33a540806e
Added $reflection texture map for (water) shaders. Just renders the screen to an fbo before rendering the surface. hub/savegame fixes. git-svn-id: https://svn.code.sf.net/p/fteqw/code/trunk@4034 fc73d0e0-1445-4013-8a0c-d673dee63da5
13 lines
244 B
GLSL
13 lines
244 B
GLSL
//opaque surfaces are drawn to the render target to mask out skies
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#ifdef VERTEX_SHADER
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void main ()
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{
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gl_Position = ftetransform();
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}
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#endif
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#ifdef FRAGMENT_SHADER
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void main()
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{
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gl_FragColor = vec4(0.0, 0.0, 0.0, 1.0);
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}
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#endif
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