Fulltext results:
- model
- unit-length vectors stored in the RGB components: 0=-1.0, 128=0.0, 255=1.0. If not provided, Doomsday falls back to a normal map where the normals point straight up (RGB 128,128,255 => XYZ 0,0,1). Alpha component is ignored. | | ''heightMap''... reflection is determined by the alpha component: 0 produces a dull/large reflection while 255 produces a very sharp/small one. | | ''emissive... ck1" { prob = 0.333 } sequence "attack2" { prob = 0.333 } sequence "attack3" {} }
- shader
- an array: * ''value = 0'' → float * ''value <0, 0>'' → vec2 * ''value <0, 0, 0>'' → vec3 * ''value <0... ines $= {'PREDEF_TRANSFORM_UV(uv)': 'uv = uv + vec2(0.5, 0.0)', 'PREDEF_TRANSFORM_EMISSION(color)': 'color.r *= 2.0', 'PREDEF_TRANSFORM_ALPHA(alpha)': ... GLSL functions. Additional functions can be included as separate source files. Below is an example of