151bd6d0b1
gl: fix r_projection when using vid_restart. hdr: fixed iris stuff to work in more renderers. ircclient: don't disconnect instantly. that's just stupid. git-svn-id: https://svn.code.sf.net/p/fteqw/code/trunk@5010 fc73d0e0-1445-4013-8a0c-d673dee63da5
102 lines
2.5 KiB
C
102 lines
2.5 KiB
C
#ifdef VERTEX_SHADER
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#define attribute in
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#define varying out
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out gl_PerVertex
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{
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vec4 gl_Position;
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};
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#else
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#define varying in
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#endif
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layout(std140, binding=0) uniform entityblock
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{
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mat4 m_modelviewproj;
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mat4 m_model;
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mat4 m_modelinv;
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vec3 e_eyepos;
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float e_time;
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vec3 e_light_ambient; float epad1;
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vec3 e_light_dir; float epad2;
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vec3 e_light_mul; float epad3;
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vec4 e_lmscales[4];
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vec3 e_uppercolour; float epad4;
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vec3 e_lowercolour; float epad5;
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vec3 e_glowmod; float epad6;
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vec4 e_colourident;
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vec4 w_fogcolours;
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float w_fogdensity; float w_fogdepthbias; vec2 epad7;
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};
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#define e_lmscale (e_lmscales[0])
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layout(std140, binding=1) uniform lightblock
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{
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mat4 l_cubematrix;
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vec3 l_lightposition; float lpad1;
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vec3 l_lightcolour; float lpad2;
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vec3 l_lightcolourscale; float l_lightradius;
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vec4 l_shadowmapproj;
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vec2 l_shadowmapscale; vec2 lpad3;
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};
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#ifdef VERTEX_SHADER
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layout(location=0) attribute vec3 v_position;
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layout(location=1) attribute vec2 v_texcoord;
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layout(location=2) attribute vec4 v_colour;
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layout(location=3) attribute vec2 v_lmcoord;
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layout(location=4) attribute vec3 v_normal;
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layout(location=5) attribute vec3 v_svector;
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layout(location=6) attribute vec3 v_tvector;
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#endif
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#ifdef FRAGMENT_SHADER
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layout(location=0) out vec4 outcolour;
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#define gl_FragColor outcolour
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#endif
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#define texture2D texture
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#define textureCube texture
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/*defined by front-end, with bindings that suit us
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uniform sampler2D s_t0;
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uniform sampler2D s_t1;
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uniform sampler2D s_t2;
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uniform sampler2D s_t3;
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uniform sampler2D s_t4;
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uniform sampler2D s_t5;
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uniform sampler2D s_t6;
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uniform sampler2D s_t7;
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uniform sampler2D s_diffuse;
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uniform sampler2D s_normalmap;
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uniform sampler2D s_specular;
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uniform sampler2D s_upper;
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uniform sampler2D s_lower;
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uniform sampler2D s_fullbright;
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uniform sampler2D s_paletted;
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uniform sampler2D s_shadowmap;
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uniform samplerCube s_projectionmap;
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uniform samplerCube s_reflectcube;
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uniform sampler2D s_reflectmask;
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uniform sampler2D s_lightmap;
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#define s_lightmap0 s_lightmap
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uniform sampler2D s_deluxmap;
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#define s_deluxmap0 s_deluxmap
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uniform sampler2D s_lightmap1;
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uniform sampler2D s_lightmap2;
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uniform sampler2D s_lightmap3;
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uniform sampler2D s_deluxmap1;
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uniform sampler2D s_deluxmap2
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uniform sampler2D s_deluxmap3;
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*/
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#ifdef VERTEX_SHADER
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vec4 ftetransform()
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{
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vec4 proj = (m_modelviewproj*vec4(v_position,1.0));
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proj.y *= -1;
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proj.z = (proj.z + proj.w) / 2.0;
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return proj;
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}
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#endif
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