[DiscordArchive] Are you still sure that your claim is correct?
[DiscordArchive] Are you still sure that your claim is correct?
Archived author: Skarn • Posted: 2018-07-24T19:19:36.027000+00:00
Original source
how do I render this attenuation over the final color or smth
Archived author: Deamon • Posted: 2018-07-24T19:19:57.087000+00:00
Original source
ok, let me find the right permutation
Archived author: Skarn • Posted: 2018-07-24T19:20:00.678000+00:00
Original source
So far I just either multiply with MOCV or add MOCV (for exterior, batch C)
Archived author: Deamon • Posted: 2018-07-24T19:26:08.232000+00:00
Original source
```
t1055 = in_vpos.w;
vec3 ambient_1057 = mix(pc_ambient.xyz, pc_ambient2.xyz, vec3(t1055));
sunColor_1062 = mix(pc_sunColor.xyz, pc_sunColor2.xyz, vec3(t1055));
vec3 horizAmbient_1067 = mix(pc_horizonAmbient.xyz, pc_ambient2.xyz, vec3(t1055));
vec3 groundAmbient_1072 = mix(pc_groundAmbient.xyz, pc_ambient2.xyz, vec3(t1055));
```
Archived author: Deamon • Posted: 2018-07-24T19:26:36.542000+00:00
Original source
so what blizz do: they use this MOCV.alpha to mix between ambient/suncolor
Archived author: Deamon • Posted: 2018-07-24T19:28:03.293000+00:00
Original source
```
vec4 t558 = vec4(position_537, (1.0 - in_col0.w));
out_vpos = t558;
```
Archived author: Deamon • Posted: 2018-07-24T19:28:36.710000+00:00
Original source
pass in_col0.w for vertex shader into pixel in in_vpos.w
Archived author: Deamon • Posted: 2018-07-24T19:28:48.598000+00:00
Original source
blizz level of convolution
Archived author: Skarn • Posted: 2018-07-24T19:28:58.018000+00:00
Original source
where do they take ambient from?
Archived author: Skarn • Posted: 2018-07-24T19:29:09.384000+00:00
Original source
DBC or wmo?