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0.8.4:default-material [2023/01/31 13:58] – [Calling an individual functions] admin0.8.4:default-material [2023/01/31 14:07] (current) – [Changing Shaders at DesignTime] admin
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 Since 0.8.4 it's possible to modify your default shader at designtime, by using published properties *VertexShader* or *SurfaceShader*. Since 0.8.4 it's possible to modify your default shader at designtime, by using published properties *VertexShader* or *SurfaceShader*.
  
-Simply select you material source and open the text editor of the property. An empty GLSL function should be visible depending on the shader used.+Simply select your default material source, go to object inspector and open the text editor of the property. An empty GLSL function should be visible depending on the shader used.
  
 For VertexShader: For VertexShader:
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 </file> </file>
  
-Here is example to create a wobbling effect in the vertex shader:+You can then modify or extend the shader functionality. 
 +Please have look a the section [[#tgorillaglobalsnode_globals|Shader-Variables]] for the available fields in TLocals structure. 
 + 
 +**NOTICE:** //Modifying the vertex position in vertex-shader all 3 fields "DATA.Position", "DATA.TransfVertexPos" and "DATA.WorldViewProjVertPos" need to be modified. Otherwise their basis might not be equal which leads to unexpected effects!// 
 + 
 +In the following example we've created a wobbling effect in the vertex shader:
  
 <file glsl> <file glsl>