matName == "abyss2") {
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var glowpass = material.mainPass.clone();
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glowpass.setPassName("glow");
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glowpass.depthTest = LessEqual;
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glowpass.enableLights = false;
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material.addPass(glowpass);
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material.mainPass.setPassName("glowPre");
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material.mainPass.enableLights = false;
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var thisprops:Dynamic = material.getDefaultProps();
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thisprops.light = false; // We will calculate our own lighting
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material.props = thisprops;
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material.shadows = false;
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}
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if (matName == "ringtex") {
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var diffuseTex = ResourceLoader.getTexture("data/shapes/pads/ringtex.png").resource;
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diffuseTex.wrap = Repeat;
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diffuseTex.mipMap = Nearest;
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var shader = new shaders.DefaultNormalMaterial(diffuseTex, 14, new h3d.Vector(0.3, 0.3, 0.3, 7), 1);
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shader.doGammaRamp = false;
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var dtsTex = material.mainPass.getShader(shaders.DtsTexture);
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dtsTex.passThrough = true;
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material.mainPass.removeShader(material.textureShader);
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material.mainPass.addShader(shader);
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var thisprops:Dynamic = material.getDefaultProps();
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thisprops.light = false; // We will calculate our own lighting
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material.props = thisprops;
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material.shadows = false;
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material.receiveShadows = true;
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}
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if (matName == "misty") {
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var diffuseTex = ResourceLoader.getTexture("data/shapes/pads/misty.png").resource;
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diffuseTex.wrap = Repeat;
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diffuseTex.mipMap = Nearest;
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var trivialShader = new shaders.TrivialMaterial(diffuseTex);
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var glowpass = material.mainPass.clone();
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glowpass.addShader(trivialShader);
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var dtsshader = glowpass.getShader(shaders.DtsTexture);
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if (dtsshader != null)
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glowpass.removeShader(dtsshader);
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glowpass.setPassName("glow");
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glowpass.depthTest = LessEqual;
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glowpass.enableLights = false;
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glowpass.blendSrc = SrcAlpha;
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glowpass.blendDst = OneMinusSrcAlpha;
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material.addPass(glowpass);
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material.mainPass.setPassName("glowPre");
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material.mainPass.addShader(trivialShader);
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dtsshader = material.mainPass.getShader(shaders.DtsTexture);
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if (dtsshader != null)
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material.mainPass.removeShader(dtsshader);
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material.mainPass.enableLights = false;
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var thisprops:Dynamic = material.getDefaultProps();
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thisprops.light = false; // We will calculate our own lighting
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material.props = thisprops;
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material.shadows = false;
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material.blendMode = Alpha;
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material.mainPass.blendSrc = SrcAlpha;
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material.mainPass.blendDst = OneMinusSrcAlpha;
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}
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}
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}
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final fireworkSmoke:ParticleEmitterOptions = {
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@ -64,5 +64,34 @@ class MegaMarble extends PowerUp {
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material.shadows = false;
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material.receiveShadows = true;
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}
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if (matName == "item_glow") {
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var diffuseTex = ResourceLoader.getTexture("data/shapes/images/grow_glow.png").resource;
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diffuseTex.wrap = Repeat;
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diffuseTex.mipMap = Nearest;
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var trivialShader = new shaders.TrivialMaterial(diffuseTex);
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var glowpass = material.mainPass.clone();
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glowpass.addShader(trivialShader);
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var dtsshader = glowpass.getShader(shaders.DtsTexture);
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if (dtsshader != null)
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glowpass.removeShader(dtsshader);
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glowpass.setPassName("glow");
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glowpass.depthTest = LessEqual;
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glowpass.enableLights = false;
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material.addPass(glowpass);
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material.mainPass.setPassName("glowPre");
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material.mainPass.addShader(trivialShader);
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dtsshader = material.mainPass.getShader(shaders.DtsTexture);
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if (dtsshader != null)
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material.mainPass.removeShader(dtsshader);
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material.mainPass.enableLights = false;
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var thisprops:Dynamic = material.getDefaultProps();
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thisprops.light = false; // We will calculate our own lighting
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material.props = thisprops;
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material.shadows = false;
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}
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}
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}
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@ -1,6 +1,7 @@
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package shapes;
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import src.DtsObject;
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import src.ResourceLoader;
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class StartPad extends DtsObject {
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public function new() {
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@ -8,6 +9,122 @@ class StartPad extends DtsObject {
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dtsPath = "data/shapes/pads/startarea.dts";
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isCollideable = true;
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identifier = "StartPad";
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useInstancing = false;
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useInstancing = true;
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}
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override function postProcessMaterial(matName:String, material:h3d.mat.Material) {
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if (matName == "ringglass") {
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var diffuseTex = ResourceLoader.getTexture("data/shapes/pads/ringglass.png").resource;
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diffuseTex.wrap = Repeat;
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diffuseTex.mipMap = Nearest;
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var normalTex = ResourceLoader.getTexture("data/shapes/pads/ringnormal.png").resource;
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normalTex.wrap = Repeat;
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normalTex.mipMap = Nearest;
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var cubemapTex = new h3d.mat.Texture(64, 64, [Cube]);
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var cubemapFace1 = ResourceLoader.getImage('data/skies/env_SO.png').resource;
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var cubemapFace2 = ResourceLoader.getImage('data/skies/env_NO.png').resource;
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var cubemapFace3 = ResourceLoader.getImage('data/skies/env_EA.png').resource;
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var cubemapFace4 = ResourceLoader.getImage('data/skies/env_WE.png').resource;
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var cubemapFace5 = ResourceLoader.getImage('data/skies/env_UP.png').resource;
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var cubemapFace6 = ResourceLoader.getImage('data/skies/env_DN.png').resource;
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cubemapTex.uploadPixels(cubemapFace1.getPixels(), 0, 0);
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cubemapTex.uploadPixels(cubemapFace2.getPixels(), 0, 1);
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cubemapTex.uploadPixels(cubemapFace3.getPixels(), 0, 2);
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cubemapTex.uploadPixels(cubemapFace4.getPixels(), 0, 3);
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cubemapTex.uploadPixels(cubemapFace5.getPixels(), 0, 4);
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cubemapTex.uploadPixels(cubemapFace6.getPixels(), 0, 5);
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var shader = new shaders.DefaultCubemapMaterial(diffuseTex, normalTex, 12, new h3d.Vector(0.8, 0.8, 0.8, 1), 1, cubemapTex);
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shader.doGammaRamp = false;
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var dtsTex = material.mainPass.getShader(shaders.DtsTexture);
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dtsTex.passThrough = true;
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material.mainPass.removeShader(material.textureShader);
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material.mainPass.addShader(shader);
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var thisprops:Dynamic = material.getDefaultProps();
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thisprops.light = false; // We will calculate our own lighting
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material.props = thisprops;
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material.shadows = false;
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material.receiveShadows = true;
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material.blendMode = Alpha;
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material.mainPass.culling = None;
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// material.blendMode = Alpha;
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}
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if (matName == "ringtex") {
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var diffuseTex = ResourceLoader.getTexture("data/shapes/pads/ringtex.png").resource;
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diffuseTex.wrap = Repeat;
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diffuseTex.mipMap = Nearest;
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var shader = new shaders.DefaultNormalMaterial(diffuseTex, 14, new h3d.Vector(0.3, 0.3, 0.3, 7), 1);
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shader.doGammaRamp = false;
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var dtsTex = material.mainPass.getShader(shaders.DtsTexture);
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dtsTex.passThrough = true;
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material.mainPass.removeShader(material.textureShader);
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material.mainPass.addShader(shader);
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var thisprops:Dynamic = material.getDefaultProps();
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thisprops.light = false; // We will calculate our own lighting
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material.props = thisprops;
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material.shadows = false;
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material.receiveShadows = true;
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}
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if (matName == "abyss") {
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var thisprops:Dynamic = material.getDefaultProps();
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thisprops.light = false; // We will calculate our own lighting
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material.props = thisprops;
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material.shadows = false;
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material.receiveShadows = true;
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}
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if (matName == "abyss2") {
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var glowpass = material.mainPass.clone();
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glowpass.setPassName("glow");
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glowpass.depthTest = LessEqual;
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glowpass.enableLights = false;
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material.addPass(glowpass);
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material.mainPass.setPassName("glowPre");
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material.mainPass.enableLights = false;
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var thisprops:Dynamic = material.getDefaultProps();
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thisprops.light = false; // We will calculate our own lighting
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material.props = thisprops;
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material.shadows = false;
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}
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if (matName == "misty") {
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var diffuseTex = ResourceLoader.getTexture("data/shapes/pads/misty.png").resource;
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diffuseTex.wrap = Repeat;
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diffuseTex.mipMap = Nearest;
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var trivialShader = new shaders.TrivialMaterial(diffuseTex);
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var glowpass = material.mainPass.clone();
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glowpass.addShader(trivialShader);
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var dtsshader = glowpass.getShader(shaders.DtsTexture);
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if (dtsshader != null)
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glowpass.removeShader(dtsshader);
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glowpass.setPassName("glow");
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glowpass.depthTest = LessEqual;
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glowpass.enableLights = false;
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glowpass.blendSrc = SrcAlpha;
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glowpass.blendDst = OneMinusSrcAlpha;
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material.addPass(glowpass);
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material.mainPass.setPassName("glowPre");
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material.mainPass.addShader(trivialShader);
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dtsshader = material.mainPass.getShader(shaders.DtsTexture);
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if (dtsshader != null)
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material.mainPass.removeShader(dtsshader);
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material.mainPass.enableLights = false;
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var thisprops:Dynamic = material.getDefaultProps();
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thisprops.light = false; // We will calculate our own lighting
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material.props = thisprops;
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material.shadows = false;
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material.blendMode = Alpha;
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material.mainPass.blendSrc = SrcAlpha;
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material.mainPass.blendDst = OneMinusSrcAlpha;
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}
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}
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}
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@ -107,5 +107,34 @@ class SuperSpeed extends PowerUp {
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material.shadows = false;
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material.receiveShadows = true;
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}
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if (matName == "superSpeed_star") {
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var diffuseTex = ResourceLoader.getTexture("data/shapes/items/superSpeed_star.png").resource;
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diffuseTex.wrap = Repeat;
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diffuseTex.mipMap = Nearest;
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var trivialShader = new shaders.TrivialMaterial(diffuseTex);
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var glowpass = material.mainPass.clone();
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glowpass.addShader(trivialShader);
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var dtsshader = glowpass.getShader(shaders.DtsTexture);
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if (dtsshader != null)
|
||||
glowpass.removeShader(dtsshader);
|
||||
glowpass.setPassName("glow");
|
||||
glowpass.depthTest = LessEqual;
|
||||
glowpass.enableLights = false;
|
||||
material.addPass(glowpass);
|
||||
|
||||
material.mainPass.setPassName("glowPre");
|
||||
material.mainPass.addShader(trivialShader);
|
||||
dtsshader = material.mainPass.getShader(shaders.DtsTexture);
|
||||
if (dtsshader != null)
|
||||
material.mainPass.removeShader(dtsshader);
|
||||
material.mainPass.enableLights = false;
|
||||
|
||||
var thisprops:Dynamic = material.getDefaultProps();
|
||||
thisprops.light = false; // We will calculate our own lighting
|
||||
material.props = thisprops;
|
||||
material.shadows = false;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
|
|
|||
Loading…
Add table
Reference in a new issue