Just play with the R,G,B values separately in notepad using only one of the last three as uncommented strings, and keep applying the lot as a saved shader name to the texture/sprite node in the .scn until you get the color you want . In the .scn file, be sure to specify the correct path to the shader you are making.
uniform sampler2D texture0;
uniform sampler2D texture1;
uniform float u_Elapsed;
varying vec4 gl_TexCoord[];
float weight=0.14767;
void main(void)
{
vec4 vTexCoord = gl_TexCoord[0];
vec4 occluding = texture2D(texture0, vec2(vTexCoord.x , vTexCoord.y )) ;
gl_FragColor = vec4(0.0,0.0,0.0,occluding.a); //red,green,blue all not allowed
//gl_FragColor = vec4(0.432,0.449,0.091,occluding.a); //gold color
//gl_FragColor = vec4(0,1,1,occluding.a); //light blue color
}
gl_FragColor = vec4(1,0,1,occluding.a); //purple color
}
// Only pixels having the following colour are to be affected
const vec3 TargetColour = vec3(1.0,0.0,1.0);
// Allow a little mismatch with the target colour
const float Threshold = 0.001;
void main ( void )
{
// Default to leaving the pixel unchanged
gl_FragColor = gl_Color;
// If the colour of the pixel is close to the target colour
// then apply whatever transformation you want
if ( distance(gl_Color.rgb,vec3(TargetColour)) <= Threshold )
{ // Put your particular shader code here
}
}
// The image that is to be manipulated.
uniform sampler2D iChannel0;
// Constants contoling the shader
vec3 TargetColour = vec3(1.0,0.0,1.0);
float Threshold = 0.001;
// Utility function
vec2 Emu_Normalise_to_Window ( vec2 xy ) { return xy / u_WindowSize.xy; }
// The shader itself
void main ( void )
{
// Get the normalised pixel coordinates.
vec2 uv = Emu_Normalise_to_Window ( gl_FragCoord.xy );
// Optionaly apply any coordinate transforms if applicable
// for example: uv = ( uv - hotspot ) / scale + hotspot;
// Get the source pixel, use it as the default for the output
vec4 gl_FragColor = texture2D ( iChannel0, uv );
// If the pixel's colour is close to the target colour
// then apply whatever transformation you want
if ( distance(gl_Color.rgb,TargetColour) <= Threshold )
{ // Put your particular shader's code here. It should assign
// values to the four components of gl_FragColor
}
// Optionally apply opacity: factor specified in the .scn file
// You can do something similar for the color: factors as well.
gl_FragColor.a = gl_FragColor.a * gl_Color.a;
}
void main(void)
{
vec4 input = texture2D(texture0, vTexCoord.xy);
vec3 modifier = vec3 (1.0, 0.0, 1.0); //purple
gl_FragColor = vec4( input.rgb*modifier, input.a );
So you want the reflection of the girl to be tinted a colour like in this picture?
camera blah blah blah
node {
sprite {
floor stuff
}
sprite {
wall stuff
}
sprte {
girl reflection
}
color: 1.0, 0.0, 1.0
}
define ColourX 1.0, 0.0, 1.0
blah blah blah
color : %ColourX
node {
//Moto////////////////////////////////////////////////////////////////////////////////////////
//Moto SOMBRA
sprite {
pos: -3500, 0, 6000// 5950
size: 2643, 1662
scale: -0.8, -0.8 // Primer valor debe ser inverso (-1, 1) para una correcta visualización
rot: 0, 180, 0
hotspot: 0.5, 1 // centro, abajo
source: Moto
material: false // don't actually need this unless you have specified lights/ambient light.
blend: true
//color: 0.5, 0, 1 //removed to avoid confusion
opacity: 0.3
}
//Moto NORMAL
sprite {
pos: -3500, 0, 6000// 5950
size: 2643, 1662
scale: -0.8, 0.8 // Primer valor debe ser inverso (-1, 1) para una correcta visualización
rot: 0, 0, 0
hotspot: 0.5, 1 // centro, abajo
source: Moto
material: true
blend: true
//color: 1, 1, 1 //removed to avoid confusion
opacity: 1
}
color: 1.0, 0.0, 1.0 // this will effect both sprites in this node
} // this bracket closes the node
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