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Re: sunlight and specularnormal shaders = wtf [Re: bart_the_13th] #311535
02/20/10 12:46
02/20/10 12:46
Joined: May 2005
Posts: 2,713
Lübeck
Slin Offline
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Slin  Offline
Expert

Joined: May 2005
Posts: 2,713
Lübeck
It is actually no problem to do what you want with the template shader.

Code:
sun_light = 0;
	
	mtl_specBump.ambient_red = 0;
	mtl_specBump.ambient_green = 0;
	mtl_specBump.ambient_blue = 0;
	
	mtl_specBump.emissive_red = 0;
	mtl_specBump.emissive_green = 0;
	mtl_specBump.emissive_blue = 0;





Re: sunlight and specularnormal shaders = wtf [Re: Slin] #311538
02/20/10 13:25
02/20/10 13:25
Joined: May 2009
Posts: 1,816
at my pc (duh)
darkinferno Offline OP
Serious User
darkinferno  Offline OP
Serious User

Joined: May 2009
Posts: 1,816
at my pc (duh)
yes i did accomplish it with the template shader.. its just sad that the other "faster/better" shaders dont seem to do it

Re: sunlight and specularnormal shaders = wtf [Re: darkinferno] #311540
02/20/10 13:31
02/20/10 13:31
Joined: May 2005
Posts: 2,713
Lübeck
Slin Offline
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Slin  Offline
Expert

Joined: May 2005
Posts: 2,713
Lübeck
Well, define your "faster/better" and I might be able to improve the template shader in those terms.

Re: sunlight and specularnormal shaders = wtf [Re: Slin] #311654
02/21/10 10:50
02/21/10 10:50
Joined: May 2009
Posts: 1,816
at my pc (duh)
darkinferno Offline OP
Serious User
darkinferno  Offline OP
Serious User

Joined: May 2009
Posts: 1,816
at my pc (duh)
no, i simply mean, ppl dont use the default shaders because they say theyre slow and thus they use what they consider to be 'faster/better' shaders

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