Garry's Mod

Garry's Mod

GShader Library
126 sonuçtan 101 ile 110 arası gösteriliyor
< 1 ... 9  10  11  12  13 >
Güncelleme: 22 Ağu @ 9:36
Güncelleyen: Evgeny Akabenko

Optimized shaderlib.DrawVertexScreenQuad(). 2x

Güncelleme: 22 Ağu @ 9:31
Güncelleyen: Evgeny Akabenko

Optimized shaderlib.DrawVertexScreenQuad(). Thanks Vogel.

Güncelleme: 22 Ağu @ 8:10
Güncelleyen: Evgeny Akabenko

Chaging hook from CalcView to RenderScene for shaderlib.DrawVertexScreenQuad().

Güncelleme: 22 Ağu @ 7:04
Güncelleyen: Evgeny Akabenko

Fixed some bugs with shaderlib.DrawVertexScreenQuad()

Güncelleme: 22 Ağu @ 7:04
Güncelleyen: Evgeny Akabenko

Fixed some bugs with shaderlib.DrawVertexScreenQuad()

Güncelleme: 22 Ağu @ 5:57
Güncelleyen: Evgeny Akabenko

Added new function with vertex data input support:
shaderlib.DrawVertexScreenQuad()
U can input vertex data using render.SetModelLighting(0, x, y, z),etc.
More info here:
Example 6[github.com]

Güncelleme: 13 Ağu @ 5:20
Güncelleyen: Evgeny Akabenko

Added VManip support

Güncelleme: 13 Ağu @ 3:58
Güncelleyen: Evgeny Akabenko

Fixed improved normals reconstruction. Added accurate normal reconstruction: https://atyuwen.github.io/posts/normal-reconstruction/

Güncelleme: 8 Ağu @ 17:01
Güncelleyen: Evgeny Akabenko

Added new param: Hook
r_shaderlib_hook 0

The hook where the reconstruction will take place. The best choice is PreDrawTranslucentRenderables. But if you have a black screen, you can try to choose another one, but in this case ghosting is possible.

0-3

local vales_hook = { [0] = "PreDrawTranslucentRenderables", [1] = "PostDrawOpaqueRenderables", [2] = "PreDrawEffects", [3] = "RenderScreenspaceEffects", }

Güncelleme: 8 Ağu @ 16:30
Güncelleyen: Evgeny Akabenko

Removed some debug prints.