fteqw/engine/shaders/vulkan/fixedemu.glsl
Spoike 27a59a0cbc LOTS OF CHANGES. was hoping to get revision 5000 perfect, but really that's never going to happen. this has gone on for too long now.
vulkan, wasapi, quake injector features added.
irc, avplug, cef plugins/drivers reworked/updated/added
openal reverb, doppler effects added.
'dir' console command now attempts to view clicked files.
lots of warning fixes, should now only be deprecation warnings for most targets (depending on compiler version anyway...).
SendEntity finally reworked to use flags properly.
effectinfo improved, other smc-targetted fixes.
mapcluster stuff now has support for linux.
.basebone+.baseframe now exist in ssqc.
qcc: -Fqccx supports qccx syntax, including qccx hacks. don't expect these to work in fteqw nor dp though.
qcc: rewrote function call handling to use refs rather than defs. this makes struct passing more efficient and makes the __out keyword usable with fields etc.
qccgui: can cope a little better with non-unicode files. can now represent most quake chars.
qcc: suppressed warnings from *extensions.qc

git-svn-id: https://svn.code.sf.net/p/fteqw/code/trunk@5000 fc73d0e0-1445-4013-8a0c-d673dee63da5
2016-07-12 00:40:13 +00:00

56 lines
1 KiB
GLSL

!!argb constcolour=0
!!samps 1
layout(constant_id = 0) const int alphatest = 4;
layout(push_constant) uniform pushintf
{
vec4 colour;
} push;
//this shader is present for support for gles/gl3core contexts
//it is single-texture-with-vertex-colours, and doesn't do anything special.
//beware that a few things use this, including apparently fonts and bloom rescaling.
//its really not meant to do anything special.
#include "sys/defs.h"
layout(location=0) varying vec2 tc;
layout(location=1) varying vec4 vc;
#ifdef VERTEX_SHADER
void main ()
{
tc = v_texcoord;
if (arg_constcolour)
vc = push.colour;
else
vc = v_colour;
gl_Position = ftetransform();
}
#endif
#ifdef FRAGMENT_SHADER
void main ()
{
vec4 fc = texture2D(s_t0, tc) * vc;
if (alphatest == 4)
discard;
if (alphatest == 3)
{
if (fc.a < 0.5)
discard;
}
else if (alphatest == 2)
{
if (fc.a <= 0)
discard;
}
else if (alphatest == 1)
{
if (fc.a >= 0.5)
discard;
}
gl_FragColor = fc;
}
#endif