685404250f
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
28 lines
648 B
GLSL
28 lines
648 B
GLSL
!!cvard_srgb_b r_floorcolor
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!!cvard_srgb_b r_wallcolor
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!!permu FOG
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//this is for the '286' preset walls, and just draws lightmaps coloured based upon surface normals.
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#include "sys/fog.h"
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varying vec4 col;
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#ifdef VERTEX_SHADER
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attribute vec3 v_normal;
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attribute vec2 v_lmcoord;
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varying vec2 lm;
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uniform vec4 e_lmscale;
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void main ()
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{
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col = vec4(e_lmscale.rgb * ((v_normal.z < 0.73)?r_wallcolor:r_floorcolor), e_lmscale.a);
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lm = v_lmcoord;
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gl_Position = ftetransform();
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}
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#endif
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#ifdef FRAGMENT_SHADER
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uniform sampler2D s_t0;
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varying vec2 lm;
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void main ()
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{
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gl_FragColor = fog4(col * texture2D(s_t0, lm));
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}
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#endif
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