53a7b3d47c
The ragdoll API is potentially usable now, but still really limited. Enabled SQL requests by default using sqlite. Note that you'll need the sqlite dll to use this. MySQL should still be usable, but I didn't try. MySQL requires -DUSE_MYSQL to compile it, and a dll and -mysql argument to enable it. Fixed nacl. NPFTE plugin now invokes an exe to run the game rather than running the game within the browser. externvalue builtin now accepts & prefix to return a pointer instead. Fixed vector autocvars. uri_get, bufstr_add, bufstr_free, now functional. QC debugger can now show asm if line numbers are not available. Added support for QC watchpoints. Use the watchpoint command. gl_specular now give specular even without rtlights, thankfully not as blatently, but its there. android will not crash due to supported audio formats, and gles2 can be selected via a cvar (requires full FTEDroidActivity/program restart). git-svn-id: https://svn.code.sf.net/p/fteqw/code/trunk@4152 fc73d0e0-1445-4013-8a0c-d673dee63da5
52 lines
No EOL
969 B
HLSL
52 lines
No EOL
969 B
HLSL
struct a2v
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{
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float4 pos: POSITION;
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};
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struct v2f
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{
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#ifndef FRAGMENT_SHADER
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float4 pos: POSITION;
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#endif
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float3 vpos: TEXCOORD0;
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};
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#ifdef VERTEX_SHADER
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float4x4 m_modelviewprojection;
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v2f main (a2v inp)
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{
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v2f outp;
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outp.pos = mul(m_modelviewprojection, inp.pos);
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outp.vpos = inp.pos;
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return outp;
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}
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#endif
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#ifdef FRAGMENT_SHADER
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float e_time;
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float3 e_eyepos;
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float l_lightradius;
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float3 l_lightcolour;
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float3 l_lightposition;
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sampler s_t0; /*diffuse*/
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sampler s_t1; /*normal*/
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sampler s_t2; /*specular*/
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float4 main (v2f inp) : COLOR0
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{
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float2 tccoord;
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float3 dir = inp.vpos - e_eyepos;
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dir.z *= 3.0;
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dir.xy /= 0.5*length(dir);
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tccoord = (dir.xy + e_time*0.03125);
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float4 solid = tex2D(s_t0, tccoord);
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tccoord = (dir.xy + e_time*0.0625);
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float4 clouds = tex2D(s_t1, tccoord);
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return float4((solid.rgb*(1.0-clouds.a)) + (clouds.a*clouds.rgb), 1);
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}
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#endif |