Colorintensity
From GameStudio Wiki
[edit]
Lite-C:
Material and function to adjust the effect:
// Colorintensity
MATERIAL* Colorintensity_mat =
{
effect = "colorintensity.fx";
}
function Colorintensity_set_Value(r,g,b,a)
{
Colorintensity_mat.skill1 = floatv(r);
Colorintensity_mat.skill2 = floatv(g);
Colorintensity_mat.skill3 = floatv(b);
Colorintensity_mat.skill4 = floatv(a);
}
The colorintensity.fx file:
//changes the colorintensity depending on vecValues1[0][1][2]
texture TargetMap;
float4 vecSkill1;
sampler postTex = sampler_state
{
texture = (TargetMap);
MinFilter = linear;
MagFilter = linear;
MipFilter = linear;
AddressU = Clamp;
AddressV = Clamp;
};
float4 Colorintensity_PS( float2 Tex : TEXCOORD0 ) : COLOR0
{
float4 Color;
Color = tex2D(postTex, Tex.xy);
Color.r = Color.r*vecSkill1.r;
Color.g = Color.g*vecSkill1.g;
Color.b = Color.b*vecSkill1.b;
Color.a = vecSkill1.a;
return Color;
}
technique tech_00
{
pass pass_00
{
VertexShader = null;
PixelShader = compile ps_2_0 Colorintensity_PS();
}
}
technique fallback { pass one { } }
[edit]
C-Script
Material and function to adjust the effect:
// Colorintensity
material Colorintensity_mat
{
effect = "colorintensity.fx";
}
function Colorintensity_set_Value(r,g,b,a)
{
Colorintensity_mat.skill1 = floatv(r);
Colorintensity_mat.skill2 = floatv(g);
Colorintensity_mat.skill3 = floatv(b);
Colorintensity_mat.skill4 = floatv(a);
}
The colorintensity.fx file:
//changes the colorintensity depending on vecValues1[0][1][2]
texture entSkin1;
float4 vecSkill1;
sampler postTex = sampler_state
{
texture = (entSkin1);
MinFilter = linear;
MagFilter = linear;
MipFilter = linear;
AddressU = Clamp;
AddressV = Clamp;
};
float4 Colorintensity_PS( float2 Tex : TEXCOORD0 ) : COLOR0
{
float4 Color;
Color = tex2D(postTex, Tex.xy);
Color.r = Color.r*vecSkill1.r;
Color.g = Color.g*vecSkill1.g;
Color.b = Color.b*vecSkill1.b;
Color.a = vecSkill1.a;
return Color;
}
technique tech_00
{
pass pass_00
{
VertexShader = null;
PixelShader = compile ps_2_0 Colorintensity_PS();
}
}
technique tech_01
{
pass pass_00
{
Texture[0] = <entSkin1>;
}
}
--Slin 23:20, 10 November 2007 (CET)
