for @vpstart, @fpstart and @fogcoord
- {l Code}: {l Select All Code}
//Explosion Experiments based on code by makkE's healrh example
shader 0 crosshader [
@vpstart
PARAM seconds = program.env[5];
MAD result.texcoord[0], seconds, -0.2, vertex.texcoord[0];
MAD result.texcoord[1], seconds, { 0.9, 0.9, 0, 0 }, vertex.texcoord[0];
MOV result.color, vertex.color;
@fogcoord
END
] [
@fpstart
OPTION ARB_fog_linear;
TEMP dtc, diffuse;
TEX dtc, fragment.texcoord[0], texture[0], 2D;
MAD dtc.xy, dtc.xzxz, 0.1, fragment.texcoord[1];
TEX diffuse, dtc, texture[0], 2D;
MOV result.color.rgb, diffuse;
MUL result.color.a, diffuse.a, fragment.color.a;
END
]
md3load tris.md3
md3skin mesh skin.png masks.jpg .6 .1
md3bumpmap mesh normal.jpg
md3skin mesh misc.png
md3shader mesh crosshader
md3alphatest mesh 0
mdlenvmap 0 0 skyboxes/clouds
mdlcullface 0
mdlspec 100
Has something changed with the shaders?