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fteqw/engine/shaders/glsl/terrain.glsl
Spoike 8ae45223dc Android: fat presses, vibrator, onscreen keyboard, keep-screen-on, console scaling, touch-based console scrolling, additional bindables.
Some memory leaks fixed.
latency with the nq protocol over loopback is much reduced.
Terrain: now mostly a property of a (q1 for now) bsp map, file format changed, glsl now built in, terrain editor builtin improved/changed, holes supported.

git-svn-id: https://svn.code.sf.net/p/fteqw/code/trunk@4067 fc73d0e0-1445-4013-8a0c-d673dee63da5
2012-07-14 16:25:18 +00:00

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GLSL

!!permu FOG
#include "sys/fog.h"
varying vec2 tc;
varying vec2 lm;
#ifdef VERTEX_SHADER
attribute vec2 v_texcoord;
attribute vec2 v_lmcoord;
void main (void)
{
tc = v_texcoord.st;
lm = v_lmcoord.st;
gl_Position = ftetransform();
}
#endif
#ifdef FRAGMENT_SHADER
//four texture passes
uniform sampler2D s_t0;
uniform sampler2D s_t1;
uniform sampler2D s_t2;
uniform sampler2D s_t3;
//mix values
uniform sampler2D s_t4;
void main (void)
{
vec4 m = texture2D(s_t4, lm);
gl_FragColor = fog4(
texture2D(s_t0, tc)*m.r
+ texture2D(s_t1, tc)*m.g
+ texture2D(s_t2, tc)*m.b
+ texture2D(s_t3, tc)*(1.0 - (m.r + m.g + m.b))
);
}
#endif