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Template:LSL Constants/PrimitiveParams/bumpshiny

PRIM_SHINY_NONE integer 0 m=3 s3=colspan="6" c=none
PRIM_SHINY_LOW integer 1 m=3 s3=colspan="6" c=low
PRIM_SHINY_MEDIUM integer 2 m=3 s3=colspan="6" c=medium
PRIM_SHINY_HIGH integer 3 m=3 s3=colspan="6" c=high
PRIM_SHINY_A_SORT_HACK 3.5 s=style="display:none;"
PRIM_BUMP_NONE integer 0 m=3 s3=colspan="6" c=none: no bump map
PRIM_BUMP_BRIGHT integer 1 m=3 s3=colspan="6" c=brightness: generate from highlights
PRIM_BUMP_DARK integer 2 m=3 s3=colspan="6" c=darkness: generate from lowlights
PRIM_BUMP_WOOD integer 3 m=3 s3=colspan="6" c=woodgrain
PRIM_BUMP_BARK integer 4 m=3 s3=colspan="6" c=bark
PRIM_BUMP_BRICKS integer 5 m=3 s3=colspan="6" c=bricks
PRIM_BUMP_CHECKER integer 6 m=3 s3=colspan="6" c=checker
PRIM_BUMP_CONCRETE integer 7 m=3 s3=colspan="6" c=concrete
PRIM_BUMP_TILE integer 8 m=3 s3=colspan="6" c=crustytile
PRIM_BUMP_STONE integer 9 m=3 s3=colspan="6" c=cutstone: blocks
PRIM_BUMP_DISKS integer 10 m=3 s3=colspan="6" c=discs: packed circles
PRIM_BUMP_GRAVEL integer 11 m=3 s3=colspan="6" c=gravel
PRIM_BUMP_BLOBS integer 12 m=3 s3=colspan="6" c=petridish: blobby amoeba like shapes
PRIM_BUMP_SIDING integer 13 m=3 s3=colspan="6" c=siding
PRIM_BUMP_LARGETILE integer 14 m=3 s3=colspan="6" c=stonetile
PRIM_BUMP_STUCCO integer 15 m=3 s3=colspan="6" c=stucco
PRIM_BUMP_SUCTION integer 16 m=3 s3=colspan="6" c=suction: rings
PRIM_BUMP_WEAVE integer 17 m=3 s3=colspan="6" c=weave
shiny & bump Flags Description
PRIM_SHINY_NONE integer 0 m=3 s3=colspan="6" c=none
PRIM_SHINY_LOW integer 1 m=3 s3=colspan="6" c=low
PRIM_SHINY_MEDIUM integer 2 m=3 s3=colspan="6" c=medium
PRIM_SHINY_HIGH integer 3 m=3 s3=colspan="6" c=high
PRIM_BUMP_NONE integer 0 m=3 s3=colspan="6" c=none: no bump map
PRIM_BUMP_BRIGHT integer 1 m=3 s3=colspan="6" c=brightness: generate from highlights
PRIM_BUMP_DARK integer 2 m=3 s3=colspan="6" c=darkness: generate from lowlights
PRIM_BUMP_WOOD integer 3 m=3 s3=colspan="6" c=woodgrain
PRIM_BUMP_BARK integer 4 m=3 s3=colspan="6" c=bark
PRIM_BUMP_BRICKS integer 5 m=3 s3=colspan="6" c=bricks
PRIM_BUMP_CHECKER integer 6 m=3 s3=colspan="6" c=checker
PRIM_BUMP_CONCRETE integer 7 m=3 s3=colspan="6" c=concrete
PRIM_BUMP_TILE integer 8 m=3 s3=colspan="6" c=crustytile
PRIM_BUMP_STONE integer 9 m=3 s3=colspan="6" c=cutstone: blocks
PRIM_BUMP_DISKS integer 10 m=3 s3=colspan="6" c=discs: packed circles
PRIM_BUMP_GRAVEL integer 11 m=3 s3=colspan="6" c=gravel
PRIM_BUMP_BLOBS integer 12 m=3 s3=colspan="6" c=petridish: blobby amoeba like shapes
PRIM_BUMP_SIDING integer 13 m=3 s3=colspan="6" c=siding
PRIM_BUMP_LARGETILE integer 14 m=3 s3=colspan="6" c=stonetile
PRIM_BUMP_STUCCO integer 15 m=3 s3=colspan="6" c=stucco
PRIM_BUMP_SUCTION integer 16 m=3 s3=colspan="6" c=suction: rings
PRIM_BUMP_WEAVE integer 17 m=3 s3=colspan="6" c=weave
shiny & bump Flags Description
PRIM_SHINY_NONE integer 0 m=3 s3=colspan="6" c=none
PRIM_SHINY_LOW integer 1 m=3 s3=colspan="6" c=low
PRIM_SHINY_MEDIUM integer 2 m=3 s3=colspan="6" c=medium
PRIM_SHINY_HIGH integer 3 m=3 s3=colspan="6" c=high
PRIM_SHINY_A_SORT_HACK 3.5 s=style="display:none;"
PRIM_BUMP_NONE integer 0 m=3 s3=colspan="6" c=none: no bump map
PRIM_BUMP_BRIGHT integer 1 m=3 s3=colspan="6" c=brightness: generate from highlights
PRIM_BUMP_DARK integer 2 m=3 s3=colspan="6" c=darkness: generate from lowlights
PRIM_BUMP_WOOD integer 3 m=3 s3=colspan="6" c=woodgrain
PRIM_BUMP_BARK integer 4 m=3 s3=colspan="6" c=bark
PRIM_BUMP_BRICKS integer 5 m=3 s3=colspan="6" c=bricks
PRIM_BUMP_CHECKER integer 6 m=3 s3=colspan="6" c=checker
PRIM_BUMP_CONCRETE integer 7 m=3 s3=colspan="6" c=concrete
PRIM_BUMP_TILE integer 8 m=3 s3=colspan="6" c=crustytile
PRIM_BUMP_STONE integer 9 m=3 s3=colspan="6" c=cutstone: blocks
PRIM_BUMP_DISKS integer 10 m=3 s3=colspan="6" c=discs: packed circles
PRIM_BUMP_GRAVEL integer 11 m=3 s3=colspan="6" c=gravel
PRIM_BUMP_BLOBS integer 12 m=3 s3=colspan="6" c=petridish: blobby amoeba like shapes
PRIM_BUMP_SIDING integer 13 m=3 s3=colspan="6" c=siding
PRIM_BUMP_LARGETILE integer 14 m=3 s3=colspan="6" c=stonetile
PRIM_BUMP_STUCCO integer 15 m=3 s3=colspan="6" c=stucco
PRIM_BUMP_SUCTION integer 16 m=3 s3=colspan="6" c=suction: rings
PRIM_BUMP_WEAVE integer 17 m=3 s3=colspan="6" c=weave
shiny & bump Flags Description
PRIM_SHINY_NONE integer 0 m=3 s3=colspan="6" c=none
PRIM_SHINY_LOW integer 1 m=3 s3=colspan="6" c=low
PRIM_SHINY_MEDIUM integer 2 m=3 s3=colspan="6" c=medium
PRIM_SHINY_HIGH integer 3 m=3 s3=colspan="6" c=high
PRIM_SHINY_A_SORT_HACK 3.5 s=style="display:none;"
PRIM_BUMP_NONE integer 0 m=3 s3=colspan="6" c=none: no bump map
PRIM_BUMP_BRIGHT integer 1 m=3 s3=colspan="6" c=brightness: generate from highlights
PRIM_BUMP_DARK integer 2 m=3 s3=colspan="6" c=darkness: generate from lowlights
PRIM_BUMP_WOOD integer 3 m=3 s3=colspan="6" c=woodgrain
PRIM_BUMP_BARK integer 4 m=3 s3=colspan="6" c=bark
PRIM_BUMP_BRICKS integer 5 m=3 s3=colspan="6" c=bricks
PRIM_BUMP_CHECKER integer 6 m=3 s3=colspan="6" c=checker
PRIM_BUMP_CONCRETE integer 7 m=3 s3=colspan="6" c=concrete
PRIM_BUMP_TILE integer 8 m=3 s3=colspan="6" c=crustytile
PRIM_BUMP_STONE integer 9 m=3 s3=colspan="6" c=cutstone: blocks
PRIM_BUMP_DISKS integer 10 m=3 s3=colspan="6" c=discs: packed circles
PRIM_BUMP_GRAVEL integer 11 m=3 s3=colspan="6" c=gravel
PRIM_BUMP_BLOBS integer 12 m=3 s3=colspan="6" c=petridish: blobby amoeba like shapes
PRIM_BUMP_SIDING integer 13 m=3 s3=colspan="6" c=siding
PRIM_BUMP_LARGETILE integer 14 m=3 s3=colspan="6" c=stonetile
PRIM_BUMP_STUCCO integer 15 m=3 s3=colspan="6" c=stucco
PRIM_BUMP_SUCTION integer 16 m=3 s3=colspan="6" c=suction: rings
PRIM_BUMP_WEAVE integer 17 m=3 s3=colspan="6" c=weave
shiny & bump Flags Description
Original wiki source

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