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8fde5dc37c
- needs sv_allow_shaders and hl25 at the moment and it piggybacks off the hl25 overbright shader using the average gamma ramp setting for ns maps.
14 lines
No EOL
406 B
GLSL
14 lines
No EOL
406 B
GLSL
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layout(location = 0) out vec4 color;
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void main()
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{
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gl_Position = ftransform();
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gl_TexCoord[0] = gl_TextureMatrix[0] * gl_MultiTexCoord0; //Albedo
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gl_TexCoord[1] = gl_TextureMatrix[1] * gl_MultiTexCoord1; //Lighmap
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gl_TexCoord[2] = gl_TextureMatrix[2] * gl_MultiTexCoord2; //Detail
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color = gl_Color;
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vec4 eyePos = gl_ModelViewMatrix * gl_Vertex;
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gl_FogFragCoord = abs( eyePos.z / eyePos.w );
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} |