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#include <phong_lighting.cg>
#include <fragment_entry_skydome.cg>

DECLARE_TEXTURE(skydomeTexture)

SurfaceMaterial computeSurfaceMaterial(const FragmentParameters params)
{
	half4 skydomeTextureColor  = (half4)tex2D(skydomeTexture, params.texcoord0.xy);
	SurfaceMaterial mout;
	mout.diffuseColor       = half3(skydomeTextureColor.xyz * (skydomeTextureColor.a) + g_fogColorAndDistance.xyz * (1.0-skydomeTextureColor.a));
    //skydomeTextureColor.rgb;
	mout.alpha              = skydomeTextureColor.a;
	mout.emissiveColor      = 0;
	mout.specularColor      = half3(0,0,0); // TODO: make this a constant parameter set by the material.
	mout.specularPower      = 1;
	mout.tangentSpaceNormal = half3(0,0,1);

	return mout;
}

Commits for Divide-Dependencies/physx/APEX_1.4/media/SampleRenderer/4/shaders/fragment/simple_skydome.cg

Diff revisions: vs.
Revision Author Commited Message
105 IonutCava picture IonutCava Tue 16 Apr, 2019 19:55:41 +0000

Forgot to actually add physx