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increase shader brightness

Posted: Thu Apr 16, 2009 1:55 am
by Killerdude
I am trying to understand all the blending & stuff that you can do with shaders. My custom texture uses animMap with alphashadows to make a lightning bolt dance around like on a static generator. However, the alpha mask made the bolt darker. Is there an easy blend function to give the outside edges of the bolt a 'glow'? I have looked into coronas and surfacelight, neither are the effect I was hoping for.

Here is my shader so far ...

Code: Select all

textures/midnightlaunch/bolt2
 { 	qer_editorimage textures/midnightlaunch/bolt2.tga
	qer_keyword masked
	surfaceparm alphashadow
	surfaceparm nonsolid
	cull none
	nopicmip
	nomipmaps
	{
		animMap 10 textures/midnightlaunch/bolt1.tga textures/midnightlaunch/bolt2.tga textures/midnightlaunch/bolt3.tga textures/midnightlaunch/bolt1.tga textures/midnightlaunch/bolt4.tga textures/midnightlaunch/bolt5.tga
		depthWrite
		alphaFunc GE128
        	nextbundle
		map $lightmap
	}
 }
Any suggestions are welcome.
Thanks

Posted: Thu Apr 16, 2009 2:24 am
by Killerdude
Well half my problem was I accidentally deleted the lights within the room. Still if there is a blend function to give a glow, please let me know.

Posted: Thu Apr 16, 2009 1:20 pm
by Rookie One.pl
Try adding a "rgbGen identity" line to the stage.

You may find the Quake 3 shader bible useful.