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#51 Judith

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Posted 20 December 2018 - 03:33 PM

Btw. if we want this to work as a new frob someday, ambientRimColor needs to be a stage keyword, not a global keyword, so we can put it in curly brackets with if ( parm11 > 0 ) clause. Also, I see that the shader made into official 2.07 beta, that's great :)



#52 STiFU

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Posted 20 December 2018 - 04:33 PM

Oh no, a new frob highlight should never be implemented in the mtr file again. This whole thing was just an errorprone hack to begin with. Stuff like that has to be moved to game code, now that we can freely access the renderer.

 

That's not supposed to mean, that I am against making it a stage keyword, though.


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#53 Judith

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Posted 21 December 2018 - 02:58 AM

Yup, some kind of master frob shader would be much more convenient (but IMO that should be something that you can tweak, if you want to).



#54 duzenko

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Posted 21 December 2018 - 11:51 AM

Having the back renderer to evaluate a couple of extra frob stages for every potentially frobable material in view is bad for performance.

It would be great to get rid of them at some point completely, along with the now unused ambient shader stage





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