- gl_FragColor = 1.5*(mix(a, b, b.a) *shadow);
There are also in this thread a lot of informations on how to load what is necessary.
Software:
This is the source code of the map viewer Vel has done with the help of many people on this forum.
Vel wrote:How to use:
- Compile,
- Copy "Rose Editor.exe" where you extracted ROSE data,
- Copy shaders from my project in the same folder,
- run,
mouse+right button - camera move;
shift+mouse - up, down;
Requirements:
It has been build with Visual Studio 2003. If you use Visual Studio 2008 you'll have quite some warnings.
You should need to copy the file "glaux.lib" in the "/lib" folder of your Visual Studio if needed.
Copy the files from gl_glsl too if they are needed (in the program source code).
Here are some informations on how to build in Visual Studio 2008, things can be different with this new source:
lmame wrote:-> copy the file "glaux.lib" in the "/lib" folder of your Visual Studio if needed,
--> add into (to avoid problems):
--> project->rose... properties
--> Configuration properties->Linker->Command line
----> /NODEFAULTLIB:libc.lib
Perhaps you'll have a lot of errors "int" assumed or something like that, so just declare the variables that are in errors.
Files:
Edit 2008/03/20:
-> Project for Visual Studio 2008 added,
Visual Studio 2008 Project:
Files for Visual Studio 2008:
Notes:
vel wrote:Build in "Debug" mode. Than copy exe file, sky1.bmp, sky2.bmp and "Shaders" folder to root of extracted Rose data and run.
In t1.fsh you can switch from no normals on terrain:
or with normals
- gl_FragColor = (dot ( n2, l2 ) *2.0 )* mix(a, b, b.a) *shadow;
Comment the line (shouldn't be needed):
- #include <ddraw.h>