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