fteqw/engine/shaders/glsl/crepuscular_opaque.glsl
Spoike 33a540806e Small tweeks, bugfixes, breakages, cleanups...
Added $reflection texture map for (water) shaders. Just renders the screen to an fbo before rendering the surface.
hub/savegame fixes.


git-svn-id: https://svn.code.sf.net/p/fteqw/code/trunk@4034 fc73d0e0-1445-4013-8a0c-d673dee63da5
2012-05-09 15:30:53 +00:00

13 lines
244 B
GLSL

//opaque surfaces are drawn to the render target to mask out skies
#ifdef VERTEX_SHADER
void main ()
{
gl_Position = ftetransform();
}
#endif
#ifdef FRAGMENT_SHADER
void main()
{
gl_FragColor = vec4(0.0, 0.0, 0.0, 1.0);
}
#endif