Backgrounds like skyboxs and entities that are not using this shader can have textures like they normally do.zxretrosoft wrote: Background + textures where I can have as well? That's what you're asking? It would be better, but we still try the easiest option.
But entities that are using this shader can not have a texture on it.
So, for example let's say you want your terrain to have a dirt texture and then have the red and green gradient be layered on top of that dirt as slightly transparent. This way you can still see the dirt through the red and green.
In order to do this the shader needs to be set up to receive textures. Maybe you won't want this, but I am just letting you know it's possible to do it.
If you just want to swap the two colors then that will be easy to do.zxretrosoft wrote: The tops of red and green bottom. It will be difficult to change in the shader?
Here's what I'll do for now. After I get done with work I'll post the shader as it currently is. Then you can experiment with it and see what you want different or added to it. After testing it if you feel the terrain needs lighting effects and/or textures I'll set the shader up to receive them.
I'm not really sure what you mean by "Picture to terrain"?applePi wrote: thats also what i want to ask, so we have the option to change the meanings of the colors
also we may be able to have a function like "Picture to terrain"
Currently the shader goes off of preset color values and those values are limited to either pure red, green, or blue.
What would be nice to do is to use purebasic's EntityCustomParameter() to send what color value we want at the bottom and also what color we want at the top. Then you wouldn't need to open up the shader to change the color values.
In order for this to work the shader needs to be altered to accept any color value for top and bottom.
If you or zxretrosoft want this then I can attempt to set the shader up to support it.