!!permu OFFSETMAPPING !!permu FULLBRIGHT !!permu FOG !!cvarf r_glsl_offsetmapping_scale //this is what normally draws all of your walls, even with rtlights disabled //note that the '286' preset uses drawflat_walls instead. #include "sys/fog.h" #if defined(OFFSETMAPPING) varying vec3 eyevector; #endif #ifdef VERTEX_SHADER attribute vec2 v_texcoord; attribute vec2 v_lmcoord; varying vec2 tc, lm; #if defined(OFFSETMAPPING) uniform vec3 e_eyepos; attribute vec3 v_normal; attribute vec3 v_svector; attribute vec3 v_tvector; #endif void main () { #if defined(OFFSETMAPPING) vec3 eyeminusvertex = e_eyepos - v_position.xyz; eyevector.x = dot(eyeminusvertex, v_svector.xyz); eyevector.y = -dot(eyeminusvertex, v_tvector.xyz); eyevector.z = dot(eyeminusvertex, v_normal.xyz); #endif tc = v_texcoord; lm = v_lmcoord; gl_Position = ftetransform(); } #endif #ifdef FRAGMENT_SHADER uniform sampler2D s_t0; uniform sampler2D s_t1; #ifdef OFFSETMAPPING uniform sampler2D s_t2; #endif #ifdef FULLBRIGHT uniform sampler2D s_t4; #endif varying vec2 tc, lm; uniform vec4 e_lmscale; uniform vec4 e_colourident; #ifdef OFFSETMAPPING #include "sys/offsetmapping.h" #endif void main () { #ifdef OFFSETMAPPING vec2 tcoffsetmap = offsetmap(s_t2, tc, eyevector); #define tc tcoffsetmap #endif gl_FragColor = texture2D(s_t0, tc) * texture2D(s_t1, lm) * e_lmscale; #ifdef FULLBRIGHT gl_FragColor.rgb += texture2D(s_t4, tc).rgb; #endif gl_FragColor = gl_FragColor * e_colourident; #ifdef FOG gl_FragColor = fog4(gl_FragColor); #endif } #endif