Game maker z axis10/28/2022 ![]() ![]() Normalise gradients implicitly by scaling m Gradients: 41 points uniformly over a line, mapped onto a diamond. I = mod289(i) // Avoid truncation effects in permutation Noise generation functions borrowed from: change these values to 0.0 to turn off individual effects I need help, i'm trying to convert this shader: Gl_Position = gm_Matrices * object_space_pos įor a challenge you can convert my "Cool Lake"shader. Vec4 object_space_pos = vec4( in_Position.x, in_Position.y, in_Position.z, 1.0) attribute vec2 in_TextureCoord // (u,v) unused in this shader. ![]() attribute vec4 in_Colour // (r,g,b,a) unused in this shader. attribute vec3 in_Normal // (x,y,z) unused in this shader. Void mainImage( out vec4 fragColor, in vec2 fragCoord ) Add the needed uniforms including the samplers.Create the varying vec2 called "fragCoord".Change "void mainImage( out vec4 fragColor, in vec2 fragCoord )" to "void main( void)".So when converting shaders you'll most likely need to change all these things: GAME MAKER Z AXIS CODEThe above code sets the speed and direction of the instance based on the returned values of the left analog controller of the gamepad plugged into device "slot" 0.So to make things easier I'll make a list for you. Speed = point_distance(0 ,0, haxis, vaxis) * 5 Var vaxis = gamepad_axis_value(0, gp_axislv) ĭirection = point_direction(0, 0, haxis, vaxis) ![]() Var haxis = gamepad_axis_value(0, gp_axislh) The axis index to check (see the constants list). Gamepad_axis_value(device, axisIndex) Argument Note that the returned value is normalised to take into consideration the value set for the axis deadzone (using the function gamepad_set_axis_deadzone()), and so will always be between -1 and 0, and 0 and 1. For example, setting the deadzone to 0.2 will mean that pushing the stick right will only start returning a value from 0 - 1 when the raw axis value is over 0.2 - so for example, when the raw value is 0.2, the return value will be 0, when the raw value is at 0.5, the return value will be 0.375, or if the raw value is 0.9, then the return value would be 0.875. The returned value will be between -1 and 1 for each of the available horizontal and vertical axes. You supply the gamepad slot index to check, along with either an axis index constant (as listed here), or an integer value between 0 and gamepad_axis_count() -1. You can use this function to get the value of the different axes from a given gamepad slot. ![]()
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