q3rally/baseq3r/scripts/weapon_gauntlet.shader
2011-03-12 21:16:14 +00:00

49 lines
1 KiB
GLSL

models/weapons2/gauntlet/skin
{
{
map textures/base_wall/bluemetal2_shiny.tga
rgbGen lightingDiffuse
}
}
models/weapons2/gauntlet/saw
{
{
map textures/skies/topclouds.tga
rgbGen lightingDiffuse
tcMod rotate 4
tcGen environment
}
{
map textures/effects/tinfx2c.tga
blendfunc add
rgbGen lightingDiffuse
tcMod rotate -8
tcGen environment
}
}
//this shader rules. made my lightsaber look 93% of the one in the movie. (episode IV)
//basically a bunch of sprites that go across the blade of the saber.
//i put many of them across to avoid spoiling that it's really a bunch of sprites,
//but it looks like a true smooth glow to the viewer.
models/weapons2/gauntlet/flare
{
deformVertexes autosprite
{
map models/weapons2/gauntlet/glow.tga
blendfunc add
rgbGen wave sin 0.08 0.02 0 15
}
}
//this is the blade part of the saber. no sprites used here.
models/weapons2/gauntlet/glow
{
{
map models/weapons2/gauntlet/glow.tga
blendfunc add
rgbGen wave sin 1 0.1 0 15
}
}