2019-01-13 16:51:50 +00:00
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!!ver 100 450
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2012-05-09 15:30:53 +00:00
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!!permu FOG
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2015-03-03 00:14:43 +00:00
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!!cvarf r_wateralpha
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2018-07-22 11:49:37 +00:00
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!!samps diffuse lightmap
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2015-03-03 00:14:43 +00:00
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#include "sys/defs.h"
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2012-05-09 15:30:53 +00:00
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//this is the shader that's responsible for drawing default q1 turbulant water surfaces
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//this is expected to be moderately fast.
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#include "sys/fog.h"
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varying vec2 tc;
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2018-07-22 11:49:37 +00:00
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#ifdef LIT
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varying vec2 lm0;
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#endif
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2012-05-09 15:30:53 +00:00
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#ifdef VERTEX_SHADER
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void main ()
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{
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tc = v_texcoord.st;
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2015-03-03 00:14:43 +00:00
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#ifdef FLOW
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tc.s += e_time * -0.5;
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#endif
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2018-07-22 11:49:37 +00:00
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#ifdef LIT
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lm0 = v_lmcoord;
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#endif
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2012-05-09 15:30:53 +00:00
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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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2013-03-12 23:13:39 +00:00
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#ifndef ALPHA
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2012-05-09 15:30:53 +00:00
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uniform float cvar_r_wateralpha;
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2013-03-12 23:13:39 +00:00
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#define USEALPHA cvar_r_wateralpha
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#else
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#define USEALPHA float(ALPHA)
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#endif
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2012-05-09 15:30:53 +00:00
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void main ()
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{
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vec2 ntc;
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ntc.s = tc.s + sin(tc.t+e_time)*0.125;
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ntc.t = tc.t + sin(tc.s+e_time)*0.125;
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2015-03-03 00:14:43 +00:00
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vec3 ts = vec3(texture2D(s_diffuse, ntc));
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2018-07-22 11:49:37 +00:00
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#ifdef LIT
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ts *= (texture2D(s_lightmap, lm0) * e_lmscale).rgb;
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#endif
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2018-12-11 00:20:59 +00:00
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gl_FragColor = fog4(vec4(ts, USEALPHA) * e_colourident);
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2012-05-09 15:30:53 +00:00
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}
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#endif
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