Shaders now independent of daytime
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Before Width: | Height: | Size: 160 B After Width: | Height: | Size: 158 B |
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@ -473,9 +473,9 @@
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If Not Screen.Level.World Is Nothing Then
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If Not Screen.Level.World Is Nothing Then
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Select Case Screen.Level.World.EnvironmentType
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Select Case Screen.Level.World.EnvironmentType
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Case P3D.World.EnvironmentTypes.Outside
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Case P3D.World.EnvironmentTypes.Outside
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Me.Shader = SkyDome.GetDaytimeColor(True).ToVector3()
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Me.Shader = New Vector3(1.0F)
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Case P3D.World.EnvironmentTypes.Dark
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Case P3D.World.EnvironmentTypes.Dark
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Me.Shader = New Vector3(0.5F, 0.5F, 0.6F)
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Me.Shader = New Vector3(0.5F, 0.5F, 0.5F)
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Case Else
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Case Else
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Me.Shader = New Vector3(1.0F)
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Me.Shader = New Vector3(1.0F)
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End Select
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End Select
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@ -11,12 +11,6 @@
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Me.Size = Size
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Me.Size = Size
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Me.Shader = Shader
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Me.Shader = Shader
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Me.StopOnContact = StopOnContact
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Me.StopOnContact = StopOnContact
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If Screen.Level.World.EnvironmentType = World.EnvironmentTypes.Outside And World.GetTime() = 0 Then
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Me.Shader.X += 0.2F
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Me.Shader.Y += 0.2F
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Me.Shader.Z += 0.5F
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End If
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End Sub
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End Sub
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Public Sub ApplyShader(ByVal Entities() As Entity)
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Public Sub ApplyShader(ByVal Entities() As Entity)
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