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// AlbumArtZoomer.vtx
// Author - MrC
Texture skull1;
Texture skull2;
Texture skull3;
Texture skull4;
Texture skull5;
Texture skull6;
Texture skull7;
Texture skull0;
float bt,bump,n;
void Init()
{
skull0.LoadTexture("skull_jawud1.png");
skull1.LoadTexture("skull_jawud2.png");
skull2.LoadTexture("skull_jawud3.png");
skull3.LoadTexture("skull_jawud4.png");
skull4.LoadTexture("skull_jawud5.png");
skull5.LoadTexture("skull_jawud6.png");
skull6.LoadTexture("skull_jawud7.png");
skull7.LoadTexture("skull_jawud8.png");
bt = 0;
}
float time = 0;
void Render()
{
time += TIMEPASS*10;
bt = bt + (TIMEPASS*(0.5+BASS));
n = 1.0-(TIMEPASS*4);
bump = (bump*n)+(BASS*(1.0-n));
int tex = 0;
if (MIDDLE > 0)
tex = MIDDLE * 10;
if (tex == 0)
gfxSetTexture(skull0);
else if (tex == 1)
gfxSetTexture(skull1);
else if (tex == 2)
gfxSetTexture(skull2);
else if (tex == 3)
gfxSetTexture(skull3);
else if (tex == 4)
gfxSetTexture(skull4);
else if (tex == 5)
gfxSetTexture(skull5);
else if (tex == 6)
gfxSetTexture(skull6);
else if (tex >= 7)
gfxSetTexture(skull7);
// gfxSetAspect(0);
gfxSetBlendMode(BLEND_MOD);
gfxTranslate(0,0,2.5);
float x = (Sin(bt*6.43)+Cos(bt*4.23))*0.25;
float y = (Cos(bt*6.43)+Sin(bt*4.23))*0.25;
gfxTexRect(x - 0.5, y + 0.5, x + 0.5, y -0.5);
float col = 0;
if (BASS > 0)
col = BASS;
col = Fabs(Sin(time));
}
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