12-05-2016, 12:42 AM
(This post was last modified: 12-05-2016, 06:16 PM by TwiliChaos.)
I haven't gotten back to posting yet, but I wanted to say the submissions were rejected because I had them in the wrong format (should be OBJ after all). Also, some of the textures rely on shaders to be usable, and I know next to nothing about shaders to know what kind format or language they are or how to use them, let alone how to seamlessly apply them to a download that anyone can use.
Example shader, this being the skybox. The file exported as "filename_frag_0.txt"
The other exported as "filename_vert_0.txt"
Example shader, this being the skybox. The file exported as "filename_frag_0.txt"
Code:
//TODO: swap mode, indirect texturing, lod select, alpha testing (?)
//Names: vr40_sora_m_v
void main()
{
const vec4 ONE = vec4(1.0, 1.0, 1.0, 1.0);
//konst colors
//registers (use gl_FragColor as GX_TEVPREV)
vec4 c0 = vec4(0.298039, 0.411765, 0.823529, 1.00000);
//Tev stages
//Tev stage 0
//GX_SetTevOrder(0x0, 0xff, 0xff, 0xff)
gl_FragColor.rgb = mix(c0.rgb, 0.0*ONE.rgb, 0.0*ONE.rgb) + 0.0*ONE.rgb;
gl_FragColor.rgb = clamp(gl_FragColor.rgb, vec3(0.0, 0.0, 0.0), ONE.rgb);
gl_FragColor.a = mix(c0.a, 0.0, 0.0) + 0.0;
gl_FragColor.a = clamp(gl_FragColor.a, 0.0, 1.0);
}
Code:
//TODO: color chan info, lighting, tex coord gen 2
void main()
{
//transform position (and normal (TODO: do normal right))
gl_Position = ftransform();
vec3 normal = gl_NormalMatrix*gl_Normal;
vec4 color;
//TODO: make this right (color):
color = gl_Color;
gl_FrontColor = color;
//TexGen
}