Fulltext results:
- model
- reflection parameters. The color of the reflected light is multiplied by the specular map RGB. The sharpness of the reflection is determine... 55 produces a very sharp/small one. | | ''emissiveMap''| Path of the RGBA image that contains additional light on the surface. This is simply added to the pixel colors after ambient, diffuse, and specular light is calculated. | Example: <code> asset model.t... ossessed.md5mesh" material.@0 { heightMap = "bodyheights.png" emissiveMap = "bodyem
- shader
- ion | | ''uMapTime''| float | Time in the current map, in seconds since the map was started. Does not increase while the game is paused. | | ''uProjectionMa... ation-only matrix for orienting a reflection cube map around the model. | | ''uEyePos'' | vec3 | Model space eye position. | | ''uAmbientLight'' | vec3 | Ambient light intensity (RGB). | | ''u