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shader for web target
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[quote][b]csp-games[/b] wrote: I think there is a solution to problem 2 at least. I just realized, that we can use for the WebGL target the entire copperlicht api. The way coppercube uses the shader setup options given by copperlicht limits its use, but by using the copperlicht function directly, offers source and destination blendmode parameters: createMaterialType(vertexShaderSource, fragmentShaderSource, blendenabled, blendsfactor, blenddfactor, functionShaderCallback) using these functions may be a little more complex, but the docs come with examples- I was totally unaware that the copperlicht sdk with docs opens up an entire new world to us, because it allows to use the entire api that coppercube is based on. But you have to download the sdk: https://www.ambiera.com/copperlicht/index.html Some interesting stuff in there that is not accessible trough Coppercube directly. Like Renderer control etc.[/quote]
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