shaderActivateLighting(2)
shaderLamp(0, 0, {900,500,1}, {0,900,10}, {0.001,0.000001,0}, {0,0,0}, {1,1,1}, 1, 90, 0)
shaderLamp(1, 1, {1000,50,1}, {0,0,1}, {0.01,0.0,0.00001}, {0,0,0}, {1,1,1}, 1)
bind("light1", "lights[0].position", shaderPoint(inverty(scrollfix(offset(field("game.CurrentCharacter.Position"),{0,-200}))), 1))
bind("light1", "lights[0].targetpos", shaderPoint(inverty(cursor), 10))
bind("light1", "lights[1].position", shaderPoint(inverty(scrollfix(offset(field("game.CurrentCharacter.Position"),{0,-200}))),
factor(dist(scrollfix(offset(field("game.CurrentCharacter.Position"),{0,-200})), cursor), 10)))
shaderActivateLighting(1)
shaderLamp(0, 1, {100,50,1}, {0,0,1}, {0.4,0.0,0.000001}, {0,0,0}, {1,1,1}, 1)
bind("light1", "lights[0].position", shaderPoint(
inverty(scrollfix(offset(field("game.CurrentCharacter.Position"),{0,-200}))),
function() return 80 + 10 * graphics.noise(6 * getTime() / 1000.0) end
))
shaderActivateLighting(3)
shaderLamp(0, 1, {100,50,1}, {0,0,1}, {0.4,0.0,0.000001}, {0,0,0}, {1,1,1}, 1)
bind("light1", "lights[0].position", shaderPoint(
inverty(scrollfix(offset(field("game.CurrentCharacter.Position"),{0,-200}))),
function() return 80 + 10 * graphics.noise(6 * getTime() / 1000.0) end
))
shaderLamp(1, 1, {100,50,1}, {0,0,1}, {0.4,0.0,0.000001}, {0,0,0}, {1,1,1}, 1)
bind("light1", "lights[1].position", shaderPoint(
inverty(scrollfix(offset(field("Characters.Char2.Position"),{0,-200}))),
function() return 80 + 10 * graphics.noise(6 * getTime() / 1000.0) end
))
shaderLamp(2, 1, {100,50,1}, {0,0,1}, {0.4,0.0,0.000001}, {0,0,0}, {1,1,1}, 1)
bind("light1", "lights[2].position", shaderPoint(
inverty(scrollfix(offset(field("Objects.Object1.Position"),{0,-200}))),
function() return 80 + 10 * graphics.noise(6 * getTime() / 1000.0) end
))