![]() ![]() Note: Some stores may not have this page or link, and will automatically redirect to the passwordless login widget. With Multipass enabled, subscriptions customers can sign into both Shopify and their Recharge customer portal using the passwordless login widget. In addition, Multipass is supported for Shopify Plus merchants. If you sell CBD products, customers receive the four-digit access code via email only.If the customer has only an email address or an email address and an ineligible phone number on their account, they receive the four-digit access code via email.If the customer has both an email address and an eligible phone number on their account, they receive the four-digit access code via email and SMS.The four-digit access code is sent via email and/or SMS using the following logic: Recharge's passwordless login widget allows customers to log in to the customer portal using a four-digit access code, instead of using the magic link sent via email. Stores selling CBD can use this feature and send only email notifications. Due to US laws and legislation, stores selling products containing cannabidiol (CBD) cannot send text message notifications.International phone numbers only receive the four-digit access code via email. SMS delivery for the four-digit access code is only compatible with phone numbers from the United States and Canada (with a +1 country code).Stores must use Classic customer accounts to use this feature.There are some limitations for using this feature: You can download my example project here. Gpu_set_blendmode_ext(bm_dest_color, bm_zero) ![]() Finally, we can just draw the results and we're done! //Finally, blend it with the application surface We're multiplying the destination color (app surface) by the source color (surf_light). Now we can create using a multiply blendmode to blend the light surface with the application surface. Use an add blendmode to draw lights properly! //Draw lights to light surface camera_apply here means we can draw in room coordinates instead of surface coordinates. This could be ambient lights, sprites, gradients, or anything. Next, we need to draw the lights on our surface. Surf_light = surface_create(_w,_h, surface_rgba16float) _h = surface_get_height(application_surface) _w = surface_get_width(application_surface) Match the width and height of the application surface We can use the new "surface_rgba16float" so that we can have light values greater than 1. This also recreates the surface if it gets destroyed. In the Draw GUI Event, I create the surface. I'm calling mine "surf_light" and initialize it at -1 so I can create it later. Now it’s possible to do this without shaders! In my Lights tutorial, I mentioned the challenge of using 8-bit surfaces for doing lighting. Now let’s go over some cool ways to use this! Simple Lighting You can check if a format is supported on your hardware using this function: 16 bits are enough for HDR effects or depth maps and 32 is for high-precision at the cost of higher memory usage. This is huge when it comes to shaders! You can now output values greater than 1 or even negative values and it’s more precise than 1/255ths. “16float” and “32float” store color as floats in 16 and 32 bits respectively. This saves 50% of the memory usage but is only supported on some hardware. “4unorm” is a format that only has 4-bits per channel so 1/16th increments. This saves memory usage and should be slightly faster. This means that there is no alpha channel and blue channel. The “rg” and “r” have only two and one channels respectively. We now have 8 formats we can choose from: This has 4 channels (red, green, blue, and alpha), 8-bits per channel (0-255), and is unsigned and normalized (meaning it ranges from 0 to 1 in 1/255th units). Until now, GM has only supported one texture format: RGBA8unorm. ![]()
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