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fteqw/engine/shaders/glsl/defaultwarp.glsl
Shpoike 8dadfb4878 Added sys_openfile console command(and menu option) to web and flatpak(via cmake+dbus) builds, to 'install' packages on sandboxed systems a bit more easily.
Cmake: Add FTE_WERROR option, defaults to true in debug builds and off in release builds (in case future compilers have issues).
Cmake: Pull in libXscreensaver so we don't get interrupted by screensavers when playing demos.
Make: Added `make webcl-rel` for a web build without server bloat (eg for sites focused on demo playback. Yes, this means you XantoM).
fteqcc: Include the decompiler in fteqcc (non-gui) builds ('-d' arg).
fteqcc: Decompiler can now mostly handle hexen2 mods without any unknown opcodes.
Allow ezHud and OpenSSL to be compiled as in-engine plugins, potentially for web and windows ports respectively.
Web: Fix support for ogg vorbis. Add support for voip.
Web: Added basic support for WebXR.
QTV: Don't try seeking on unseekable qtv streams. Don't spam when developer 1 is set.
QTV: add support for some eztv extensions.
MVD: added hack to use ktx's vweps in mvd where mvdsv doesn't bother to record the info.
qwfwd: hack around a hack in qwfwd, allowing it to work again.
recording: favour qwd in single player, instead of mvd.
Protocol: reduce client memory used for precache names. Bump maximum precache counts - some people are just abusive, yes you Orl.
hexen2: add enough clientside protocol compat to play the demo included with h2mp. lacks effects.
in_xflip: restored this setting.
fs_hidesyspaths: new cvar, defaults to enabled so you won't find your username or whatever turning up in screenshots or the like. change it to 0 before debuging stuff eg via 'path'.
gl_overbright_models: Added cvar to match QS.
netchan: Added MTU determination, we'll no longer fail to connect when routers stupidly drop icmp packets.
Win: try a few other versions of xinput too.
CSQC: Added a CSQC_GenerateMaterial function, to give the csqc a chance to generate custom materials.
MenuQC: Added support for the skeletal objects API.
2024-07-14 19:58:24 +01:00

48 lines
915 B
GLSL

!!ver 100 450
!!permu FOG
!!samps diffuse lightmap
#include "sys/defs.h"
//this is the shader that's responsible for drawing default q1 turbulant water surfaces
//this is expected to be moderately fast.
#include "sys/fog.h"
varying vec2 tc;
#ifdef LIT
varying vec2 lm0;
#endif
#ifdef VERTEX_SHADER
void main ()
{
tc = v_texcoord.st;
#ifdef FLOWV
tc.st += e_time * vec2(FLOWV);
#endif
#ifdef FLOW
tc.s += e_time * -0.5;
#endif
#ifdef LIT
lm0 = v_lmcoord;
#endif
gl_Position = ftetransform();
}
#endif
#ifdef FRAGMENT_SHADER
void main ()
{
vec2 ntc = tc + sin(tc.ts+e_time)*0.125;
vec3 ts = vec3(texture2D(s_diffuse, ntc));
#ifdef LIT
ts *= (texture2D(s_lightmap, lm0) * e_lmscale).rgb;
#endif
#ifdef ALPHA
gl_FragColor = fog4blend(vec4(ts, float(ALPHA)) * e_colourident);
#else
gl_FragColor = fog4(vec4(ts, 1.0) * e_colourident);
#endif
}
#endif