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-- Added integration with stock toolbar in VAB and SPH.
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-- Added tabs for control over particular shaders
-- Screenshots are namet after the ship
-- "Cleaned up" code a little around explode, I was getting confused

-- Yes I know this should be split into separate commits
-- ps. sorry for my C# skills
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faceless committed Sep 17, 2014
1 parent f90759c commit 4e2601f
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Showing 23 changed files with 252,573 additions and 195 deletions.
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1,106 changes: 1,106 additions & 0 deletions GameData/KronalUtils/Plugins/PluginData/KronalUtils/blueprint

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29,415 changes: 29,415 additions & 0 deletions GameData/KronalUtils/Plugins/PluginData/KronalUtils/diffuse

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Shader "Outlined Diffuse"
{
Properties
{
_Color ("Main Color", Color) = (.5,.5,.5,1)
_OutlineColor ("Outline Color", Color) = (0,1,0,1)
_Outline ("Outline width", Range (0.002, 0.03)) = 0.01
_MainTex ("Base (RGB)", 2D) = "white" { }
//Not needed
//_ToonShade ("ToonShader Cubemap(RGB)", CUBE) = "" { Texgen CubeNormal }
}

SubShader
{
Tags { "RenderType"="Opaque" }
//Minor switch
//UsePass "Toon/Basic/BASE"
UsePass "Diffuse/BASE"
Pass
{
Name "OUTLINE"
Tags { "LightMode" = "Always" }

Program "vp" {
// Vertex combos: 1
// opengl - ALU: 13 to 13
// d3d9 - ALU: 13 to 13
SubProgram "opengl " {
Keywords { }
Bind "vertex" ATTR0
Bind "normal" ATTR1
Float 13 [_Outline]
Vector 14 [_OutlineColor]
"!!ARBvp1.0
# 13 ALU
PARAM c[15] = { program.local[0],
state.matrix.modelview[0],
state.matrix.projection,
state.matrix.mvp,
program.local[13..14] };
TEMP R0;
TEMP R1;
DP4 R0.z, vertex.attrib[0], c[11];
DP3 R0.x, vertex.attrib[1], c[2];
MUL R0.y, R0.x, c[6];
DP3 R0.x, vertex.attrib[1], c[1];
MUL R0.x, R0, c[5];
MUL R1.xy, R0, R0.z;
DP4 R0.x, vertex.attrib[0], c[9];
DP4 R0.y, vertex.attrib[0], c[10];
MAD result.position.xy, R1, c[13].x, R0;
MOV result.color, c[14];
DP4 result.position.w, vertex.attrib[0], c[12];
MOV result.position.z, R0;
MOV result.fogcoord.x, R0.z;
END
# 13 instructions, 2 R-regs
"
}

SubProgram "d3d9 " {
Keywords { }
Bind "vertex" Vertex
Bind "normal" Normal
Matrix 0 [glstate_matrix_modelview0]
Matrix 4 [glstate_matrix_projection]
Matrix 8 [glstate_matrix_mvp]
Float 12 [_Outline]
Vector 13 [_OutlineColor]
"vs_2_0
; 13 ALU
dcl_position v0
dcl_normal v1
dp4 r0.z, v0, c10
dp3 r0.x, v1, c1
mul r0.y, r0.x, c5
dp3 r0.x, v1, c0
mul r0.x, r0, c4
mul r1.xy, r0, r0.z
dp4 r0.x, v0, c8
dp4 r0.y, v0, c9
mad oPos.xy, r1, c12.x, r0
mov oD0, c13
dp4 oPos.w, v0, c11
mov oPos.z, r0
mov oFog, r0.z
"
}

}

#LINE 52


Cull Front
ZWrite On
ColorMask RGB
Blend SrcAlpha OneMinusSrcAlpha
//? -Note: I don't remember why I put a "?" here
SetTexture [_MainTex] { combine primary }
}
}

Fallback "Diffuse"
}

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