WorldTwoTextureBlend
Parameters
$flags <int> = 0
flags
$flags_defined <int> = 0
flags_defined
$flags2 <int> = 0
flags2
$flags_defined2 <int> = 0
flags2_defined
$color <color> = [1 1 1]
color
$alpha <float> = 1.0
alpha
$basetexture <texture> = "shadertest/WorldTwoTextureBlend"
iris texture
$frame <int> = 0
Animation Frame
$basetexturetransform <matrix> = center .5 .5 scale 1 1 rotate 0 translate 0 0
Base Texture Texcoord Transform
$color2 <color> = [1 1 1]
color2
$srgbtint <color> = [1 1 1]
tint value to be applied when running on new-style srgb parts
$albedo <texture> = "shadertest/WorldTwoTextureBlend"
albedo (Base texture with no baked lighting)
$selfillumtint <color> = [1 1 1]
Self-illumination tint
$detail <texture> = "shadertest/WorldTwoTextureBlend_detail"
detail texture
$detailframe <int> = 0
frame number for $detail
$detailscale <float> = 1.0
scale of the detail texture
$detail_alpha_mask_base_texture <bool> = 0
If this is 1, then when detail alpha=0, no base texture is blended and when detail alpha=1, you get detailbaselightmap
$detailblendmode <int> = 0
adapter for $DETAIL_ALPHA_MASK_BASE_TEXTURE
$bumpmap <texture> = "models/shadertest/shader1_normal"
bump map
$bumpframe <int> = 0
frame number for $bumpmap
$bumptransform <matrix> = center .5 .5 scale 1 1 rotate 0 translate 0 0
$bumpmap texcoord transform
$nodiffusebumplighting <int> = 0
0 == Use diffuse bump lighting, 1 = No diffuse bump lighting
$seamless_scale <float> = 0
Scale factor for 'seamless' texture mapping. 0 means to use ordinary mapping
$envmaptint <color> = [1 1 1]
UNUSED - For compatibility