685404250f
reduced input latency. reworked how internal texture formats work,. added support for LIGHTING_E5BGR9 bspx lump for HDR lighting. updated support for srgb, no longer looks quite so weird. works on glx vid_srgb 3 attempts to use half-float swapchains, where possible. gl: use glTextureStorage where available. d3d11: gave up on using dxgi for fullscreen, was just too buggy. glx: updated gl context creation on linux. server: fix svc_updatefrags not being passed though (fixes frikbot scores) fs: spanned pk3s now work (fragmented files/directory will fail to open, so this needs a custom tool to be fully useful). fixed restart_ents command (restarts the map, but preserving the players as they are) tw: removed 'QWSKINS' featureset from tw config git-svn-id: https://svn.code.sf.net/p/fteqw/code/trunk@5217 fc73d0e0-1445-4013-8a0c-d673dee63da5
23 lines
490 B
GLSL
23 lines
490 B
GLSL
!!ver 100-450
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//this shader is applies gamma/contrast/brightness to the source image, and dumps it out.
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varying vec2 tc;
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varying vec4 vc;
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#ifdef VERTEX_SHADER
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attribute vec2 v_texcoord;
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attribute vec4 v_colour;
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void main ()
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{
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tc = vec2(v_texcoord.s, 1.0-v_texcoord.t);
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vc = v_colour;
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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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uniform sampler2D s_t0;
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void main ()
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{
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gl_FragColor = pow(texture2D(s_t0, tc) * vc.g, vec4(vc.r)) + vc.b;
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}
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#endif
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