fteqw/engine/shaders/glsl/drawflat_wall.glsl
Spoike 685404250f added cmake file.
reduced input latency.
reworked how internal texture formats work,.
added support for LIGHTING_E5BGR9 bspx lump for HDR lighting.
updated support for srgb, no longer looks quite so weird. works on glx
vid_srgb 3 attempts to use half-float swapchains, where possible.
gl: use glTextureStorage where available.
d3d11: gave up on using dxgi for fullscreen, was just too buggy.
glx: updated gl context creation on linux.
server: fix svc_updatefrags not being passed though (fixes frikbot scores)
fs: spanned pk3s now work (fragmented files/directory will fail to open, so this needs a custom tool to be fully useful).
fixed restart_ents command (restarts the map, but preserving the players as they are)
tw: removed 'QWSKINS' featureset from tw config

git-svn-id: https://svn.code.sf.net/p/fteqw/code/trunk@5217 fc73d0e0-1445-4013-8a0c-d673dee63da5
2018-03-04 14:41:16 +00:00

28 lines
648 B
GLSL

!!cvard_srgb_b r_floorcolor
!!cvard_srgb_b r_wallcolor
!!permu FOG
//this is for the '286' preset walls, and just draws lightmaps coloured based upon surface normals.
#include "sys/fog.h"
varying vec4 col;
#ifdef VERTEX_SHADER
attribute vec3 v_normal;
attribute vec2 v_lmcoord;
varying vec2 lm;
uniform vec4 e_lmscale;
void main ()
{
col = vec4(e_lmscale.rgb * ((v_normal.z < 0.73)?r_wallcolor:r_floorcolor), e_lmscale.a);
lm = v_lmcoord;
gl_Position = ftetransform();
}
#endif
#ifdef FRAGMENT_SHADER
uniform sampler2D s_t0;
varying vec2 lm;
void main ()
{
gl_FragColor = fog4(col * texture2D(s_t0, lm));
}
#endif