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0.8.4:default-material [2022/06/26 09:46] – [Fragment Shader] admin0.8.4:default-material [2022/06/27 11:13] – [TGorillaGlobalsNode (Globals)] admin
Line 304: Line 304:
   * **tex2D()**   * **tex2D()**
   * **tex2DProj()**   * **tex2DProj()**
-  * **tex3d()**+  * **tex3D()**
   * **texCube()**   * **texCube()**
   * **Texture_GetNormal()**   * **Texture_GetNormal()**
Line 403: Line 403:
 | SurfaceShader | TGorillaGLSLSurfaceShaderExec| Calls **SurfaceShader(LOCALS);** | | SurfaceShader | TGorillaGLSLSurfaceShaderExec| Calls **SurfaceShader(LOCALS);** |
 | SurfaceShader | TGorillaGLSLMergedColorOutputNode |It will compute the final **LOCALS.SumColor** depending if GORILLA_GLSL_DEFINE_LIGHTING, GORILLA_GLSL_DEFINE_SPECULARMAP, GORILLA_GLSL_DEFINE_SHADOW or GORILLA_GLSL_DEFINE_PBR are activated. | | SurfaceShader | TGorillaGLSLMergedColorOutputNode |It will compute the final **LOCALS.SumColor** depending if GORILLA_GLSL_DEFINE_LIGHTING, GORILLA_GLSL_DEFINE_SPECULARMAP, GORILLA_GLSL_DEFINE_SHADOW or GORILLA_GLSL_DEFINE_PBR are activated. |
-| SurfaceShader | TGorillaGLSLBrightnessColorNode | It will multiply **_Brightness** value with **LOCALS.SumColor**|+| SurfaceShader | TGorillaGLSLBrightnessColorNode | It will multiply **_Brightness** value with **LOCALS.SumColor** (since v0.8.4.2322)|
 | SurfaceShader | TGorillaGLSLFragColorOutputNode | It will apply material alpha value to **LOCALS.Alpha** and finally write **vec4(LOCALS.SumColor, LOCALS.Alpha)** to //o_Albedo// render target. | | SurfaceShader | TGorillaGLSLFragColorOutputNode | It will apply material alpha value to **LOCALS.Alpha** and finally write **vec4(LOCALS.SumColor, LOCALS.Alpha)** to //o_Albedo// render target. |
 | SurfaceShader | TGorillaGLSLColorClipNode | If GORILLA_GLSL_DEFINE_USE_COLORCLIP is activated, it will discard the fragment if threshold was reached. | | SurfaceShader | TGorillaGLSLColorClipNode | If GORILLA_GLSL_DEFINE_USE_COLORCLIP is activated, it will discard the fragment if threshold was reached. |