update built-in shaders.
git-svn-id: https://svn.code.sf.net/p/fteqw/code/trunk@5956 fc73d0e0-1445-4013-8a0c-d673dee63da5
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1 changed files with 62 additions and 4 deletions
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@ -2555,7 +2555,7 @@ YOU SHOULD NOT EDIT THIS FILE BY HAND
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#ifdef GLQUAKE
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{QR_OPENGL, 110, "default2d",
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"!!ver 100-450\n"
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"!!samps 1\n"
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"!!samps img=0\n"
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//this shader is present for support for gles/gl3core contexts
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//it is single-texture-with-vertex-colours, and doesn't do anything special.
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@ -2582,7 +2582,7 @@ YOU SHOULD NOT EDIT THIS FILE BY HAND
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"#ifdef PREMUL\n"
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"f.rgb *= f.a;\n"
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"#endif\n"
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"f *= texture2D(s_t0, tc);\n"
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"f *= texture2D(s_img, tc);\n"
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"gl_FragColor = f;\n"
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"}\n"
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"#endif\n"
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@ -2856,6 +2856,46 @@ YOU SHOULD NOT EDIT THIS FILE BY HAND
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"}\n"
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"#endif\n"
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},
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#endif
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#ifdef GLQUAKE
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{QR_OPENGL, 110, "default2danim",
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"!!ver 300-450\n"
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"!!samps anim:2DArray=0\n"
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"#include \"sys/defs.h\"\n"
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//this shader is present for support for gles/gl3core contexts
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//it is single-texture-with-vertex-colours, and doesn't do anything special.
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//beware that a few things use this, including apparently fonts and bloom rescaling.
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//its really not meant to do anything special.
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"varying vec2 tc;\n"
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"varying vec4 vc;\n"
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"#ifdef VERTEX_SHADER\n"
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"void main ()\n"
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"{\n"
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"tc = v_texcoord;\n"
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"vc = v_colour;\n"
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"gl_Position = ftetransform();\n"
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"}\n"
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"#endif\n"
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"#ifdef FRAGMENT_SHADER\n"
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"void main ()\n"
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"{\n"
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//figure out which frame to use.
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"ivec3 sz = textureSize(s_anim, 0);\n"
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"float layer = mod(e_time*10, sz.z-1);\n"
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"vec4 f = vc;\n"
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"#ifdef PREMUL\n"
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"f.rgb *= f.a;\n"
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"#endif\n"
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"f *= texture(s_anim, vec3(tc, layer));\n"
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"gl_FragColor = f;\n"
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"}\n"
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"#endif\n"
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},
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#endif
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#ifdef GLQUAKE
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@ -3488,7 +3528,10 @@ YOU SHOULD NOT EDIT THIS FILE BY HAND
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"col *= factor_base;\n"
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"#define dielectricSpecular 0.04\n"
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"#ifndef IOR\n"
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"#define IOR 1.5 //Index Of Reflection.\n"
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"#endif\n"
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"#define dielectricSpecular pow(((IOR - 1.0)/(IOR + 1.0)),2.0)\n"
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"#ifdef SPECULAR\n"
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"vec4 specs = texture2D(s_specular, tc)*factor_spec;\n"
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"#ifdef ORM\n"
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@ -4405,6 +4448,16 @@ YOU SHOULD NOT EDIT THIS FILE BY HAND
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"{\n"
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"vec2 tccoord;\n"
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"vec3 dir = pos - e_eyepos;\n"
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"#ifdef EQUI\n"
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"#define PI 3.1415926535897932384626433832795\n"
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"dir = normalize(dir);\n"
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"tccoord.x = atan(dir.x,dir.y) / (PI*2.0) + 0.5;\n"
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"tccoord.y = acos(dir.z) / PI;\n"
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"vec3 sky = vec3(texture2D(s_base, tccoord));\n"
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"#else\n"
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"dir.z *= 3.0;\n"
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"dir.xy /= 0.5*length(dir);\n"
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"tccoord = (dir.xy + e_time*0.03125);\n"
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@ -4412,6 +4465,8 @@ YOU SHOULD NOT EDIT THIS FILE BY HAND
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"tccoord = (dir.xy + e_time*0.0625);\n"
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"vec4 clouds = texture2D(s_cloud, tccoord);\n"
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"sky = (sky.rgb*(1.0-clouds.a)) + (clouds.a*clouds.rgb);\n"
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"#endif\n"
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"#ifdef FOG\n"
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"sky.rgb = mix(sky.rgb, w_fogcolour, float(r_skyfog)*w_fogalpha); //flat fog ignoring actual geometry\n"
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//sky = fog3(sky); //fog according to actual geometry
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@ -6185,7 +6240,10 @@ YOU SHOULD NOT EDIT THIS FILE BY HAND
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"#endif\n"
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// col *= factor_base;
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"#define dielectricSpecular 0.04\n"
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"#ifndef IOR\n"
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"#define IOR 1.5 //Index Of Reflection.\n"
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"#endif\n"
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"#define dielectricSpecular pow(((IOR - 1.0)/(IOR + 1.0)),2.0)\n"
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"#ifdef SPECULAR\n"
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"vec4 specs = texture2D(s_specular, tc);//*factor_spec;\n"
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"#ifdef ORM\n"
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