Reworked networking a little, separating out common code for separate server/master processes.

Reworked glsl bones, so they work based upon the shader's version instead of the driver's version (more robust).
Fix te_teleport shader.
Track angles for antilag.


git-svn-id: https://svn.code.sf.net/p/fteqw/code/trunk@5372 fc73d0e0-1445-4013-8a0c-d673dee63da5
This commit is contained in:
Spoike 2018-12-28 00:04:36 +00:00
parent 18280be6e9
commit c6ed692871
56 changed files with 2026 additions and 964 deletions

View file

@ -1711,6 +1711,7 @@ char *particle_set_high =
"surfaceparm nodlight\n"
"glslprogram\n"
"{\n"
"!!samps screen=0\n"
"varying vec2 tcoord;\n"
"varying vec4 scoord;\n"
"varying float alph;\n"
@ -1738,7 +1739,7 @@ char *particle_set_high =
// f = 1.0 - tcoord*tcoord;
"if (f < 0.0) discard;\n"
"f *= alph;\n"
"gl_FragColor = texture2D(s_t0, nst - tcoord*f);\n"
"gl_FragColor = texture2D(s_screen, nst - tcoord*f);\n"
"}\n"
"#endif\n"
"}\n"