Shader Problem

There are no stupid questions, just stupid answers.
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Azaezel
Posts: 378
Joined: Tue Feb 03, 2015 9:50 pm
 
by Azaezel » Mon May 01, 2017 8:07 pm
http://www.garagegames.com/community/re ... view/20989

http://www.garagegames.com/community/re ... view/20990

http://www.garagegames.com/community/re ... view/20991

Has a relatively decent writeup. At least on the hlsl side (at time of writing, you'll need additional tweaks and files for the glsl side to support opengl rendering).

For instance,
subabrain wrote:
singleton CustomMaterial( cubicReflector )  
{
shader = cubicReflection;
};


seems to lack a mapto, which tells the material what entry it's replacing. In addition, it doesn't seem to have any input entries. Those would be sampler["name of variable in your shader file"] = "some texture input" (can be a file or a #textureTarget). Hope that helps.
subabrain
Posts: 91
Joined: Sat Aug 20, 2016 4:58 pm
 
by subabrain » Mon May 01, 2017 9:13 pm
Hi,

yes thats it - thank you very much! :)

greets
Robert
subabrain
Posts: 91
Joined: Sat Aug 20, 2016 4:58 pm
 
by subabrain » Wed May 03, 2017 5:31 pm
Hello again,

its all right - but what exactly is "mapto" - theres no info about ...
maybe u can explain - would be nice :)

greetings
Robert
Azaezel
Posts: 378
Joined: Tue Feb 03, 2015 9:50 pm
 
by Azaezel » Wed May 03, 2017 6:34 pm
mapto: the material slot name
http://imgur.com/a/klpPz
subabrain
Posts: 91
Joined: Sat Aug 20, 2016 4:58 pm
 
by subabrain » Wed May 03, 2017 6:50 pm
A okay i see - THX VERY MUCH!

Greets
Robert
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