If it's done via shaders, it is optional. Everyone can write and use their own shaders or no shaders at all, because it's client side.
And here comes question (cause I'm noob in this matter) - how to apply custom shaders?
friday, friday, fun, fun... posterization applied into game as hlsl shader
but need to be fixed more, and gamma should be set correctly..
simpliest wat to do that is add this code to 3D_SpecularMapping.fx and 3D_Default.fx to end of
PSNormal
function before line:
return output;
float3 transformedColor = output.rgb; // by mistake I placed here output.xyz
// set number of colors
float numberOfColors = 12;
// set gamma
float gamma = 0.5;
transformedColor = pow(transformedColor, gamma);
transformedColor = transformedColor * numberOfColors;
transformedColor = floor(transformedColor);
transformedColor = transformedColor / numberOfColors;
transformedColor = pow(transformedColor,1.0/gamma);
output.rgb = transformedColor;
and now noise (it may be hard):
HOOOAH!!!
first successfull run with noise
http://rudo-brody.pl/uploads/2011-12-16_2159.mp4nightvision fun
more work with shaders more fun
tomorrow I will place here fully functional and refactored code