0fee3a4aea
First real attempt at lit water. Parsing rtlights is now aware of spotlights. Default cl_yieldcpu to 1, to save cpu for anyone who sets cl_maxfps lower. Added to menus. presets now include view angle clamping - maps made for quakespasm REQUIRE full pitch angles despite it otherwise being considered a cheat or glitchy (on servers that try to block the cheat). fix r_fullbrightSkins>=1 issue. git-svn-id: https://svn.code.sf.net/p/fteqw/code/trunk@5274 fc73d0e0-1445-4013-8a0c-d673dee63da5
48 lines
937 B
GLSL
48 lines
937 B
GLSL
!!permu FOG
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!!cvarf r_wateralpha
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!!samps diffuse lightmap
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#include "sys/defs.h"
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//this is the shader that's responsible for drawing default q1 turbulant water surfaces
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//this is expected to be moderately fast.
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#include "sys/fog.h"
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varying vec2 tc;
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#ifdef LIT
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varying vec2 lm0;
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#endif
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#ifdef VERTEX_SHADER
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void main ()
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{
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tc = v_texcoord.st;
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#ifdef FLOW
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tc.s += e_time * -0.5;
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#endif
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#ifdef LIT
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lm0 = v_lmcoord;
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#endif
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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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#ifndef ALPHA
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uniform float cvar_r_wateralpha;
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#define USEALPHA cvar_r_wateralpha
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#else
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#define USEALPHA float(ALPHA)
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#endif
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void main ()
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{
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vec2 ntc;
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ntc.s = tc.s + sin(tc.t+e_time)*0.125;
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ntc.t = tc.t + sin(tc.s+e_time)*0.125;
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vec3 ts = vec3(texture2D(s_diffuse, ntc));
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#ifdef LIT
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ts *= (texture2D(s_lightmap, lm0) * e_lmscale).rgb;
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#endif
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gl_FragColor = fog4(vec4(ts, USEALPHA));
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}
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#endif
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